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the 1.5/1.6 official waypoints are done
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yes you heard it :)
i spent 6 days making new and readjusting my old ones for this PODbot2.6 Metamod version that rocks without end ! in PMB's original list cs_thunder and de_rotterdam were included......but since these are no longer official maps anymore...i did not do them... heres the list included in this zip : as_oilrig as_tundra cs_747 cs_assault cs_backalley cs_estate cs_havana cs_italy cs_militia cs_siege de_airstrip(1.6) de_aztec de_aztec(1.6) de_cbble de_cbble(1.6) de_chateau de_dust de_dust2 de_inferno de_nuke de_piranesi de_piranesi(1.6) de_prodigy de_storm de_torn de_train de_vegas de_vertigo hope you guys like them... for the changed 1.6 maps you will have to erase the normal waypoints(aztec,cbble,piranesi) and rename the ones with (CS 1.6) attached to them. |
Re: the 1.5/1.6 official waypoints are done
wow! 6 days and you can do so many maps :D
good job! |
Re: the 1.5/1.6 official waypoints are done
15 -18 hours a day.......i am now thoroughly tired !
after doing over 300 waypoints you get sort of fast at it :) |
Re: the 1.5/1.6 official waypoints are done
Looks like good update but I need some more time :)
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Re: the 1.5/1.6 official waypoints are done
wow what a nice present for us :-)
i consider usng that bot now more and more ;) |
Re: the 1.5/1.6 official waypoints are done
Congratulations, SoUlFaThEr! Man... 15-18 hrs/day... you ARE crazy alright. ;)
Can't wait to test these, especially your as_tundra. Btw, did you check mine in the meantime? I suppose not, after so much time spent on your own WPs. Well, now you have reached your goal - keeping your own name on those standard map WPs. And from what I know of you so far, you damn well deserve it. Thumbs up! |
Re: the 1.5/1.6 official waypoints are done
i will first take a short break from waypointing and even looking at them.......hehe
next on my list is an es_map of "quality".....cuz there isnt a good one out there........and i havent made one yet..... |
Re: the 1.5/1.6 official waypoints are done
I agree. The only es-map I really know is es_losangeles. It's not bad, but it's horrible to play with bots. The map is only well-balanced if the Ts go and grab some weapons that are lying around in the map... which, of course, they fail to do in most cases... :(
How about "es_brainwash-f"? The mad terrorists need to flee from the loony bin, whereas the CT team tries to prevent them from escaping? :P Nah, I don't think so... anyway, looking forward to your map! And make it playable with bots, ok? ;) |
Re: the 1.5/1.6 official waypoints are done
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Now we are making good progess! We have an open source Bot, being working on, bug fixes coming along, maps availible for 32 players, and now high quality waypoints being organized. This is great! SF I have put these on my site to DL. http://austinbots.com/waypoints/2.6MM-SF-wpts.zip Let me know if they change so I can update them. Now can we move along to getting a list of custom maps that are not only great eye candy, but great to play with bots? Here I will start the list: Some are obvious but this is a list of everything we have so far that are custom maps we use and work very well with up to 28 bots on a team. 1) de_dust2 2) de_museum 3) de_deep6 4) cs_assault_upc 5) cs_robbery 6) de_tegea |
Re: the 1.5/1.6 official waypoints are done
thumbs up, SF! Downloading the pack right away... :)
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Re: the 1.5/1.6 official waypoints are done
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deep 6 is crap dude.......compared to de_sampa or de_palais2k......and deep6 has those doors that bots dont use right if i remember correct, let alone all those really tight hallways where 29 bots are gonna be stuck on each other at every doorway!! get de_sampa and de_palais2k in your list........de_karnak was another one of those great bot maps that i hacked for you......(added spawns and stuff) i did museum once.....i think its another version tho........i also did upc and robbery......tegea ill have to look at......... wasnt cs_robbery one of those wallmart syndrome things where it had so many versions that no one has the right one?...send me your version for the server please. me likes these maps with bots: de_sampa de_palais2k de_pandemonium de_iced de_karnak de_belvaros de_chiapas(perfect symetry...great for bots!) de_bitterwine(sorry but the layout rules with bots) de_bahrainv2(maybe with this new bot navigation) de_legato "rome21" is nice too with bots cs_estate2k_b2 cs_industrywest(OMG what a map) cs_rio(hacked cuz of hostage) THOSE are maps i have waypointed at one time and found them to be especially fun with bots......how do i convince you on that? i have really spent much time on these particular maps...... i can easily repair all of them(repair? hehe) if you agree to use them..... how soon is that 1.6 server running that you have(with this bot)??? IP again? |
Re: the 1.5/1.6 official waypoints are done
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austinbots.com/32PlayerMaps/cs_robbery.exe Quote:
austinbots.com/maps/cs_rioHostageFix.zip Quote:
Where can I get: 1) your existing wps for them for POD2.5? 2) your modified waypoints for pod 2.6? Could you put a zip together? In that email I said I was putting together a 1.5 server to run the new pod 2.6 and your new waypoints. I am still waiting for the 'beta" period for 1.6 to end before I waste any time with it. But I think I am getting close to setting up a server with it soon. I want to get a number of new maps and all the weirdness sorted out before setting up the 1.5 and pod 2.6 server. I will email you the address soon. Thanks! (in say another month, I will check into setting up a 1.6 server.) |
Re: the 1.5/1.6 official waypoints are done
ok deep6 it is.....i did that waypoint(along with rio) and cant find them......ill have to do them again 9_9 so they will take some time.
another map i forgot is de_manila........its a serious must!! its fast furious small and looks good! de_manilav2 GO GO GO ill put the zip together of the ones i have.....(make sure first)...and send it to you thru email...and ill tweek them as we go.......they arent shitty at all 8) yer site is funny...... |
Re: the 1.5/1.6 official waypoints are done
waiting for cs_robbery still.......:)
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Re: the 1.5/1.6 official waypoints are done
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http://austinbots.com/maps/cs_robbery.exe and it is YOUR pwf I am using :-) http://austinbots.com/maps/cs_robbery.pwf This map has all the doors modified to slide open instead of swing open and they stay open for 30 seconds. The bot never take the subway path to the hostages. Thanks, this is a very bot palyable map and it look pretty good! |
Re: the 1.5/1.6 official waypoints are done
thanks for the map :) ill be tweaking......got your cs_1337_ass_ault done(check your mail) and just did cs_penthouse......
Austin.....in pod back in shape thread(metamod forum).i placed a demo thats interesting for you........in cs_penthouse.......the vent entrance.....check that out........on page 32 i believe..... um cs_penthouse2 is the same map........just fixed......no hostages are stuck like in this version.....(i bet you hacked em anyway hehehe) |
Re: the 1.5/1.6 official waypoints are done
-Concerning custom maps that are fun to play with bots: how about
cs_espana cs_neighborhood cs_storm cs_tibet de_biochem de_centurion de_heat de_clan1_mill de_clan2_fire de_dawn de_freightdeport de_seaside de_seaside2k de_tiefgarage Of course I can't tell how these maps perform with 28 bots on one side, but I really like them - and I have decent WPs for all of them on my HD - some already checked & fixed (all cs-maps except tibet, all de-maps apart from the last three ones), some new from scratch (cs_tibet) and some yet to check (logically, seaside(2k) and tiefgarage). -@ SoUlFaThEr, concerning the official map WP pack: Looked at your as_tundra and cs_havana first... here's what I found: as_tundra: First I thought this was MY file! Damn, you WP'ed this very similar to my style - amazing! But then, I slowly discovered the little differences. I waypointed some more areas, but very unimportant ones where bots are hardly to be seen, so no problem. However, I noticed one bug: Tell a bot to go to node #585, and then to #599. He'll have to cross that narrow "natural bridge" between the two large rocks in both directions - and in both directions, he'll fall down and hurt himself badly. Just replace the normal connections there with jumps, and everything should be fine. I did it that way, and it sure works. cs_havana: Yes, that looks a lot better than the old one =) . Some amazing camp WPs at the ground floor. You just missed one place where bots could go, but once more not a very important one. Then there's one thing I'm not quite sure about: There's a one-way connection from the point where the jump onto that garden pavilion starts (#184) down into the garden (to #118 ) - was that on purpose? I didn't check it, but it looked like bots might get hurt when following this connection. Then there's a point where there's a connection between two buildings by means of a board that's secured with railing-like bars on both sides, making it look a bit like a cage. You can't get out, but you can get in! There's a pipe leading to the roof nearby, if you go up that pipe and along the ledge, you can jump from one bar onto the next and finally over the last one into this "cage". But I suppose this doesn't work with bots, am I right (ladder bug, I'd guess)? |
Re: the 1.5/1.6 official waypoints are done
good detective work.......ill see about that tundra thing.......
havana.......upon fixing yet again these camps spots everywhere for all these officials im finding some miner things like you mentioned(the 118 was erased today). i also added one more jump over to a thin wall to camp on.......found it today :) ive been fixing up some ugly connections too on many.....i did 15 of the officials today......my shoulders and neck hurt like hell........gotta rest..... biochem is really good and i waypointed it as well cuz i liked its look and layout!!! if he fixes the doors...and other gags that bots dont pay attetnions to.......isnt there something to blow so the T's can get in.......is my memory right? Mark will have to ecide about any of these maps........you will have to fix ALL of them because sooner or later.....he will be running only this 2.6mm bot.......(presently running 2.5) |
Re: the 1.5/1.6 official waypoints are done
@de_biochem: Half right. Something just blows at round start, not much to be done. Bots don't need to do anything. And the doors are normal rotating doors, they work ok. Well, if you want to play that with 28 bots, you may want to change them to sliding doors. Fortunately, sliding doors match the looks of this level quite well.
@cs_havana: Yes, that sounds like you found the spot I meant. That little ledge at the side of one of the courtyards... (the one with the dry fountain, I think) @fixing WPs... well, all that could be said about this has been said in PMB's "PODBot back into shape" thread... |
Re: the 1.5/1.6 official waypoints are done
i think cs_neighborhood is also a good map...maybe......only saw it once and didnt play cuz no waypoints.....but it rings a bell as being good looking
i was once in biochem and the stuff didnt blow up so i never got in :) |
Re: the 1.5/1.6 official waypoints are done
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cs_neighborhood: It looks funny - an almost sterile-looking paradigm neighborhood, idyllic and peaceful... and then... :D I added the WP I made (old camp WPs), ought to be enough to get a feeling of the map.
de_biochem: Yes, at first I was frustrated, too. But this stupid wall doesn't blow before the game starts, i.e. before both teams have players. When you're alone in the map, placing WPs, there's no way to make it happen. |
Re: the 1.5/1.6 official waypoints are done
thanks for that waypoint.....not to grab the map.....
so lets just leave biochem out :) |
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