Re: Ammodepot (Cement island) waypoint project -
03-03-2007
Thanks for the feedback.
5> "defense2 death" is just a debug message i put in to know when the upper bunker is satchel-ed normally (vs defense2 nomore when it is removed because the "anttena" base is blown. They will be removed before release.
4> The version 1 map lacks the water in the sewer corner. If you want that fixed, download a copy of the version 2.0 map (2 of the links in the readme are version 2). There are 2 rocks above the upper bunker entrance that are dark (shaders problem I think) in version 2 but that is a minor nag point. I hope Storm Rising finds the time to do another map. His work was so close to being complete on this map IMO. (The one way team doors are my vote to get fixed if you read this Marco).
3> Don't know what I can do about that. The map exposes the bots to an intense fight at the gate (which makes the map fun IMO). I think that is one of 2 reasons the axis engineers don't get to defuse the dynamite at the ammo in time (the other being the high priority of rebuilding the gate). I hadn't noticed that problem on the allied side, but I will look for it now. The CvOps during my play were OK on satcheling the gate (when the allies survived the firefight). How many players were you playing with (humans and bots)? BTW I suspect this small map won't scale well to larger bot teams.
2> There are a few route improvements to do (especially out of the CP room). At the start there are 4 dynamite actions available (until the defenses are built) so that draws the engineers in the direction of the sewers. 40% of the time the engineers should go off the wooden peer to their right. I'll change that to 50%. I could try adding one right-hand camp for allied medics until the seawall antitank door is blown (someplace out of sight of the sniper). But really the rest need to go down the sewers in case an engineer is going for a fast win on the ammo pile. I also could make the allied mg nest higher priority during the fight for the sand barrier too.
1> I agree, thanks for sentiment.
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Ah eureka (little eureka). At first spawn the allied engrs all go for the sewers because of the goalnums on the 2 antitank doors. So they don't follow the 50% rule till the first re-spawn. So who votes Bug and who votes Feature on the first run for the sewers? (I think I will make at least one available by goal 0)
.one Ringstellung to rule them all.
Last edited by TomTom; 04-03-2007 at 02:37..
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