DOM-Slum

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Diablo
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DOM-Slum

Post by Diablo »

OK, so I really like city slum-style maps like Condemned and Cidom, so when I reached out to Shrimp to ask for permission to make a DOM conversion of one of his slum style maps, well, here it is
BTW: I DIDN'T MAKE THIS MAP. SHRIMP DID. I JUST MADE A CUSTOM SCROLLING TEXTURE PANEL AND ADDED CONTROL POINTS.
================================================================
--- UT Domination Map ---
================================================================
Title : City Slum
Version : 1
Release Date : 26 September 2000 (DOM version on 29/01/2023)
Filename : DOM-Slum.unr
Author : Kenneth "Shrimp" Watson, Diablo (DOM conversion)
Additional Credits to : DuckMan for play-testing, Diablo for testing the DOM conversion and DM conversion with stock weapons and NW3
Comments : City slum domination map with 2 garages and an alleyway. You can expect some vicious gang wars here.
Story : This particularly gritty section of the slums is a breeding ground for power-hungry gangs. Will you dominate this territory?
================================================================
--- Play Information ---
================================================================
Game : Unreal Tournament
Level Name : City Slum
Game Type : Domination
Single Player : Yes - with bots
Multiplayer : Yes
New Sounds : No
New Graphics : No
Known bugs : I don't know why but the scrolling message banner takes some time to repeat the sentence shown on it. Shouldn't affect gameplay.
The bots tend to look down or up when guarding control points. Don't worry, they react pretty quickly.


================================================================
--- Construction ---
================================================================
Editor(s) used : UnrealEd


================================================================
--- Installation ---
================================================================
Unzip the file DOM-Slum.zip into your maps directory.


Copyright / Permissions
-----------------------
This level is copyrighted by Kenneth Watson 2000-2001.

You MAY NOT EDIT THIS LEVEL unless you have permission to do so from me. (Don't worry, i got permission.)

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!

You MAY distribute this BSP through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.
DOM-Slum.zip
(199.05 KiB) Downloaded 14 times
"I am the Alpha and the Omega." -Xan Kriegor, 2341.
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OjitroC
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Re: DOM-Slum

Post by OjitroC »

Nice conversion :tu:

A quick check reveals that
1) the ControlPoints aren't linked to the path network (not an expert so no idea how important this is);
2) there is no route for bots to the Armor (as indicated by sektor's PathChecker tool - something that is worth using for checking maps).

The gametype is also not set in the LevelInfo.
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Diablo
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Re: DOM-Slum

Post by Diablo »

OjitroC wrote: Sun Jan 29, 2023 4:54 pm Nice conversion :tu:

A quick check reveals that
1) the ControlPoints aren't linked to the path network (not an expert so no idea how important this is);
2) there is no route for bots to the Armor (as indicated by sektor's PathChecker tool - something that is worth using for checking maps).

The gametype is also not set in the LevelInfo.
The editor crashes when I try to set this. and it seems that bots can find the points easily, even the Alley one which is a little away from the garages.
idk about the armor tho
"I am the Alpha and the Omega." -Xan Kriegor, 2341.
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sektor2111
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Re: DOM-Slum

Post by sektor2111 »

Bot is playing DeathMatch here, and because routes for items are passing nearby ControlPoints they go reachable. Either way from a longer range these won't be found. To be honest you have to learn things about editing as far as I can see. Whatever is changed at Navigation - and ControlPoint is a Navigation Point, paths network must be reconstructed. Now they are not even linked in Navigation Chain and have ZERO routing calculations.

Aside, map taken as DM one is almost normal... said almost because it has original flaws specific to overcrowded spots...

Code: Select all

LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] 		= 10.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 3.
FixedWithSuccess: ReachSpecs successfully attached 	= 12.
FixFailures: ReachSpecs attaching failures - probably no place = 1.
LostData: ________________________________________________________________
I have full report which nodes are developing flaws but I think is not relevant for everybody, perhaps tech oriented guys might have a bit of interest.
Auto merged new post submitted 2 hours 4 minutes later

Here is an edit...
- Several Nodes have been relocated;
- Red Template brush cleaned by useless polys data;
- Paths build without lost specs using Editor and cleaned up junk vars (yeah, 666 ReachSpecs);
- Useless invisible Textures have been removed from surfaces;
- added helpers for dealing with paths in bad angles.
DOM-Slum_rS666.7z
(150.71 KiB) Downloaded 4 times
No, there is no game-type declared, player will use what Domination version wants - stock is not mandatory in any law.
Auto merged new post submitted 5 hours 49 minutes later

And... for whoever wants something different. This is the same map will all Paths executed manually and semi-automatic. All is minimized only for moving purpose not for any shuffle dance or such. We do have also things wrapped in Navigation Chain:
#1 ControlPoints;
#2 InventorySpots;
#3 PathNodes;
#4 PlayerStarts.
This is the piece in cause...
DOM-Slum_rS142.7z
(146.69 KiB) Downloaded 4 times
Tools used and methods
- MapGarbage - deploy InventorySpots over all Selected Inventories at 20 UU above them.
- Adjusting heights a bit where was needed (Armor2).
- Adding other fresh PathNodes just for creating "cross-roads" and relevant movement;
- XC_PathsWorker - generating Paths using "bAutoConnectAB" by selecting each time two nodes that need connected with movement checks;
- Adding Jumpy route for moving at Armor2 - it's not a game goal but we have logic link...;
- Select All PlayerStarts - OrderToLast;
- Select All InventorySpots - OrderToFirst;
- Select All ControlPoints - OrderToFirst;
- Link navigation chain with MapGarbage;
- Cleaning up OldLocation useless data using MapGarbage.
That's all - 30-40 minutes.
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