Here we do have a bit of a deathmatch stage (I played it a few times - OFF-Line), we can discard the story from the same "readme":dmgizareadme.txt wrote: Title : Giza Lava Pyramid (can't think of anything good...)
If it comes to such a stage I think we can have things improved as long as "Known Bugs" is DistanceLightning used here (not None) which ON-Line it's the mostly a flickering crap... as it was even in the year of factoring said map. The rest is something like this - taken from MapGarbage report...dmgizareadme.txt wrote: Known Bugs : None
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If you put it on a server, it'd be appreciated if you email me... I'd love to play
it with real people.
Code: Select all
UnReachableNodes: Here we have 1 points skipped, 23 Navigation Points which are too high and 267 good ones.
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NoIncomingPath: PathNode99 is not having incoming connections.
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NoIncomingPath: PathNode169 is not having incoming connections.
BreakPointsFound: These 23 navigation points aren't that used as valid paths. They might be break points if are a piece of a road.
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WrongPoint: translocdest0 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: translocdest1 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: JumpSpot1 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot2 doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot3 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.
FlawedCombos: This map has 7 messed up Combos, you need to check settings...
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DupesScanResult: Checked 630 actors. Found 3 duplicates.
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SpawnRotationResults: 2 Playerstart actors might need another rotation.
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VoidCheck: Light74 looks placed into void.
VoidCheck: Light79 looks placed into void.
VoidCheck: 2 actors look placed into void, check those.
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ZoningChecker: ZoneInfo0 and LavaZone0 share the same zone //By chance map is not a full Lava zone - lol
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UTStockJunksDetected: Map is not really great in Network play with DistanceLightning actors.
LEVELVALIDATE: Validation done...
Teleporters of class VisibleTeleporters are only generating fake copies in clients - they are not held as they are.
Discarding these (now days very) KNOWN Bugs that are "!= None", perhaps if map is being played in original (with all embedded Pawns) we can have random ShockCore actors known as ammunition for the two ShockRifle-s used, not adding them somewhere in order to allow original aspect and an improved clone of original map (using a scripted solution with random character).
The question is if a better version of this original map would be welcomed, perhaps is not the best ever design and it doesn't worth attention or it would be welcomed. I'm listening what you think.
PS:_____
I think in MapGarbage for a bit of paths purification concerning useless nodes closer to inventories, method for detecting junks can be changed in future, perhaps more suitable hunting ReachSpecs distances concerning an InventorySpot vs another Navigation Node - if we do have longer paths In-Out for these nodes, we can drop out those that are closer for no purpose - or maybe it doesn't worth changing strategy...