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This is a discussion about CTF-tanecris within the Map Showcase section of the UnrealAddict forums. Show off and showcase your UT maps here. Or practice and learn and test your maps in the making.



 

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Old 05-06-2009, 08:38 AM   #21 (permalink)

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Smile 2nd release

Maany many great thanks for the hints and all.
Wanna use this in the future ... .

Considering the map CTF-TANECRIS
... I made a second release with some improved bot pathings.

CTF-TANECRIS.rar Download File on FileFront
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Old 05-06-2009, 08:39 PM   #22 (permalink)

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Re: 2nd release

Originally Posted by Kaal979 View Post
Maany many great thanks for the hints and all.
Wanna use this in the future ... .

Considering the map CTF-TANECRIS
... I made a second release with some improved bot pathings.

CTF-TANECRIS.rar Download File on FileFront
The red team does not grab the flag. The blue team does not grab the flag.
The red team will grab the flag but get stuck in your defense buildings because they are too small plus you have too much inventory on the bench in there and the bots get stuck since it is too small and the path line cuts across the walls and exit opening so they get stuck and camp.

Blue team also sits in those things and camps because they cant get out.

I spent about 3 hours fixing a lot of the nightmare that is your pathing in this map. I , by no means , fixed everything ;but if you take a look i think you will find that the bots now can grab the flags (both teams) and return them to their bases.

PLEASE, open the map in the editor...and look at what i did. Like i said, i did not repath the whole map but I highly recommend you do that using my path route examples i have done and copy to the best of your ability what i have done on the couple of routes i fixed.

I had to replace your flags. They are still in same place but i did not angle them. It is usually best to leave the height of a placed flag alone. Raising and lowering the flagbases can cause bots to get stuck and confused.

Be sure to look at the path on the stairs going to red flag. Bots understand this method and especially when you have extremely steep stairs like in this map. Path nodes on stairs like that seldom work.

Also on the defense points. You should number them in order of priority.

The higher number being the most important.

For example...make the two or three most important ones priority 5.

Then make the next group of lower importance at a priority setting of 4. Continue until you have them done.

I also highly suggest you look into a thing called the smart alternative path actor by Bot40. I think he did it. Anyway , they are EXTREMELY useful in CTF maps (although to be honest ,your map is better suited to assault) and what they do is, allow bots to "chose" a different path making them less predictable.

Well, i could go on forever on this subject but there are a lot of bot pathing tutorials out there. Also look at putting in translocator paths. A lot of your map is wasted because the bots will never use these areas. Trust me that no one will play this online because it is on my top 10 worst framerate maps i have ever seen. So it is important to get your bots to make for a fun match.

Also distance view triggers are really helpful and can make this map impossible except for the most skilled players.

Anyway, i'm sorry i am so hard on your map. I know that there is a lot to learn about making a good map and i hope my helping and or bashing might inspire you to read up and learn because i really really think you have a lot of potential. Your creativity is extremely high. But your knowledge of the editor is almost zero in your endeavor to make a map that will get played online.

Best of luck to you. Here is the fixed version of your map. Please rename it because i don't want my (real) name on it since i renamed it to work on it. Thanks.

Once you download it i'll take it off this post. So please let me know when you have got it so i can remove it from the internet.

Tips
1.) Bots will always take the shortest route to what they want.
2.)Placing apples in a grid pattern is wrong.
3.)Test you map before releasing it.
4.) Bot test map with one, then two , thewn 3 , then 4 bots. Watch them for several hours and write down where they mess up and fix and retest. GET the MindReader mod and use it to test your bots.
5.)Read as many tutorials as you can.
6.) Never get discouraged about doing what you want to do. It will alwasy be your map so do what you want no matter what anyone says.
7.) If you can't get something to work, search for the answer. It is on the web or in peoples brains. This edit5or can do almost anything you want if you have determination to figure it out.
8.) Texturing and lighting greatly enhance you map and sahould be a high priority if you want your map to stand out.
9.) HAVE A THEME to your map. Like this one.
10.) Don't forget that a good map plays well and has many different criteria to make it good,looks,flow,origionality,gameplay,optimization ,functionality,FUNNESS, its got to be fun to play, and im sure im forgetting some things.
Attached Files
File Type: zip CTF-TANECRISGary.zip (2.46 MB, 2 views)

Last edited by TexasGtar; 05-06-2009 at 09:20 PM.
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Old 05-06-2009, 09:14 PM   #23 (permalink)

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Re: CTF-tanecris

Thank you Gary but I dont really care about the crazy bots.
Its so simple to order them to defend before changing team.
I even like that they dont return - it doesnt spoil the challenge for the blue player team.
My only bad problem is that they dont get in the defense positions when using stuffswapper - they instead keep on searching better weapons ... .
Thanks for the interest however - I guess I wanna make estimated seven more maps of that kind and then with more practise remake them.
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Old 05-06-2009, 09:36 PM   #24 (permalink)

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Re: CTF-tanecris

Originally Posted by Kaal979 View Post
Thank you Gary but I dont really care about the crazy bots.
Its so simple to order them to defend before changing team.
I even like that they dont return - it doesnt spoil the challenge for the blue player team.
My only bad problem is that they dont get in the defense positions when using stuffswapper - they instead keep on searching better weapons ... .
Thanks for the interest however - I guess I wanna make estimated seven more maps of that kind and then with more practise remake them.

Great idea..keep practicing. You will get better every map. In order to get them to use defense positions....make netter locations for them. The tiny holes in your defense buildings are not too fire friendly. And use your defense priority settings. And put in at least one if not 2 or 3 distance view triggers in each defense poibnt in lines of sight where a player/bot can actually see if standing there.

Lastly on your defense points change bsniping to true....you have them at false. This makes them more likely to stay there and not go get every weapon around. Of course other than jump boot and shield weapons and med boxes are top in a bots priority list sao they will seek those items out.

I don't know what stuffswapper is.

Well your version the bots (red team) will never be a challenge because they do not know where their flag is and they hang around the blue base wondering where to go. The red flag is somehow broken and i highly suspect one of two possibilities.

THOSE STAIRS and the apples.
The gigantic amount of possible path routes
or flag base heights.
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Old 02-09-2010, 01:24 AM   #25 (permalink)

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Wink CTF-TANECRISmakeover

Hey shooty friends - Im back with the dramatical improved CTF map TANECRIS (Mutant Chronicles style)!
Sure - the bots still dont want to capture or return with the flags but its really a greater fighting now.
By the way - the new DoomTrooperIII skins are at 88% finished and could be released soon!
All the old skins are reworked and six completely new will be added.

Join the war!

DOWNLOAD: Download CTF TANECRISmakeover.rar

ctf-tanecris-tanecrismakeover1.jpg

P.S.: Here again the link to the skins and weapons:
UT DoomTrooper Skins for Unreal Tournament 99 - BeyondUnreal Forums
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Old 02-21-2010, 03:58 PM   #26 (permalink)

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Re: CTF-TANECRISmakeover

Originally Posted by Kaal979 View Post
Hey shooty friends - Im back with the dramatical improved CTF map TANECRIS (Mutant Chronicles style)!
Sure - the bots still dont want to capture or return with the flags but its really a greater fighting now
But did you fix the framerate? This map was slower than molasses going uphill in the winter.

If you cant play it there is no improvement...period.
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Old 02-21-2010, 04:54 PM   #27 (permalink)

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Re: CTF-tanecris

No but I merged the poly what improved abit.

EDIT: Is it important not to cross brushes to avoid cuts or not?

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Old 02-23-2010, 03:31 PM   #28 (permalink)

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Re: CTF-tanecris

Originally Posted by Kaal979 View Post
No but I merged the poly what improved abit.

EDIT: Is it important not to cross brushes to avoid cuts or not?
You can make the brush semi solid to avoid it making a cut but i wouldn't recommend a semi solid brush touching any other brushes.

Ratio should be 2-1.

You can see your ratio in your build window.
Build options, stats tab.

If you want to have clean cuts place brushes one unreal unit apart. Hardly noticeable and it does not create a lot of cuts when doing it like this.
Embedding added brushes into other brushes is a very useful technique that everyone uses and you just accept the bsp cuts that it causes.

Looking at your map i doubt the cuts have anything to do with the poor performance. Last time we tried to explain the 100-300 polys is what you shoot for.

Here is a screenshot of your map with the global stats and the fps stats in view.

Framerate is 675 per second

This number should be below 50.

6238 polys in this view looking at the base. Thats a lot over the 300 desired and 99% of people do not own a computer that this map would run on.

This is a bsp cuts screenshot from the editor and the bsp cuts actually do not look too bad to me.
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