ET Waypoint Village
I decided to make waypoints for village. I wasn't sure what stormers plans were and it's been over a year since he has posted anything.
Waypoint attached and you can get the map here Unzip et_village_1.00.pk3 to your fritzbot folder. |
Re: ET Waypoint Village
1 Attachment(s)
Found and fixed a bad landmine action that I had moved from the command post and forgot to change the entity.
New version attached. |
Re: ET Waypoint Village
1.00 not bad. A few tweak suggestions;
* narrow node 3 in allies initial spawn to 40, and throw one connection over the nearby low fence. A few bots are getting pushed and sticking against the fence pole near node 3 * maybe tweak the down paths of the ladders near the gold so the bots fall down rather than climb down. I saw the carrier get stuck once because of a medic bot that was on the ladder when he was going down. * maybe path over the top left where the bots come through the window so as to come down on top of the mgnest (action 36?) amongst the axis spawns on the way to the cemetery (assuming the bots don't miss the sharp turn). Thats all I can think off. Team sizes were good at 8-8 |
Re: ET Waypoint Village
so are we looking at a v1.02 soon then?
:) |
Re: ET Waypoint Village
Quote:
I restored one of the barbed barriers to slow the Allied bots initially getting to the broken wall (near the bedroom). They are poor at removing it but once the axis appear on the other side the bullets fly and it is gone. Ladder pileups still happen sometimes so don't put more than 8 bots in each team. I have made some improvement on the ladders including an experimental back of the scrum route to make some bots switch to the other ladder. Nice small map for quick games. |
Re: ET Waypoint Village
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http://ned.theoldergamers.com/et/etvillage-2.jpg I saw quite a few bots both sides either die from fence damage or get stuck at this point. I found a point where a BOT got stuck on some stairs. He stayed there until he got shot. http://ned.theoldergamers.com/et/etvillage-1.jpg It's an enjoyable map to play with BOTs this one, well done! |
Re: ET Waypoint Village
Yes that is the one, I generally only saw one die before it was shot-up, but I can delay the Allied bots a different way instead.
I saw only the one bot get caught on the stairs and it cleared itself eventually. The odd thing is I slide quite easily on that stair wall. Anyway I can add a node in the middle of the stairs on the up path. That should attract a stuck bot after a few seconds. Yes the credit goes to 420Blunt, I mostly did cleanup so the bots are more fluid and hopefully more human. Thanks for the help. |
Re: ET Waypoint Village
Ok barrier gone again, collector node added minor route changes in 1.01.2 (link good until Oct '09)
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Re: ET Waypoint Village
Hi TomTom, that barrier is still there with the same issues for axis/allied. Can you script it so they throw some random bullets in the direction of it when approaching. I just had a game and saw 4 axis then 2 allied getting stuck on it.
The axis were jumping around it going nowhere and then later 2 allied were hard up against it trying to run through it as if it wasn't there. |
Re: ET Waypoint Village
Oops My bad, the newer script file did not get in the 1.01.2 zip file, Corrected (and tested) in 1.01.3. (link good till october 2009)
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