MH-(BETA)Thadaus

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Buggie
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MH-(BETA)Thadaus

Post by Buggie »

Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 44de4.html
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MH-(BETA)ThadausV0.7z
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EvilGrins
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Re: MH-(BETA)Thadaus

Post by EvilGrins »

Pathing could be better, bots get hung up in a couple spots, but it works well enough.

This is a good MH map.

Only real problem it suffers from is monsters killing each other before players get to them... but there's so many it's not a huge issue.
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Barbie
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Re: MH-(BETA)Thadaus

Post by Barbie »

Any idea what these artefacts are for?
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Buggie
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Re: MH-(BETA)Thadaus

Post by Buggie »

I can only guess here.

1. It just brushes used for build level and forget in void. Like builder room.

2. Is special hackish room which increase count of nodes of map.
Usually such used for solved some kind of bugs.

One of possible usage - raise count of nodes/polys, so old clients not crash game, when count of nodes/polys less from nodes/polys on movers. But look like there are almost no movers.

Second one - try resolve bugs of BSP. add such room can change BSP, so some glitches can gone. Or appear.
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Re: MH-(BETA)Thadaus

Post by Red_Fist »

"Second one - try resolve bugs of BSP. add such room can change BSP, so some glitches can gone. Or appear."

Things like that, is try and paste the map in a fresh New editor, some things will have to fix, like map name, type, etc.
I think it also shrunk the map unr file.

I would rebuild and save without your test brushes, then paste., If you try it, keep an eye on the BSP view and you will see how different all the cuts are, after pasting and rebuild.

Oops I read that wrong up there, :oops: plus it's big ol FNB map.

Also it seemed like if the problem still shows up after pasting in a new editor it shows the real problem better, it seemed to me.

Killer map too :tu:
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