Metalfist wrote:
Needless to say I won't be working on this any further. Readme included. It has botsupport
OjitroC wrote:and the giant fish are a very appropriate 'trap'
![goodjob :gj:](./images/smilies/goodjob.gif)
![Image](http://yoursmiles.org/tsmile/no/t2629.gif)
That lower area has no routes out and nodes are Wrong placed over water surface - even if a Bot wants to run away it won't do that... Too bad that you don't want to finish it...
Polge wrote:
PathNodes for the bots to use while swimming must be in the water. Placing paths above the water's surface will result in bots bobbing at that spot, attempting unsuccessfully to levitate to the PathNode's location.
And then Pathnode92 and PathNode93 are not like they are following rules. All external reachSpecs connections are heading to them but NOTHING goes from them to teleporters, it's indeed a trap... and then PathNodes are way useless if are not heading anywhere.
Point 2)
MapGarbage wrote:
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 0 pieces.
CTFReport: For Team 1 = 0 pieces.
![Image](http://yoursmiles.org/tsmile/no/t2617.gif)
Shieldbelt is forbidden for Bots ? Why ?
Design = Great. If game looks like has a good flow perhaps I'll write some patch files - or patch file (Server-Side corrections).
First goal for CTF in such a patch plugin would be removing big DevilFish because it's useless. Reminder for everyone: We can telefrag pawns in CTF - CTF is a game using translocator after all... Next point is lowering nodes and connecting them to teleporters, spawning AlternatePaths and connecting them into Network. Adding a few additional PlayerStart actors ? Turning doors into Lifts.
Edit: more lolzing
DefencePoint actors are also miss-balanced, we have a red defense in blue base, to not forget that some of them are turned with face at walls, Bot will read some virtual letters on walls while is defending. I don't know what's the entire deal with "lifts" but their tag doesn't match COMBO navigation string "LiftTag" - only one lift is set almost correctly (said almost because like I said... ALL are doors).
To summarize: map is rushed and not finished. Excuse my question to hands-clappers: In a map it's only about texturing spree and the rest of parameters usable in UE1 doesn't matter at all ?