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-   -   my next waypointing project (http://forums.bots-united.com/showthread.php?t=4873)

renartthefox 19-01-2006 09:04

my next waypointing project
 
I am going to take on MP_Refinery. If anyone is already working on this map, or is otherwise against me waypointing this map, please let me know.:yinyang:

Denny 19-01-2006 17:52

Re: my next waypointing project
 
Awesome, AFAIK nobody's doing it so have at it. :cowboy:

I've updated the map list in the wiki with you're waypoints btw.

renartthefox 23-01-2006 05:15

Re: my next waypointing project
 
thats awesome Denny, thanks:chinese:

SA_RTCW 26-01-2006 01:04

Re: my next waypointing project
 
Hey, is that that same mp_refinery that was created by "SA"? Well of course it must be, since its the only "mp_refinery" I could find!

In case you haven't noticed already, I was the original author of that map. I remember making it a long while ago, as a hobby thing and a way to show off my "mapping skills". Actually, they weren't very good especially the lighting of the map. I just took a shortcut and made it full-bright. :unsure:

I'm just thrilled that someone has actually considered making a bot waypoint file for my map. I remember being so full of myself one time, when I found a server running another map that I made.

Anyways, I'm looking forward to seeing how this turns out. If you need any help, just let me know; I'd be glad to help out. I haven't done any waypoint files before and I haven't played RTCW in a while, but I definitely remember making that map and how I thought it should be played.

SA

renartthefox 01-02-2006 08:36

Re: my next waypointing project
 
Greetings SA,


I would love to hear your ideas on how it should be played, mayhaps it would bring a completely different twist to the map. With all the double-doors opening IN instead of away, makes it interesting to map so the bots dont get stuck behind the doors.

btw ...interesting music choice for the HEADQUARTERS building.

Post your thoughts here, or you can PM me anytime. Thanks for posting!:nuke:

SA_RTCW 01-02-2006 23:08

Re: my next waypointing project
 
Oh man, I don't know what I was thinking when I threw in that "I am Canadian" song. It must have been late at night and I must have had one too many to drink.

Back to serious matters, I never noticed/considered the fact that the doors open inwards. It was completely unintentional and probably due to lack of foresight. With the mentioning of the song and the doors, I'm pondering making an update of this map to fix the doors, remove the song and maybe try some actual lighting. I don't know how far along you've gotten to working around the bad doors yet, so let me know what you think about a map update.

Of course I won't change any structural things, like the location of buildings and other objects, just the doors and perhaps the lighting. It has been a while since I last played around with RTCW mapping, so I don't know how quickly I'll be able to finish this. I know it seems like a "lot" of effort just for one little map, but since you're making it bot-friendly, I might actually play the map a few times as well.

renartthefox 02-02-2006 02:26

Re: my next waypointing project
 
That would simply be fantastic! I am more than willing to start over from page one to have the doors open outwardly (away from the person activating said door). The music change only needs to be if you deem it necessary. Lighting changes would also be sweet. But totally up to you!:nuke:

SA_RTCW 02-02-2006 03:41

Re: my next waypointing project
 
Hmm... I seem to have run into another situation where I spoke before I thought. I forgot that in order to edit maps, you need the .map file, whereas the completed maps are in the form of a compiled .bsp file.

I've tried de-compiling my map, with limited success. This may take more time than I imagined to get everything working. Right now, you're probably better off to continue with the current map version (bad doors). I hope I haven't confused you too much with this whole situation.

Maleficus 02-02-2006 06:31

Re: my next waypointing project
 
I understand whats going on: you lost your original .map file. :(

TBH: its prolly not worth trying to rebuild your old map from a decompiled version - you'll lose texturing, and will add WAY more brushes then your map originally had, because the decompile process splits the faces up into brushes much differently then you used them. This could affect the performance of your map, unless you spend the time to go thru and fix them all.

Thanks for the offer tho.

Cheers!

renartthefox 02-02-2006 08:08

Re: my next waypointing project
 
oh that does sound to be a troublesome issue. It will be ok. I should have it ready to post up, by the time the new patch comes out, removing a couple objects in the map for me

Its all good. With the music staying put in the Commandant's Office, it will keep human players from camping in there :):nuke:

SA_RTCW 02-02-2006 23:00

Re: my next waypointing project
 
That's good to hear. With the difficulties in trying to decompile the map to make changes, I don't think it would be worth the effort. Removing the music is still possible, I just have to delete the sound file from the .pk3 package. It won't play what it can't find.

I also ran through the map again and I think I was a bit premature in my assessment of the doors. It is not that they always open towards the players, but rather they open outwards from all the buildings. However, I think the Allies compound gates open inwards, probably because it they opened outwards, it would block the path/alleyway. Thankfully, there are two ramps that allow a player/bot to by-pass those doors.

I'm not sure how far along you are with the waypointing, but here's some suggestions/features of the map that you may want to include:
  • the large, overhead crane is climbable on any of the support columns and would provide an excellent, if somewhat exposed and unprotected sniping position
  • both checkpoint flags which are hidden behind barriers which must be destroyed (transformer on the Axis side and entrance to someother area on Allies side) can be covered/defended pretty well from a position on top of the fuel bunkers/tanks, which means this could be a good camping spot and location to control the map
  • there are some quantities of ammo laying around the map, but I'm not sure if bots can benefits from these
  • all the railways are "electrified", you may want to try having the bots jump across the tracks whenever possible, instead of walking over them
  • it would be great if the bots could take advantage of the trains and trucks to use as cover/transportation, but I don't know if that's supported
  • a possible workaround for the outward opening doors is to have the bot approach the door and open it, then have it move back like 5 meters before moving forwards and through the door
That's all I can think of right now, I'll post any new ideas I have later on.

renartthefox 10-02-2006 05:11

Re: my next waypointing project
 
With mp_refinery completed, I am moving on to e new map. I am checking on one map with Denny, to see if he is going to work it or not. In the mean time, I am going to work on



edited here ... the current choice is now mp_rennes!

banzaiiiiiiiiiii!:nuke:

renartthefox 11-02-2006 18:16

Re: my next waypointing project
 
I have been given the holy okee-dokee from Denny, so I will also be working on Korfe also. It should prove to be a very nice map to play indeed. But shall take me forever.

renartthefox 22-02-2006 02:48

Re: my next waypointing project
 
With Korfe now completed, I am looking to add to the depths of my darkness. So, with that, I am hording away

powcamp and yellow_terrain:nuke:

to start waypointing this week.

renartthefox 24-02-2006 08:22

Re: my next waypointing project
 
powcamp is now completed. I am looking into yellow_terrain and mp_convoy.:)

renartthefox 25-02-2006 08:56

Re: my next waypointing project
 
Seems that both mp_convoy and yellow_terrain have been put on the back burner for now, I have started working on mp_valhalla and this one shall see me through march to get done probably.


-=Sterben Sie gut=-:)


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