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Re: Glider 3.02 waypoint project
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TomTom
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Default Re: Glider 3.02 waypoint project - 10-08-2007

Did not remember the island spawn in previous versions, and I don't see the advantage to the axis being so exposed. When should they capture it?
I did not put much emphasis on the island mg either since the fight at or near the compound favors axis already.
One thing I may need to add is the slide down the hill to the garage. Of course the bots will likely suicide if they get shot at and don't tightly follow the nodes.
And I could try adding some class restricted flanking routes when the tank is coming down the home stretch. Say Axis soldiers, who might then (sometimes) use the hills overlooking the trucks (too bad the cvops get mortared).
I just wish I could solve the Glider through CP-build yield problem. If I can't I have another final map in mind...

- - -
Ahhh I think I see, the island spawn flag merely enables a user optional spawn, so bots won't likely use it unless we disable their spawning someplace else.. Maybe I could do a test spawn arrangement (one or two new spawns at the island bunker, the rest in the compound? However I might have to disable the other existing spawn pads in the bunker!)

BTW the glider build is not dependent on the outpost flag, but lowering the priority of constructions might possibly make engrs chose the flag as objective sometimes. I'll try a class restriction JIC.

Last edited by TomTom; 10-08-2007 at 15:37.. Reason: after testing
  
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