Maps by Sparky

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

xts-sparky

Member
Nov 12, 2014
317
8
18
Over the last few days I've been tinkering with UEd and came away with 2 CTF4 maps and a CTF map that I tweaked 12 or so years ago (fixed a few things this time).

CTF-LIGHTS_ON - The layout of this map reminds me of LIGHTS_OUT but it's bigger and not dark. I don't remember the original map but I didn't change much of anything regarding the architecture. Tweaked the kickers and created the CTF scoreboard.

CTF4-Midway - Four team version of Midway. Full size. Time permitting I may take another whack at this one and remove the front part of the base so it's just flag rooms and the middle.

CTF4-BurgerWars][ - 3 Burger joints and a chicken shack. Which one is better? [The file size turned out a bit bigger than I wanted but luckily none of us use 56k anymore] ** Updated lighting and added indicator for flag spot for CTF4 in bases.

They're all playable. I tried with bots. The bots get around. The botpaths aren't fancy, they were auto generated then tweaked by me. I hope I got rid of all of the spots where a bot may get stuck in a little loop.

@Rip - I hope the CTF4 ones don't get bounced by the server. I hope you add the CTF one too, I want to see if it plays well with people :redflag:

@Dagger - thanks for answering my questions.
 
Last edited:

Rip

Member
Nov 12, 2014
262
1
18
Over the last few days I've been tinkering with UEd and came away with 2 CTF4 maps and a CTF map that I tweaked 12 or so years ago (fixed a few things this time).

Download

CTF-LIGHTS_ON - The layout of this map reminds me of LIGHTS_OUT but it's bigger and not dark. I don't remember the original map but I didn't change much of anything regarding the architecture. Tweaked the kickers and created the CTF scoreboard.

CTF4-Midway - Four team version of Midway. Full size. Time permitting I may take another whack at this one and remove the front part of the base so it's just flag rooms and the middle.

CTF4-BurgerWars - 3 Burger joints and a chicken shack. Which one is better? [The file size turned out a bit bigger than I wanted but luckily none of us use 56k anymore]

They're all playable. I tried with bots. The bots get around. The botpaths aren't fancy, they were auto generated then tweaked by me. I hope I got rid of all of the spots where a bot may get stuck in a little loop.

@Rip - I hope the CTF4 ones don't get bounced by the server. I hope you add the CTF one too, I want to see if it plays well with people :redflag:

@Dagger - thanks for answering my questions.

Kudos Sparky! :cheers: I'm very impressed at what you accomplished, and though I know you must have spent a lot of time on it the last few days, very pleased at how quickly you were able to do this! I tested with my latest ADR CTF/CTF4 and 16 FerBotz, so I put it through the ringer (quickly)! Hehe. It's definitely something to see - FerBotz and the tracers, colored projectiles. FerBotz are more defensive and camping prone, so in for example Midway there was 1-2 Snipers on each upper level of the mid and no one was getting anything done haha. Killing field. They all were. :)

My one! criticism is that in Midway the bots went around the middle area you added like it was a solid wall, and even if they wanted they couldn't get up there. I don't know if you can, but if you could add some angled ramps on each corner or something different and path them up and through it would be perfect and even more hotsauce. :2thumb:

I won't be able to try the server until tonight or later, will let ya know.

I don't know why, but on some maps the FerBotz are worse than terrible. They cluster on their flags and never do anything. They just are broken from the start. I was worried your maps would be like that but nope! Maybe we can figure out what the deal is sometime, because it's been bothering me since I intended to put FerBotz on the server.
 
Last edited:

xts-sparky

Member
Nov 12, 2014
317
8
18
I added some translocator triggers in the middle of midway in an attempt to make them go up there. According to everything ive read it was done right, they just have to want to get up there.

I didnt make any ramps or stairs because its so small i thought it would take up too much room on the floor.

They should also walk through the middle of it, thats why i put the holes in it, and ive seen bots walking through on many an occasion. The paths go through it.
 

Rip

Member
Nov 12, 2014
262
1
18
Kudos Sparky! :cheers: I'm very impressed at what you accomplished, and though I know you must have spent a lot of time on it the last few days, very pleased at how quickly you were able to do this! I tested with my latest ADR CTF/CTF4 and 16 FerBotz, so I put it through the ringer (quickly)! Hehe. It's definitely something to see - FerBotz and the tracers, colored projectiles. FerBotz are more defensive and camping prone, so in for example Midway there was 1-2 Snipers on each upper level of the mid and no one was getting anything done haha. Killing field. They all were. :)

My one! criticism is that in Midway the bots went around the middle area you added like it was a solid wall, and even if they wanted they couldn't get up there. I don't know if you can, but if you could add some angled ramps on each corner or something different and path them up and through it would be perfect and even more hotsauce. :2thumb:

I won't be able to try the server until tonight or later, will let ya know.

I don't know why, but on some maps the FerBotz are worse than terrible. They cluster on their flags and never do anything. They just are broken from the start. I was worried your maps would be like that but nope! Maybe we can figure out what the deal is sometime, because it's been bothering me since I intended to put FerBotz on the server.

Oh, about your CTF map. First of all, I love it! Great map. Really good layout. Good look too. I do think it could be improved a bit further though - the tunnels need more going on down there or to not be so big - more pickups, redeemer, etc. And it does throw me off a little for the red bars to be across both bases, maybe have them different colors or change the bars to black if that's something you can do without much trouble. I have no idea if it is or not hehe.
 

Rip

Member
Nov 12, 2014
262
1
18
I added some translocator triggers in the middle of midway in an attempt to make them go up there. According to everything ive read it was done right, they just have to want to get up there.

I didnt make any ramps or stairs because its so small i thought it would take up too much room on the floor.

They should also walk through the middle of it, thats why i put the holes in it, and ive seen bots walking through on many an occasion. The paths go through it.

Hrmmmm! I'll watch it more later then. And try it with reg bots too. Maybe it is just the FerBotz.....
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Oh, about your CTF map. First of all, I love it! Great map. Really good layout. Good look too. I do think it could be improved a bit further though - the tunnels need more going on down there or to not be so big - more pickups, redeemer, etc. And it does throw me off a little for the red bars to be across both bases, maybe have them different colors or change the bars to black if that's something you can do without much trouble. I have no idea if it is or not hehe.

Color of the walls i thought of changing but the map was built as one big cube originally and i couldnt figure out a way to split the walls without adding sheets that i had trouble aligning, thus everything is one color, each wall is one single texture. I couldnt find another texture that looked right so i left it as is.

I didnt want to give people much reason to be down there other than a quick passthrough, thats why the shield is the only thing. Pickups are elsewhere. :)

That map really was just a few minor tweaks to the original that i tweaked (negatively) 12 years ago, i didnt spend a lot of time with it, just wanted to fix it and make more EO friendly, as it was developed for low grav instagib.
 

Rip

Member
Nov 12, 2014
262
1
18
Just an idea, maybe you could look at the BadNeighbors map we have on the server, specifically the middle area there - back when I had regular bots with an added Transloc mutator they were getting up there all the time and stabbing me in the back. Just to make sure you did the transloc nodes the same way. shrug. haven't tried reg bots yet
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Re:midway

When i tackle a smaller version, ill tweak the middle. Maybe make it a bit bigger to accomodate ramps and take the translocator triggers out of the equation.

i believe they should work. You should notice bots using the translocator to get UDamage in the flagroom by using the trans. The exact same logic was applied in the middle area.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
I think I found a fix for the translocator issue in Midway. There are no path nodes on the top of the middle structure.

I forgot that pickup items double as pathnodes. That's why they go right to Udamage. I added some up there and the bots went up. I just need to reconfigure what they do when they're up there. I am going to fix and upload the updated map. First, I'm going to get some ice cream.

I'll be giving a similar update to burgerwars.
 

Rip

Member
Nov 12, 2014
262
1
18
I think I found a fix for the translocator issue in Midway. There are no path nodes on the top of the middle structure.

I forgot that pickup items double as pathnodes. That's why they go right to Udamage. I added some up there and the bots went up. I just need to reconfigure what they do when they're up there. I am going to fix and upload the updated map. First, I'm going to get some ice cream.

I'll be giving a similar update to burgerwars.
Cool! I saw them going around and not inside, too, but it might be that I didn't watch long enough. Let me know if you me to wait for your next version or if you want me to go ahead and put them up. :)
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Cool! I saw them going around and not inside, too, but it might be that I didn't watch long enough. Let me know if you me to wait for your next version or if you want me to go ahead and put them up. :)
Put em up. I tested without bot nodes and they work. They should also go through. Not sure why they weren't.

Not making any changes after all.
 

Rip

Member
Nov 12, 2014
262
1
18
Put em up. I tested without bot nodes and they work. They should also go through. Not sure why they weren't.

Not making any changes after all.
Taking off your maps did indeed fix it Sparky..... though, I don't know if it's because of your maps, or because of my server. Or even if it's anything to do specifically with your maps on any level and my server. I'll be playing with it more tonight. Ah, CTF4 is still broke. Everything else works. Odd thing is I haven't done anything to my server since before you and Dagger were on helping me test many nights ago. grrr

I changed the min players amount for the bots in webadmin before I did anything when I saw y'all trying to get them off. That was the trigger, I reckon.
 

Rip

Member
Nov 12, 2014
262
1
18
So it's fine now. I stayed up all night working on it and about to get what sleep I can, bah. Tried the old mapvote again..... stupid shit. Had to go back to the other mapvote.... stupid shit. I don't know why someone can't make a mapvote without huge glaring flaws. And then there's my redirect, which won't let me use the redeeming part about my mapvote, and still have redirect - wonderful. Hehe. Night. Morning. Whatever.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
So it's fine now. I stayed up all night working on it and about to get what sleep I can, bah. Tried the old mapvote again..... stupid shit. Had to go back to the other mapvote.... stupid shit. I don't know why someone can't make a mapvote without huge glaring flaws. And then there's my redirect, which won't let me use the redeeming part about my mapvote, and still have redirect - wonderful. Hehe. Night. Morning. Whatever.

So that mapvote just shit the bed on you for no reason? Sorry. Can't believe you stayed up all night. Should have waited. I can play Almost a few more times =).

thanks Rip.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Taking off your maps did indeed fix it Sparky..... though, I don't know if it's because of your maps, or because of my server. Or even if it's anything to do specifically with your maps on any level and my server. I'll be playing with it more tonight. Ah, CTF4 is still broke. Everything else works. Odd thing is I haven't done anything to my server since before you and Dagger were on helping me test many nights ago. grrr

I changed the min players amount for the bots in webadmin before I did anything when I saw y'all trying to get them off. That was the trigger, I reckon.
Saw this message second.

I broke it!? :(

or it was just mapvote sucking balls?
 

xts-sparky

Member
Nov 12, 2014
317
8
18
They were just the straw that broke the camel's back haha.
Bah. Anyway, I stayed up a little later last night and started tweaking Midway to make a smaller version as you suggested. I sent you a message on Google/Chat/Hangouts. Curious about your thoughts. It's rough, but it's a good representation of where I am heading.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Burgerwars was updated.

New map
Has a new name (added ][ to end). Probably no point in keeping the other one as they're not very different it would be silly to keep both.
 
Last edited:

Rip

Member
Nov 12, 2014
262
1
18
Burgerwars was updated.

New map
Has a new name (added ][ to end). Probably no point in keeping the other one as they're not very different it would be silly to keep both.
Cool Sparky, just put it up. :) Ah, sorry for not mentioning this before, but when I play the map offline the skyline at the top of the box is messed up. You know how sometimes textures blur and drag, yeah, and it's bright blue. But I don't remember it being that way when I played it online, so.... shrug.
 

xts-sparky

Member
Nov 12, 2014
317
8
18
Cool Sparky, just put it up. :) Ah, sorry for not mentioning this before, but when I play the map offline the skyline at the top of the box is messed up. You know how sometimes textures blur and drag, yeah, and it's bright blue. But I don't remember it being that way when I played it online, so.... shrug.
I just checked it out but didn't see that. Is it the entire thing? Corners?

I'm walking around and no issues :-\