CTF-XV-Arcade][Blocktastic]

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Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

Look like you look and click on wrong link. Try again.
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OjitroC
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Re: CTF-XV-Arcade][Blocktastic]

Post by OjitroC »

EvilGrins wrote: Sat Mar 19, 2022 6:07 pm Actually, you didn't do that right... by which I mean you did update but now the link in the top post goes to an entirely different forum and the map is the same name but it's VCTF instead of CTF.
I think that link always did go to that forum - it's a discussion on the original map and indicates where Buggie's UT version came from.
Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

v3

- Add turrets.
- Fix paths.
- Tune some jumppads.
- Custom sound for jumpads.
- Small fixes.

Now need XVehicles at least v40 for load:
viewtopic.php?f=34&t=14936

Updated in first post: viewtopic.php?f=5&t=15072
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darkbarrage99
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Re: CTF-XV-Arcade][Blocktastic]

Post by darkbarrage99 »

Turrets feel good! But without translocator enabled, additional jump pads or lowgrav mutator, it is impossible to get to most of the vehicles without wasting health hammer jumping.

Also with how powerful the laser turrets are, I think they might be better placed in less conspicuous locations. Being above most of the map you can just rain spam across to the enemy bases, as well as being easy targets.
Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

1. it is port of original map from UT2004. So you can send all advises to original mapper.
2. Most (if not all) UT2004 maps require use some external DoubleJump mutator. Feel free pick one which you like.
I am aware about this problem and maybe in some future version of XV there be integrated own optional DoubleJump mutator.
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OjitroC
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Re: CTF-XV-Arcade][Blocktastic]

Post by OjitroC »

It is possible to fall off the map in a Jeep and not suffer damage - through this gap here - on the lefthand side of the map looking from the Blue base
ArcBlock.jpg
The same applies to at least one of these gaps on the Red side.

It's also possible to drive off the side more or less behind where I am standing in the screenshot and not suffer damage.

Sektor's MapGarbage tool reports the following - make of it what you will
Spoiler
UnReachableNodes: Skipping UTJumpPad1 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad5 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad6 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad7 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad8 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad9 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad11 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad12 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad15 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad16 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad19 because it has no Destination.
UnReachableNodes: Skipping UTJumpPad22 because it has no Destination.
UnReachableNodes: Here we have 12 points skipped, 43 Navigation Points which are too high and 928 good ones.
UtterlyUseless: JumpSpot2 is not having any path defined.
UtterlyUseless: JumpSpot3 is not having any path defined.
UtterlyUseless: JumpSpot1 is not having any path defined.
UtterlyUseless: JumpSpot0 is not having any path defined.
UtterlyUseless: JumpSpot4 is not having any path defined.
UtterlyUseless: JumpSpot5 is not having any path defined.
UtterlyUseless: JumpSpot6 is not having any path defined.
UtterlyUseless: JumpSpot7 is not having any path defined.
UtterlyUseless: JumpSpot8 is not having any path defined.
UtterlyUseless: JumpSpot9 is not having any path defined.
UtterlyUseless: JumpSpot10 is not having any path defined.
UtterlyUseless: JumpSpot11 is not having any path defined.
UtterlyUseless: JumpSpot12 is not having any path defined.
UtterlyUseless: JumpSpot13 is not having any path defined.
UtterlyUseless: JumpSpot14 is not having any path defined.
UtterlyUseless: JumpSpot15 is not having any path defined.
UtterlyUseless: JumpSpot16 is not having any path defined.
UtterlyUseless: JumpSpot17 is not having any path defined.
UtterlyUseless: JumpSpot18 is not having any path defined.
UtterlyUseless: JumpSpot19 is not having any path defined.
UtterlyUseless: JumpSpot20 is not having any path defined.
UtterlyUseless: JumpSpot21 is not having any path defined.
NoIncomingPath: PathNode728 is not having incoming connections.
NoIncomingPath: UTJumpPad0 is not having incoming connections.
NoIncomingPath: UTJumpPad10 is not having incoming connections.
NoIncomingPath: UTJumpPad13 is not having incoming connections.
NoIncomingPath: UTJumpPad14 is not having incoming connections.
NoIncomingPath: UTJumpPad17 is not having incoming connections.
NoIncomingPath: UTJumpPad18 is not having incoming connections.
NoIncomingPath: InventorySpot196 -> MedBox8 is not having any incoming connection...
NoIncomingPath: InventorySpot197 -> MedBox9 is not having any incoming connection...
NoIncomingPath: InventorySpot198 -> MedBox10 is not having any incoming connection...
NoIncomingPath: InventorySpot199 -> MedBox11 is not having any incoming connection...
BreakPointsFound: These 33 navigation points aren't that used as valid paths. They might be break points if are a piece of a road.
WrongPoint: JumpSpot2 doesn't have a private LiftTag string defined, which is pretty wrong.
BorkedStrings: This might not have connections or... it can be connected through walls with Exits if they exist.
WrongPoint: JumpSpot3 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot1 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot0 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot4 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot5 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot6 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot7 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot8 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot9 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot10 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot11 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot12 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot13 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot14 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot15 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot16 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot17 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot18 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot19 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot20 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot21 doesn't have a private LiftTag string defined, which is pretty wrong.
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Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

v4

- Added Manta.
- Added dead zone below map.
- Now this map need XVehicles at least v41 for load!

Updated in first post: viewtopic.php?f=5&t=15072
Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

Gameplay on map:
Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

v5

- Improved bot paths.

Updated in first post: viewtopic.php?f=5&t=15072
Buggie
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

v6

- Improved bot paths.

Updated in first post: viewtopic.php?f=5&t=15072
Buggie
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Posts: 3112
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Re: CTF-XV-Arcade][Blocktastic]

Post by Buggie »

v7

- Improve paths.
- Improve how defenders handle vehicles: they can now use turrets and heli
- Use chained alt paths.

Now need XVehicles at least v59 for load.

viewtopic.php?t=15072