DOM-Culebra

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LXIXGTO

"Cruising At The Speed of Iron!"
Well, I downloaded your map and played it for about an hour;
and looked at in the Editor. :)
.
First, I'd like to say THANX for making a DOM map.
I have always liked Domination and am glad to see
someone is still making DOM maps. :)
.
Now for my humble opinions:
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I can see why you put 5 control points in there.
THE MAP IS HUGE. Much too big for a DOM game
in my opinion. My first game I ran around for ten minutes and only
saw 2 of the 5 control points. And after that 10 minute game was
over there were still two control points which had not been claimed at all. Huh? :hmm:
Your layout probably doesn't make it easy to path for the bots. ;)
.
There were many little things I didn't like. Unaligned textures
in the rock walls and wooden ramps or instance. And the
water holes were very hard to see sometimes with the
lighting you have. You might try lighting the water surface
and what is underwater separately by using "special lit"
lights and surfaces.
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Where are the sounds? Correct me if I am wrong but I didn't
see any ambient sounds in the map. :(
They are easy to use and can add much to the atmosphere.
.
I only saw a few small HOMs and those were only
in my peripheral vision.
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The map's layout is much too large for a DOM map in my
opinion. (or even a DM for that matter)
A good DOM map should allow the player to visit all the control
points several times within a match.
But with the layout this map has, one would be lucky to see
all 5 of the control points in a 10 minute game. :(
.
Again, thanx for making a DOM map . :)
All in all ... I'd say you did a good job making the map.
I can tell you spent some time on it.
(825 brushes, 46 zones, and 391 lights ... etc ...)
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I just think you should make it a little smaller
and work on some of the lighting and texture alignments.

:biorifle:




:cool:
 

LXIXGTO

"Cruising At The Speed of Iron!"
Oh, one more thing ...
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About the bot pathnoding.
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I think the reason the bots didn't go to all the control points
is because some don't have good paths going to them.
The control point you named entre for instance.
It has no blue path lines going to it. The bots will only
follow the red lines if there is no blue available from that
node. But if they can get to another blue path they will ignore
the red path. Even if they have to backtrack.
.
.
I also noticed that there are no lift exits, lift centers, alternate
paths, or jump points anywhere in the map. The bots will not jump unless you tell them too.
The way you have the map pathed now, the bots will not go anywhere but follow the apples. And since you have many
ledges and windows to go through, it's a shame you didn't
path the bots to use these. One must have the bot path
network in mind when designing the map. I know by experience
that you can make a map which defys pathnoding, so, having
the pathing in mind can make a big difference later on.
.
There are fewer pathing tutorials than any other it seems. :(
Try this lynk if you are new to bot pathing.
http://unreal.epicgames.com/UT_AI.htm
.
.
So far, the hardest part of making UT maps for me has been the
bot pathing. A great pathnode network can add a lot to the map.
Hope the suggestions and lynk help you fallonme. :D

:biorifle:




:cool: