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Map Testing

Posted: Mon Nov 10, 2008 11:59 am
by Envy
Hai all!

I'm alive, but the school firewall won't let me connect to the server...
Anyways, how can I host a private server with the same mods as the MM one for testing?

Thanks
Envy

Re: Map Testing

Posted: Mon Nov 10, 2008 12:27 pm
by DW_Ant
Well you can download RPG mod through the internet.

& you can download the Druids RPG, but I high recommend that you don't get this because you'll get mismatch errors whenever you join in MM.
If you do get DWRPG### to the current update, you're going to get mismatch errors whenever they update their mods.

But you don't need the DWRPG to test maps (neither the original RPG mod). What do you need testing specifically??

Re: Map Testing

Posted: Mon Nov 10, 2008 1:54 pm
by Envy
I want to test to see if monsters/luci can get stuck in certain areas as well as check how balenced the map is.

Re: Map Testing

Posted: Mon Nov 10, 2008 4:29 pm
by DW_Ant
hmmmm, I think if your ceiling is at least 512 uu high, then it'll be okay.

Just make sure you add alotta pathnodes.

I'm uncertain what you mean by "balance"
Testing the adren quantity?
Difficulty?
Low level & high level fighting positions?
Monster spawning Density?
Monster spawning density is practically impossible to test on single player because the monsters will always spawn near you instead of bots away from you :'(

Re: Map Testing

Posted: Tue Nov 11, 2008 3:39 pm
by Envy
Ah, okies.

Thanks for your help, if I get it working I'll let you guys know.

Re: Map Testing

Posted: Tue Nov 11, 2008 7:58 pm
by Envy
Ok, I can't seem to get the pathing right for my map.
The bots will not trans up to a raised platform, and when I am up there they act as if I don't exist. The platform has a slight lip and blocks for cover(kinda like a castle). The forcepath and jump point seem right, and it looks fine to me...
Any ideas on what I am doing wrong?

I realize how difficult it is to troubleshoot when you can't even see the map, and appreciate any input.

*Edit*Resolved a problem so deleted the question related to it.

Re: Map Testing

Posted: Tue Nov 11, 2008 10:05 pm
by DW_Ant
Envy wrote:The bots will not trans up to a raised platform...

hehe, monsters don't have trans :P

Re: Map Testing

Posted: Wed Nov 12, 2008 3:25 am
by Skyline
Envy wrote:I want to test to see if monsters/luci can get stuck in certain areas as well as check how balenced the map is.
Sorry for the late reply, but if you just want to test monsters you need to get the Satore Monster Pack. You then need to extract most of the Monster Mash-related files from your cache (bear in mind they could cause a mismatch in future) and input each monster into the mutator setting or the ini itself. Here's a line from mine:

Code: Select all

MonsterTable=(MonsterName="Red Metroid",MonsterClassName="DWPack1F.MetroidB")
Then you have to set up the waves, though you could just stuff them all into a couple if you just want to test they don't get stuck. If Wraith's fine with it I'd be happy to send you my ini, though because of the recent update the waves are all wrong...

To test the balance is far harder, as the monsters all spawn next to you and the bots are next to useless with RPG.

Re: Map Testing

Posted: Fri Nov 14, 2008 4:30 pm
by DW_Ant
Hey I got to play your map today ^.^

May not be the best looking one (needs more textures), but there wasn't major glitches in it :)

All monsters seemed to fit inside your map. Just my personal taste, I don't like how easy it is though. I guess the people who likes Crumpet will love this one :)

Re: Map Testing

Posted: Fri Nov 14, 2008 7:21 pm
by Envy
Okies, like I said its my first map, so I tried to keep it simple.
working on a large outdoor map now...
Its going to take quite a bit longer :P