View Full Version : A$$troidMiners - BETA v67
uncledumpy
08-28-2002, 11:51 PM
the 12H contest motivated me to start working on this map again. I was just about to trash it. (lol, wish I bet a majority of you still will think so) . Still have some clean up work to do on the textures , details, and some alignment. The bot paths just don’t work right. Can anyone point me in a direction on a good tutorial on bot paths with kickers, jumps, etc?
http://www.unrealplayground.com/download.php?mapid=969
SoBeiT
08-29-2002, 05:04 PM
Gui posted what looks like a good tutorial.
http://www.birrabrothers.com/drac/dmain.asp?dbp=18
It has bots & pathing and more. Wow, I may have just helped..hehe.
Kingster
08-29-2002, 06:00 PM
Proof once again that SoBe
r0><0r5
SoBeit's right but, IMO, the best botpathing tut is this one:
http://www.planetunreal.com/nucleus/UED2_pathing.html
Enjoy!
uncledumpy
08-29-2002, 10:19 PM
Sweet! Thanks everyone! I'll check it out...
SoBeiT
08-30-2002, 12:06 AM
It's ok to be corrected by the person who 1st posted the link..hehe. Thanks for the help Gui :)
BB Drac's guide to UEd2 is the best reference overally, but for botpathing Deathbliss' one goes deeper; these two are both worth the read though...
I've just taken a look at your map, Uncle: it's an unusual setting... I like this idea of a temple inside the asteroid, that reminds me the motion picture of Heavy Metal (the first one...)
Did you envisage to reduce the radii of your lights? 'Cause the lighting seems very overall and I think you can increase considerably the claustrophobic feeling by setting the light in a few keypoints instead... On the other hand, there's not a lot of place to hide in the heights, except for the sniper post but you can add some lighting specific to this location too... Just a thought
:rockon:
uncledumpy
08-30-2002, 02:55 PM
Na, I was using zone lighting, I just threw a few lights in. Good points. I'll definely work on the lighting too.
ShirleyFT
08-31-2002, 02:22 AM
I like how you built the space in a large sphere (oval). Cool. I came across some HOM while swimming in the water. Did you see that?
uncledumpy
08-31-2002, 10:26 PM
Hey ShirleyFT, Thanks! I'm assuming your talking about the 3 smaller balls inside the main oval Astroid. I designed from the inside out. on paper, then used add/subtract brushes to get the affect. I first subtracted the zone, added the oval, then subtacted the 3 balls (1 red, 1 blue, and x-over) then I added /subtacted from this...
Does that answer your ?
Don't laugh, but whats HOM?
HortonsWho
08-31-2002, 10:36 PM
HOM= Hall of mirrors...
From Unreal Wiki:
The Dreaded "Hall Of Mirror" Effect: This problem is also commonly referred to as "BSP holes," although BSP holes can have a different manifestation than HOM.
It's difficult to describe it in full but you'll recognize it easily when you see it: A black window on a surface in your map that doesn't display the texture but some sort of buffer effect of the last thing drawn on this part of the screen.The overall effect makes it look like a giant insane mirror of some sort.
If you examine this area of the map in the Editor you'll notice a black 'hole' through which you can see the void (perspective lines).
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