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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Mon Aug 27, 2012 7:43 pm
Post subject: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Only for the archiv..
I think I will never see that map solved so fast !
Was very funny  |
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Data_Destroyer 
Gender:  Joined: Jun 19, 2011 Posts: 586
Reputation: 65.5   votes: 2 Status: Offline




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Posted: Mon Aug 27, 2012 8:56 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Meh......... of course, with big team is easy! Try to do it with 5 players and on hard mode  |
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Suz 
dU.Staff

Joined: Nov 12, 2010 Posts: 64
Reputation: 174.5   votes: 9 Status: Offline




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Posted: Mon Aug 27, 2012 10:44 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Lol quite the achievement, and I witnessed it!  |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Tue Aug 28, 2012 12:27 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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I'm guessing you subtracted the time cuz the only time code on that I see is 105:13 remaining.
Must be a different LongCorridor than I know. The last room on mine doesn't look like that. |
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Stardust 
UT Name: Chazzy Gender:  Joined: Mar 13, 2011 Posts: 27
Reputation: 22.5   Status: Offline




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Posted: Tue Aug 28, 2012 1:30 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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I'm telling ya, I'm a lucky charm ^_^  |
Bazinga!
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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Tue Aug 28, 2012 12:05 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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EvilGrins wrote (View Post): | I'm guessing you subtracted the time cuz the only time code on that I see is 105:13 remaining.
Must be a different LongCorridor than I know. The last room on mine doesn't look like that. |
this one :
;) |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Wed Aug 29, 2012 8:16 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Took a run at the map with bots, only to find the fix isn't very bot-compatible. They can't cross the first bridge when it lowers.
They just keep bouncing at the start of it.
Similar issue I had with the one I've got: MH-LongCorridor2006... excepting that has stargates and not bridges. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Wed Aug 29, 2012 9:35 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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dU maps aren't intended for bot support.
In fact I was thinking I should have removed all path nodes from the map so that monsters don't group at bridges attempting to follow players. |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Thu Aug 30, 2012 5:10 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Cyberia-Mix wrote (View Post): | dU maps aren't intended for bot support. |
That is a pity. Not all of us get to play online all the time.
I didn't have online access for over a decade once, unless you count public libraries. That's why I've been active in UT since it first came out but seem relatively new to forums. |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Fri Aug 31, 2012 11:11 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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I agree with you but maps include a variety of stuff that bots just aren't capable of. In standard gametypes it tends to be optional stuff for players (wall dodging, lift jumps), but in MH that stuff can often be the only path, and it would be bad to give up on creative ideas just because bots won't follow. I'd like to be able to play with bots in my DM maps but heh. |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Wed Sep 05, 2012 3:36 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Wanna know something funky? The bots may not be able to cross those bridges but the monsters can.
Was playing the map on Killerbee's server, crossed the bridge and entered the next length of corridor, when 3 IceSkaarj followed me into that next hallway.
Scared the crap outta me... that is so NOT fair! |
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Cyberia-Mix 
dU.Mapper

UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5   votes: 10 Status: Offline




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Posted: Wed Sep 05, 2012 7:56 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Dude, everyone knows this. Blocking monsters is a new fix made for dU. |
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Miks 
Joined: Feb 05, 2011 Age: 51 Posts: 43
Reputation: 94.7   Status: Offline




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Posted: Wed Sep 05, 2012 8:08 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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EG, I looked a few time ago at such map, there are a few messed paths at bridges, monster have a bit different guiding system related to paths. I'd rather prefer to let pathnodes alones, if I want to avoid monsters to pass, there are other ways to block them than messing up relics.
Monster can follow a path depending on its size, if path is too small the monster cannot follow player. Once player "vanished" monster will wander (they forget enemy if is gone in a few seconds). Also I read some original help at wiki and help by Steven Polge, Epic always suggested paths to decrease the engine stress, so I do what is supposed to be by default, spaming map with tons of monsters wasn't ever in my habbits. I prefer to set up a monster patrol, a monster ambushing, a monster doing something because UT has enough good and nice things related to monsters but they aren't used. Why ? Ask mappers. When I'll start to paint (I'm not very skilled in design) I'll do a few things, first I need to clarify a few problems.
I have a modified version by me with full Bot Support for playing Off-Line, I don't see where can be so big problem if 3 - 4 monsters will walk in next room to hunt you, I just have to kill more, I ask a Bot masterfull skilled to cover me and others to attack, is not a big problem just a different fun. |
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EvilGrins 
UT Name: Doppleganger UT Since: 1999 Gender:  Joined: Dec 01, 2011 Age: 54 Posts: 653 Location: Palo Alto, CA Reputation: 361.8   votes: 2 Status: Offline




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Posted: Wed Sep 05, 2012 12:17 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Cyberia-Mix wrote (View Post): | Dude, everyone knows this. Blocking monsters is a new fix made for dU. |
News to me.
Miks wrote (View Post): | I have a modified version by me with full Bot Support for playing Off-Line, I don't see where can be so big problem if 3 - 4 monsters will walk in next room to hunt you, I just have to kill more, I ask a Bot masterfull skilled to cover me and others to attack, is not a big problem just a different fun. |
Nelsona?
Anyway, if you caught my initial post near the top of this, this map prevent bots from crossing the bridge so that Bot Masterful wouldn't be able to have helped you much. |
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Miks 
Joined: Feb 05, 2011 Age: 51 Posts: 43
Reputation: 94.7   Status: Offline




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Posted: Wed Sep 05, 2012 7:41 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Is not initial map, that one works until a moment, later bye Bots, for this reason they cannot pass. Monster triggered by player who determined last seen position will attempt to go there in hope to find the enemy, this is helpfull for them in some instances.
Other problem, yeah, I worked with Nelsona and we fooled a bit testing A.I. Actually we want to set up a mad monster attack in small and decent maps.
Let's say we count how many monsters are in map based on default Replication. Later if we detect only 200 monsters will be activated a general instigator making them mad. BlockMonsters and any crap related to obfuscating monster will be suppressed because they are meant to hunt down players (me especially - I prefer more times kamikaze style). Actually I want this to be an option configurable in controller, if is bad to be False if is awsome (I guess will be) to True. Actually is about other kind of MonsterHunt game not only codes copied from original. I have ideea about this type, but I want to see a few maps if are matching my desire. Team problem seems solved - I was hunted by a group of Berserkers and was nice. But is not enough for me, I want them to start racing right after beginning of match not before and not only instigated immediately by my closer presence. This is my style, for this reason I prefer to be here to exchange experience about maps, mapping, player desire, I want to do other stuff and I read randomly topics. Default MH for me is not the last thing related to monsters, is great and beautifull, but I want a greater one. |
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Drake 
UT Name: Drake UT Since: 2002 Gender:  Joined: Aug 15, 2012 Age: 37 Posts: 11 Location: Finland, Kotka Reputation: 143.1   Status: Offline




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Posted: Wed Jun 24, 2020 3:55 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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Omg! Now i see this thread and what a memories come my mind. That was amazing run and we made new teams score record! |
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Janssen 
Joined: Jun 17, 2011 Age: 47 Posts: 86
Reputation: 128.9   votes: 1 Status: Offline




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Posted: Sun Jul 12, 2020 2:02 am
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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I'm on that screenshot : Secret2
Memorable times |
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BangBang 
Gender:  Joined: Aug 21, 2012 Posts: 124
Reputation: 168   votes: 1 Status: Offline




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Posted: Sun Jul 12, 2020 8:25 pm
Post subject: Re: MH-LongCorridor_D+Fix1 in less then 15min ! |
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It has been 8 years, wow. Feels almost like yesterday  |
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