Thread: New Waypointer
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Re: New Waypointer
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biohazerd87
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Default Re: New Waypointer - 06-06-2004

Quote:
Originally Posted by >BKA< T Wrecks
Yup... I agree.
- Pathway: Right, this would be a nice connection. I focused on a clean access to the stairs for bots running parallel to the wall w/ the doors; didn't touch the WPs where you stood, though. But it's a good idea to add that connection.
- Stacking: Hm. WP prob or bot prob? Besides, did that cause a lasting problem (bots stuck forever), or did they go back to normal after some seconds?
- Too close: Right you are. Once again, this is one area I didn't touch. Maybe rewaypointing the main hall would be a good idea?
- The other "too close" shots: All correct, and I think the the one in tooclose3 was probably my bad. The other ones, however, are from spots I didn't touch. I didn't mention them in my screenies, either, because there were more obvious examples of identical problems elsewhere in the map.
Well, go ahead and fix them - and maybe there are more connections like this left, too. If all these are cleaned up, the bots will navigate much more fluently. This is slowly becoming a really good WP set, and in the end we'll get it to become something even SoUlFaThEr wouldn't say no to. And I guarantee you that after doing this for 20-30 maps, you'll be capable of avoiding all these little inaccuracies right from the start, plus you will become a lot faster...
Btw, is this the first map you ever really / seriously waypointed? Just curious...

Yes the bots get Jammed forever. I think it may be caused cause your waypoints have a crouch right next to the railing and the jump waypoint goes over the top of it. So when bots try to jump they get wedged on the guy crouching.
  
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