Description

I have made a new Navmesh for the 64 player map for Mashtuur City to allow play with AI bots. Note that this is not an exact copy of the original 64 player map. There have been some changes to the static objects and flags: Some of the objects have been moved about 2 metres allow the ai vehicles an easier time going through gaps. Some of the flags have had their capture radius increased to make them easier for vehicles to capture them – Power Plant and Backyard flags. The destructible walls have been removed to help the ai move around. Please report any bugs or faults and I will try my best to correct them as soon as possible.

Preview
Mashtuur City - 64 Coop
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Demon_from_pripyat
Demon_from_pripyat - - 692 comments

Thanks!

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Hjaldrgud
Hjaldrgud - - 155 comments

I'm loving updates to maps to make them more AI friendly! Have lightmaps been recreated to allow for the static changes?

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Thanks. Glad you like it.

Yes, the lightmaps have been recreated. I am not sure if I am doing it correctly 100%, but it seems to look OK. The shadow directions match the sun and the color looks about right.

The navmesh version on this map from the bf2all64 mod worked fine for me except for one spot at the top of the ramp beside the mosque. See this video:

If you find any weird things like this, let me know so I can fix it.

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Guest
Guest - - 690,425 comments

I haven't had the time to test this version, but Iknow the SPX1.2 version has some broken spawns on one or more of the flags. The bots spaw. Outside of the navmesh, causing them to immediately die. It might be on 16 or 32 layer

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Have not tried that version yet. Let me know if you find this version any better.

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Slight vehicle navmesh change at bottom of ramp of long bridge south of Hotel (west end of bridge).
Fixed up vehicle navmesh beside US base around trees. Vehicle was getting stuck.

UPLOADED – mashtuur_city-64coop.2.zip

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Guest
Guest - - 690,425 comments

I really like the map keep it up friend I hope you keep bringing new maps

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Thankyou.
I am aiming for one map per month plus updates as I go. Next map on the list for June release is Operation Harvest.

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Made some changes to spawn positions (thanks LtFred) and found a couple more faults in the vehicle navmesh.

UPLOADED: mashtuur_city-64coop.3.zip

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Guest
Guest - - 690,425 comments

Need to fix spawnpoint in the building at hotel CP..Bot die immediately. You can change it to the top of the building or just make it for human only

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Thanks. I have made it only for human.

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Profile_0001
Profile_0001 - - 1 comments

During multiple rounds of testing, I observed bots using heavyJeep moving back and forth around the bus stop located in front of the mosque. This occurred whenever they approached from the backyard or ramp and hit onto bus stop sign attempted to take control of the mosque cp.
Furthermore, whenever bots with vehicles attempted to access the intersection (located close to the Construction Control Point for sp16), they would drive onto the building's sidewalk and occasionally trapped on electric poles

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Thanks for the feedback. I have expanded the vehicle navmesh around the mosque bus stop.

There was an electric pole which was removed when making the navmesh, but I forgot to remove it in the final version as well so the navmesh went through it. The pole is now gone.

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Minor_Kemp Author
Minor_Kemp - - 111 comments

Fixed up a bad spawn near Hotel.
Removed power pole in alleyway blocking movement.

UPLOADED: mashtuur_city-64coop.4.zip

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