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DM-Nitro V15

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About This File

Layout based upon Ebolt's original DM-Nitro for UT99.

Nitro is a fairly large map suitable for FFA and TDM, yet small and open enough to work for Duels too.


What's New in Version V15   See changelog

Released

Edited a blocking volume to (hopefully) fix a problem in Elimination where you could spawn beneath some stairs and be stuck there.

 

- Tweaked the BSP and blocking volumes in a few other places to block off similar spots elimination might also have a problem with.

- Tweaked the lighting again and made a few other minor changes.


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This one's my own current personal favourite to play. :)

 

I notice very few other players manage to grab the shield though so here's a tip on that. It's really not all that hard, but it's not just a jump, you have to jump, turn into the wall and then wall-dodge to the shield. The jump/wall-dodge can be started with a lift-jump or a regular jump off the platform at the top of the lift.

 

A little trickier but it's also possible to get to the shield with a wall slide.

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V10 Rebuilt for 7/13/2016 game build which broke several assets I was using from the outside (titanpass) assets.

 

Also includes a number of changes, tweaks, polishing and optimization.

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New version (V11) released for the MPF mapping event!

 

Includes a number of mostly cosmetic changes, more meshes, tweaks, polishing and optimization.

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1 hour ago, [PHX]Big_Deal said:

Hi

Nice map. There is a problem in V14. Players spawn under the steps in elimination. I did make a screenhot that you know where to look.

Thx

 

That's a problem with either Elimination or the game / game engine itself. The stairs and the space beneath them are fully covered by a Blocking Volume and the engine correctly generates the navmesh over it (but not inside the BV as it often does).

 

ScreenShot00014.png

 

If you meant you're spawning below the BV, there is a small square area beneath it that is inside the floor mesh and isn't covered by a BV. I'll extend the BV down further in the next version and see if that fixes the problem. I don't know how Elimination chooses where players spawn but if Scoob coded it to make sure they don't spawn inside a BV that should fix it, if he doesn't check BVs it probably won't help at all.

 

Considering how the engine insists on putting navmesh where it shouldn't (inside BSP and BVs for example) there are bound to be problems with a gamemode that doesn't just use the map's existing playerstarts but generates additional spawns of it's own.

 

Are there any other similar spots you know of or just that one?

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3 hours ago, [PHX]Big_Deal said:

they stay like inside steps. when the walk a bit they fall out of map.

 

Hopefully it's fixed in V15, let me know if it still happens...

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Hi

It still exist, but only on 1 place. You see on my picture the grid with water. On the left side from that grid players get stuck under the flor or fall out of map.

 

Thx

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7 hours ago, [PHX]Big_Deal said:

Hi

It still exist, but only on 1 place. You see on my picture the grid with water. On the left side from that grid players get stuck under the flor or fall out of map.

 

Thx

 

Hmm... I just double checked, that entire area beneath the platform is completely covered by blocking volumes (even in the water!). I could probably "fix" it by reverting the platform mesh back to BSP but I really don't want to do that and even then they might just end up in the water anyhow. Besides it has to be a problem on other maps too (any map with meshes covered by BVs could have similar problems). I'll try to chat with Scoob and see if he can do something about it on his end.

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Hmm... I have another idea that might fix the problem in that spot on this map.

 

The platform is a low poly mesh so it shouldn't affect performance setting it to use complex collision as simple and that might do the trick.  But I don't want to release yet another version only to find it doesn't help and it's difficult to test offline with just me and a bunch of bots.

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you can easy test offline. just start a elimination offline game with 12 players with th eeasiest bots. Maybe you need to wait some rounds that this will happen. If you dont want or cant test, no problem, send me the link and i will test for you before you release

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