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Author Topic: Blake's New Map - ut4_pent  (Read 7934 times)

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Offline kamikaze

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Re: Blake's New Map - ut4_pent
« Reply #45 on: May 21, 2010, 11:23:44 AM »
These boards looked EXTREMELY out of place. I have no idea why but I think it's because of the other boards inside the tunnel and outside on the grassy area.

[attachment no longer available]
Well, if you want to sing out, sing out
And if you want to be free, be free
'cause there's a million things to be
You know that there are

And if you want to live high, live high
And if you want to live low, live low
'cause there's a million ways to go
You know that there are

Offline Arebias

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Re: Blake's New Map - ut4_pent
« Reply #46 on: May 21, 2010, 12:04:27 PM »
Really nice map!

I think you need to still allow access on top of the buildings.  ;)
« Last Edit: May 21, 2010, 12:10:48 PM by Arebias »

Offline RonaldLee[1up]

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Re: Blake's New Map - ut4_pent
« Reply #47 on: May 21, 2010, 12:13:17 PM »
Blake,

I did a bit of bot testing today. Map holds up well. Got some clumping and non-area usage issues that the placement of two bot_roams will solve.

Getting on some of the roofs seems like an okay idea or even being able to go behind some fences, but jumping outside of the map is nutty.

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Offline Arebias

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Re: Blake's New Map - ut4_pent
« Reply #48 on: May 21, 2010, 12:16:03 PM »

Getting on some of the roofs seems like an okay idea or even being able to go behind some fences, but jumping outside of the map is nutty.


I agree.

The ut4_adv version was great except for the outside of the map part.


Offline kamikaze

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Re: Blake's New Map - ut4_pent
« Reply #49 on: May 21, 2010, 12:36:08 PM »
Blake,

I did a bit of bot testing today. Map holds up well. Got some clumping and non-area usage issues that the placement of two bot_roams will solve.

Getting on some of the roofs seems like an okay idea or even being able to go behind some fences, but jumping outside of the map is nutty.

This is exactly what I was just going to post. (without the technical wording xD)

Ya I ran bots on this map for 2+ hours and they don't use that part at all. Also on the spawn in the grass area the bots seem to get stuck going back and fourth on the fence. I will upload a demo in a few mins.

I don't know if it's something you can fix but it would be helpfull.

[attachment no longer available]
« Last Edit: May 21, 2010, 12:41:00 PM by ]{amikaze[1up] »
Well, if you want to sing out, sing out
And if you want to be free, be free
'cause there's a million things to be
You know that there are

And if you want to live high, live high
And if you want to live low, live low
'cause there's a million ways to go
You know that there are

Offline RonaldLee[1up]

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Re: Blake's New Map - ut4_pent
« Reply #50 on: May 21, 2010, 12:50:08 PM »
And on FFA they all seem to spawn in the same place. You could edit those FFA spawns to provide random spawning around the map.

Offline kamikaze

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Re: Blake's New Map - ut4_pent
« Reply #51 on: May 21, 2010, 12:51:30 PM »
Damnit Ron.... I just tested it on FFA and found the same problem. They all spawn in the same area and die.
Well, if you want to sing out, sing out
And if you want to be free, be free
'cause there's a million things to be
You know that there are

And if you want to live high, live high
And if you want to live low, live low
'cause there's a million ways to go
You know that there are

Offline RonaldLee[1up]

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Re: Blake's New Map - ut4_pent
« Reply #52 on: May 21, 2010, 12:54:37 PM »
He probably only has 1 FFA spawn.

Offline kamikaze

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Re: Blake's New Map - ut4_pent
« Reply #53 on: May 21, 2010, 12:56:17 PM »
Ya that's the problem. When me and bourbon were playing the map on my server the gametype was set to FFA and just spawn death spawn death.
Well, if you want to sing out, sing out
And if you want to be free, be free
'cause there's a million things to be
You know that there are

And if you want to live high, live high
And if you want to live low, live low
'cause there's a million ways to go
You know that there are

Offline RonaldLee[1up]

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Re: Blake's New Map - ut4_pent
« Reply #54 on: May 21, 2010, 02:05:34 PM »
Blake,

Take a look at this info: http://gotdelirium.com/wiki/index.php?title=Creating_Spawns

On the FFA, note that,

"Free For All spawns dont use the info_ut_spawn entity, but use the info_player_start or info_player_deathmatch entities. You should place FFA spawns sparsely around the map, don't place them in locations where they are likely to spawn directly in the middle of a fire fight; place them to the sides or corners of an area. The only key you need to set is the angle key."

Offline Blake

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Re: Blake's New Map - ut4_pent
« Reply #55 on: May 21, 2010, 06:53:32 PM »
Thanks for all the help, it is much appreciated, I'll put in those bot roams as soon as possible. As for the FFA spawns, I haven't done those yet, same with bomb points. That was next on my list and they'll be working in the next update. As for getting on the roofs etc, I don't really think that's a good idea and I probably won't change that.

Offline Blake

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Re: Blake's New Map - ut4_pent
« Reply #56 on: May 22, 2010, 10:17:59 PM »
Updated, added the bot roams, ffa spawns and bomb points. New download in first post.

Edit: Getting the stupid error message again when I try to edit my first post, download from this post.

[attachment no longer available]
« Last Edit: May 22, 2010, 10:21:36 PM by Blake[1up] »

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Re: Blake's New Map - ut4_pent
« Reply #57 on: May 23, 2010, 03:55:09 AM »
It's gorgeous!

The only thing I would suggest is use realworld_light so that you don't see the round light radii inside the small archways, then run BSP Meta - vis - light - fast -filter -super 2 -bounce 8    for a cleaner lighting look. (Not that your map is anything less of stunning as it is) :D

Very great work dude!

Offline Blake

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Re: Blake's New Map - ut4_pent
« Reply #58 on: June 13, 2010, 12:05:07 AM »
Well I've began adressing some of the issues with b2. One problem was that the grass area was too open and the spawn could be sniped from the building over the other side of the map, so I addressed that by adding some more cover. It now looks like this:



Second problem was the the map was just generally too small so I extended it a bit. The blue spawn has been pushed back and I made the interior of the nearby building accessible. So it looks like this:



And the building is also accessible from the other side like this:



ut4_pent_b3 will be released soon.
« Last Edit: June 13, 2010, 01:02:46 AM by Blake[1up] »

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Re: Blake's New Map - ut4_pent
« Reply #59 on: June 13, 2010, 12:55:55 PM »
When I navigated in spec below the map I could see all of the below faces were being drawn by the game. This causes fps loss. It would be a good idea to run caulking on the faces below that are not part of the visible game.
Also, you have a bot roam that is give an error message:

------------ Map Loading ------------
trying to load maps/ut4_pent_b2.aas
loaded maps/ut4_pent_b2.aas
item_botroam in solid at (448.0 1216.0 -16.0)
found 4 level items