View Full Version : Ice Fury 2 BETA
04-11-2003, 04:24 AM
This is a map I have been developing for the ICE Clan. This version is for the public release. As such it hasa number of things not required for the no bots, Instagib version. Like all the paths and items.
It is in need of more work yet to make it workable. At the moment it does dog a bit in some areas, some of which really don't make much sense. Help and feedback please.
04-11-2003, 04:25 AM
Another screen shot
04-11-2003, 04:25 AM
And one last one.
04-11-2003, 06:10 AM
I've fun, though I'll be careful about the spawn room since even in instagib and no xloc matches, it's possible to boostjump to enemies spawn room. It shouldn't be a problem for instagib, but can be tedious on no xloc nw servers.
The graphic isn't final it seems? The map is lacking shadows and contrast, and thus missing that certain ambrience the map seems to be aiming for.
I'm not sure if you intend these changes: the sidewalks in the neutral ground need some changes as it doesn't belong in the level, but they can work with the right lightings. You might want to use a different static mesh for the jumppads also. The lamp meshes looks really low poly and kinda unattractive tbh. Iirc, AlleriaHardware.usx have some really nice lamps that will fit in your level very nicely, and they're usually better optimize for performence, so you might want to check those out.
Nice waterfalls, and they didn't hurt my fps like lostfaith's.
Weapon placements are good, I can see your intention for range combat since the lightning gun is there for the first grab. The goo, and the rocket works very well from the steep top down view.
The map is fun, it's makes me giggle everytime I push a bot into the ice cold water. :B I think all you need to work on is to touch up on the graphic and lightings. gj
04-12-2003, 11:07 AM
This is in response to this (http://www.unrealplayground.com/forums/showthread.php?s=&postid=153350#post153350) post.
I took a look at some of your jumpspots, and noticed a few problems. I'll walk you through some of my troubleshooting and solutions, and hopefully you'll be able to fix the rest. I'll refer to the actor Object->Names, which you can find in your map by using Search For Actors... from the edit menu.
I concentrated on getting JumpSpot36 and JumpSpot37 to work. The first problem I noticed is illustrated in the attached pic. You can see that there are no paths leading away from the pictured JumpSpot, except the forced path back across the gap. So there is no reason for bots to jump to this location. Adding a pathnode fixed this.
Next, since this is a jump for distance, I checked the relative height of the two JumpSpots to make sure they were within 32 units of one another. They were, so I continued on.
Next, I checked to see if bots could actually make this jump. Loading up your map, I typed: ReviewJumpSpots Combo in the console and observed. Unfortunately, the test bot missed a jump near the RL and died (ending the test!). The involved JumpSpots 46 and 48. I disabled those temporarily and tried again.
This time, the bot completed testing all of the JumpSpots, but when I checked the log file (C:\UT2003\System\UT2003.log on my PC), I saw that JumpSpot 36-37 and JumpSpot 37-36 were never attempted. I guessed that they were too far apart.
In the top view, I adjusted the JumpSpots closer to the edges of the meshes they were perched upon. I tried to line them up so the distance between them was as short as possible.
Next, looking the 3D view, the two JumpSpots appeared too high now, so I selected both and lowered them in the 3D view until they appeared to be about the right distance above the mesh. Selecting both ensured that the relative heights were still within 32 units.
After rebuilding the paths, I ran ReviewJumpSpots Combo again. This time, the log file contained the following entries:
ScriptLog: Test COMBO JUMPING from Autoplay.JumpSpot37 to Autoplay.JumpSpot36
ScriptLog: Test COMBO JUMPING from Autoplay.JumpSpot36 to Autoplay.JumpSpot37
After these steps, you are assured that the bots are capable of making your jump. The next step is to make sure that the jump is along a viable route, such as an AssaultPath to the flag, or near a defense script or a desireable pickup. Good luck!
04-12-2003, 11:52 AM
Thanks Blitz. I often forget to check the arrows. I usually just look for the line connecting the two points.
vBulletin® v3.7.2, Copyright ©2000-2013, Jelsoft Enterprises Ltd.