Thread View: alt.games.unreal.tournament
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12 total messages
Started by Todd
Tue, 21 Oct 2008 20:33
Why Classic Domination sucks so much...
Author: Todd
Date: Tue, 21 Oct 2008 20:33
Date: Tue, 21 Oct 2008 20:33
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When you're playing with bots, they just won't follow orders. My technique is simple: Two teams, three players each, three control points. Find the closest two control points. Assign this bot to this point, that bot to that one, and I move back and forth between the two as needed. The enemy team can have the third point. But a bot won't be at her post, so I'll check the scoreboard, and it says she's freelancing. By the way, anyone know why bots get stuck on stairs so often on non-professional maps?
Re: Why Classic Domination sucks so much...
Author: Flash
Date: Mon, 01 Dec 2008 16:05
Date: Mon, 01 Dec 2008 16:05
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Todd wrote: > When you're playing with bots, they just won't follow orders. But playing it with good team-mates is fantastic. nwDOM is still my favourite ut gametype ever. Shame no bugger else plays it :( > By the way, anyone know why bots get stuck on stairs so often on > non-professional maps? Bad bot pathing. For the reasons you describe, solo dom isn't that much fun so I'm guessing the map makers don't put a lot of effort into supporting it.
Re: Why Classic Domination sucks so much...
Author: goPostal
Date: Mon, 01 Dec 2008 21:53
Date: Mon, 01 Dec 2008 21:53
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"Flash" <NOSPAM@digdilem.org> wrote in message news:z7CdnUGUUuC6lqnUnZ2dnUVZ8vudnZ2d@eclipse.net.uk... > Todd wrote: >> When you're playing with bots, they just won't follow orders. > > But playing it with good team-mates is fantastic. > > nwDOM is still my favourite ut gametype ever. Shame no bugger else plays > it :( > >> By the way, anyone know why bots get stuck on stairs so often on >> non-professional maps? > > Bad bot pathing. For the reasons you describe, solo dom isn't that much > fun so I'm guessing the map makers don't put a lot of effort into > supporting it. I've been coding with a group on doing a double domination mod up right. Soon as it's done, I'll post it here. I was making custom control points last night.
Re: Why Classic Domination sucks so much...
Author: Todd
Date: Fri, 05 Dec 2008 05:48
Date: Fri, 05 Dec 2008 05:48
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Flash <NOSPAM@digdilem.org> wrote: >nwDOM is still my favourite ut gametype ever. Shame no bugger else plays >it :( What is nwDom? I did a Google search, but didn't find an explanation. I asked: >> By the way, anyone know why bots get stuck on stairs so often on >> non-professional maps? Flash <NOSPAM@digdilem.org> answered: >Bad bot pathing. For the reasons you describe, solo dom isn't that much >fun so I'm guessing the map makers don't put a lot of effort into >supporting it. I was hoping for a more detailed explanation. If I didn't despise the Unreal editor so much (can't they just use scrollbars, instead of ctrl-alt-shift-del-bkspc-ins-click), I'd volunteer to do botpathing for those who can't get it or don't want to bother. And really, if you can work with the editor, and have the talent to make an incredible map, how hard is botpathing?
Re: Why Classic Domination sucks so much...
Author: goPostal
Date: Fri, 05 Dec 2008 17:23
Date: Fri, 05 Dec 2008 17:23
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"Todd" <noone@nowhere.com> wrote in message news:clfhj4lv6ikkib3dncasatn9k7vvv6tj9j@4ax.com... > Flash <NOSPAM@digdilem.org> wrote: > >>nwDOM is still my favourite ut gametype ever. Shame no bugger else plays >>it :( > > What is nwDom? I did a Google search, but didn't find an explanation. > > I asked: > >>> By the way, anyone know why bots get stuck on stairs so often on >>> non-professional maps? > > Flash <NOSPAM@digdilem.org> answered: > >>Bad bot pathing. For the reasons you describe, solo dom isn't that much >>fun so I'm guessing the map makers don't put a lot of effort into >>supporting it. > > I was hoping for a more detailed explanation. If I didn't despise the > Unreal editor so much (can't they just use scrollbars, instead of > ctrl-alt-shift-del-bkspc-ins-click), I'd volunteer to do botpathing > for those who can't get it or don't want to bother. And really, if > you can work with the editor, and have the talent to make an > incredible map, how hard is botpathing? > > Actually tougher than you think. The bot AI makes a LOT of decisions on the fly and the editor allows you to greatly tweak their preferences for paths, item, etc. Pathing a larger AS or DOM or any of the warfare mapstyles can be very challenging, maybe more so than creating the map.
Re: Why Classic Domination sucks so much...
Author: Flash
Date: Sat, 27 Dec 2008 20:27
Date: Sat, 27 Dec 2008 20:27
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Todd wrote: >> nwDOM is still my favourite ut gametype ever. Shame no bugger else plays >> it :( > > What is nwDom? I did a Google search, but didn't find an explanation. Sorry. Normal Weapon Dom - the stock gametype. As opposed to iDom - with instagib. Clanbase rules: 5v5, Dom-Olden, FF=0, Translocator=On, WS=On, 20mins per map. Best team score at end of map = map won. 2 maps, with a third map in event of tie. Normal tactics were to put 2 players at each of the two busiest and hardest to defend CP's and the fifth at a single-player CP (stock maps normally had one, like the SB point in Gearbolt, Nook in Cinder, center is Sesmar). On some maps with two CP's close to each other, you'd have 2-1-1 with 1 player supporting the latter two. Like Olden - one each on middle and top, with somebody covering the gantry between the two. Keep that clean and it makes it a lot easier for both CP scorers. Note that in dom, fragging does not score for the team so really enhances the teamplay. Control Point squatting is everything. In fact, a medium skilled DOM clan could wipe the floor with a high skill DM or CTF clan who didn't assign CP's to players and used the "rush to the closest" or "run around in a big gang" tactics. What killed dom, imo, was poor map design and player ignorance. Many players played DM, scoring no points for their team. The game is actually quite subtle with quite some depth but few players played it long enough, or survived long enough, to learn these. There weren't very many *good* DOM maps ever made. Perhaps a dozen, tops. Quite a lot had all the spawn points in one location with 1 or 2 choke points between them and the CP's, or had weapons in another direction. That meant once a more powerful team got camped they could asmd-combo or rocket spam these choke points and stop anyone getting through. It also meant spawnkilling was a big problem, and spawn protection on the smaller maps useless since it could only take 2-3 seconds to get to a CP - if protected they could get there without taking any damage, so SP was never used. Dom was all about "Spawn, trans, frag, camp, die" with respawns coming often 2-3 times or more a minute. Unlike CTF where a team has to go out to get points, in DOM they just have to camp - in that regard, it's very much like defending in CTF. And, since trans is on, the action is very 3d with people camping on the ceiling and inaccessible places, or coming into a CP fast and from unexpected directions. It was great fun! >> Bad bot pathing. For the reasons you describe, solo dom isn't that much >> fun so I'm guessing the map makers don't put a lot of effort into >> supporting it. > > I was hoping for a more detailed explanation. If I didn't despise the > Unreal editor so much (can't they just use scrollbars, instead of > ctrl-alt-shift-del-bkspc-ins-click), I'd volunteer to do botpathing > for those who can't get it or don't want to bother. And really, if > you can work with the editor, and have the talent to make an > incredible map, how hard is botpathing? Dunno, not a mapper. The stock maps are okay, but most of the extra ones fail with bots. Quite a few fail with players too - quite a few bugs and Hall of Mirror spots on 'em. Epic dropped DOM in 2k3 and imo they were right to do so as interest had dropped completely by then.
Re: Why Classic Domination sucks so much...
Author: Flash
Date: Sat, 27 Dec 2008 20:28
Date: Sat, 27 Dec 2008 20:28
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goPostal wrote: > Actually tougher than you think. The bot AI makes a LOT of decisions on the > fly and the editor allows you to greatly tweak their preferences for paths, > item, etc. Pathing a larger AS or DOM or any of the warfare mapstyles can be > very challenging, maybe more so than creating the map. Thinking about it, the 3d translocator aspects of nwDom must make it hard for bots to understand. They'll come in one way only (the instagib paths) and even at godlike, won't translocate as quickly and smoothly as a human.
Re: Why Classic Domination sucks so much...
Author: goPostal
Date: Sat, 27 Dec 2008 23:21
Date: Sat, 27 Dec 2008 23:21
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"Flash" <NOSPAM@digdilem.org> wrote in message news:2sOdnc2dsfBmEsvUnZ2dnUVZ8vCdnZ2d@eclipse.net.uk... > goPostal wrote: > >> Actually tougher than you think. The bot AI makes a LOT of decisions on >> the fly and the editor allows you to greatly tweak their preferences for >> paths, item, etc. Pathing a larger AS or DOM or any of the warfare >> mapstyles can be very challenging, maybe more so than creating the map. > > Thinking about it, the 3d translocator aspects of nwDom must make it hard > for bots to understand. They'll come in one way only (the instagib paths) > and even at godlike, won't translocate as quickly and smoothly as a human. Hey Flash do you still mess around with the anticheat stuff? I need to get hold of a radar that is decompileable. I made one for MonsterHunt (totally legit mod for that game, it won't "see" players anyway, only the specifically scripted monsters used in the mod) but replication to the client across a server is hanging me up. I'd like to see how client side is handled and if I can make my mod work that way.
Re: Why Classic Domination sucks so much...
Author: Flash
Date: Sun, 28 Dec 2008 22:51
Date: Sun, 28 Dec 2008 22:51
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goPostal wrote: > Hey Flash do you still mess around with the anticheat stuff? I need to get > hold of a radar that is decompileable. I made one for MonsterHunt (totally Sorry mate, I don't any more.
Re: Why Classic Domination sucks so much...
Author: goPostal
Date: Mon, 29 Dec 2008 03:43
Date: Mon, 29 Dec 2008 03:43
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"Flash" <NOSPAM@digdilem.org> wrote in message news:4bCdnUjQ_ciJnsXUnZ2dnUVZ8uydnZ2d@eclipse.net.uk... > goPostal wrote: > >> Hey Flash do you still mess around with the anticheat stuff? I need to >> get hold of a radar that is decompileable. I made one for MonsterHunt >> (totally > > Sorry mate, I don't any more. What a shame. You did an awful lot to keep the community secure. Do you still have your webpage on it? I'd like to mirror it for old times sake \O/
Re: Why Classic Domination sucks so much...
Author: Flash
Date: Tue, 30 Dec 2008 22:16
Date: Tue, 30 Dec 2008 22:16
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goPostal wrote: > What a shame. You did an awful lot to keep the community secure. Do you > still have your webpage on it? I'd like to mirror it for old times sake \O/ Sure - it's still up and getting the odd visitor. http://digdilem.org/ut/aimbot.php iirc Feel free to mirror, just keep the credits up pls :)
Re: Why Classic Domination sucks so much...
Author: goPostal
Date: Tue, 30 Dec 2008 23:38
Date: Tue, 30 Dec 2008 23:38
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"Flash" <NOSPAM@digdilem.org> wrote in message news:KdKdnS2G3pIyAMfUnZ2dnUVZ8uydnZ2d@eclipse.net.uk... > goPostal wrote: > >> What a shame. You did an awful lot to keep the community secure. Do you >> still have your webpage on it? I'd like to mirror it for old times sake >> \O/ > > Sure - it's still up and getting the odd visitor. > http://digdilem.org/ut/aimbot.php iirc > > Feel free to mirror, just keep the credits up pls :) No problem. Thank you for permission. I'd hate to lose this into the internet ether. It pains me that the old AGUT fragfest pages are so long gone. If I'd only saved those....That was the best time ever. Once I get it posted up I'll put the link here. BTW, does anyone have any of the old AGUT stuff they'd like to share up to posterity? Screenshots, demos, stuff like that? Sadly I kept nothing.
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