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Vego
01-25-2014, 07:29 PM
I was bored yesterday so i made a map.
I wanted to make it in a more oldschool style, like coret (which is one of my favourite maps and which i took a lot of inspiration from) so it doesnt have a whole bunch of z-axis action but i tried to not make it cramped.
it was just a short build for fun but comments are appreciated :)

Its fully botpathed and has weapon pickups.

1513
1514
1516
1515

DOWNLOAD (http://http://www.fredriksonsound.se/CTF-Cornetto.rar)

Higor
01-25-2014, 09:07 PM
http://www.technologytell.com/gadgets/files/2014/01/tumblr_m7p5olVD4b1rqfhi2o1_500.gif
That sums it all.

Higor
01-25-2014, 09:23 PM
On a more serious note:

Kickers are triggers, you don't need an extra trigger for the sound effect.
Red flag plz.
Screenshots are nice, make one.
I see some disconnected LiftExit nodes, these paths don't do anything special on their own.
Excess path nodes doesn't always mean better navigation, and items generate their own paths above them so no need to cover those with pathnodes.
It could use some more semisolid geometry, but it's a matter of tastes when the polycount/nodecount don't exceeed 10k/20k.
Zoning the map will give great results.
Turning the test cubes outside the map into additives after the map is finished is a good practice, reduces size and complexity.
Merging complex into semisolid pillars is another good practice.

Great map, great detail, great lighting, I'd vote it on the Siege server loads of times.

Vego
01-25-2014, 09:38 PM
Thanks Higor, ill look into the zoning, kicker sounds and the other things.

the lift-exits was an attempt to get the bots to jump down when spawning above flag, but it was probably pointless :p. No idea why the screenshot didnt show up though.

Higor
01-25-2014, 09:57 PM
If you're interested, you may remove all PathNode, LiftExit actors (except defense points) and then import a new set of navigation points from a T3D file I can make.

|uK|chiseller
01-26-2014, 08:04 AM
I approved the screens, looking good

|uK|B|aZe//.
01-26-2014, 11:31 AM
nice

Chamberly
01-26-2014, 01:58 PM
I looked at the ss, the 1st one kinda remind me of Nexuzi games lol... if you ever played it.

I'll download it and look over it later when I get back from work.

Vego
01-28-2014, 03:17 PM
testplayed the map against some godlike bots and it was a lot more fun than i expected.
Higor if you would like to botpath properly I would appreciate it, if you upload a t3d file with only pathing i will fix the other issues and upload an updated version.
(be aware though that EVERYTHING is out of grid because i used mapscale to scale it down a tiny bit but its not an issue unless you accidentally move a brush)

TimTim
01-28-2014, 03:42 PM
Vego Are you aware of GU's mapping contest? There's a couple of months left and prizes for the top 3 winners! Global Unreal - Mapmaking Competition (http://www.globalunreal.com/forums/viewforum.php?f=64)

Vego
01-28-2014, 03:55 PM
yeah I saw that one, some of the submissions are unbelievably high quality, hopefully well get some great fun maps out of it.
I dont plan on submitting this one but maybe if i get a good idea for a map.

also how do you make those @<username> links?

Chamberly
01-28-2014, 04:07 PM
also how do you make those @<username> links?

Just type @ and then add the correct username.
For example:
SAM
:)

|uK|kenneth
01-28-2014, 04:09 PM
sam is the easiest one to tag :p

Higor
01-28-2014, 08:40 PM
The file's had some filtering to remove unneeded properties and LevelInfo actor, all paths also have bCollideWhenPlacing set to False so they are placed without getting moved by the editor.

Remove all actors of these classes:
- DefensePoint
- PathNode
- LiftExit

Import T3D file INTO the map (like merging) and rebuild pathing once done.


Contents:
- 2 AlternatePath actors on the upper corridor, makes bots run the flag using said alternate route.
- DefensePoint actors face the entrance now.
- Translocator pathing near the flag.
- Kicker pathing (works best on BotZ).
- Covered unpathed zones.
- PathNode count reduced to less than half.

https://dl.dropboxusercontent.com/u/58384316/UT99/Maps/CornettoPath.t3d?dl=1

Vego
01-28-2014, 08:44 PM
Awesome! will put it together later.