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Waypoints for resident_evil maps
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skull_gun
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Default Waypoints for resident_evil maps - 27-06-2010

I've spent around 2 days trying to google the waypoints for these following maps:

as_resident_evil
as_resident_evil_siege
as_evil
zm_resident_evil_beta2

And sadly all the waypoint packs and websites I looked through either didn't have them, or had dead links. as_resident_evil and its "sequel" as_resident_evil_siege did come with .nav files, but they don't seem to be compatible with POD-bot mm. With no other option, and many google results leading to this forum, I hope you guys would help.

Also, is it just me, or is it really hard to find any waypoints for maps made after 2008?
  
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Re: Waypoints for resident_evil maps
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Ancient
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Default Re: Waypoints for resident_evil maps - 28-06-2010

I will look them over, but I won't guarantee that I will waypoint them.
If maps require lots models to be added, I may not want to add them to my website.


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Re: Waypoints for resident_evil maps
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skull_gun
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Default Re: Waypoints for resident_evil maps - 03-07-2010

I think only as_resident_evil and as_resident_evil_siege use A LOT of models, while zm_resident_evil_beta2 uses as_resident_evil's model set, and as_evil only has 6 models to add.
  
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Re: Waypoints for resident_evil maps
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Ancient
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Default Re: Waypoints for resident_evil maps - 03-07-2010

Since Podbot MM doesn't support (As far as I know) Zombies I'm not going to waypoint zm_resident_evil_beta2.
If there is a podbot mm compatible mod for zombies, please let me know about it, otherwise I'll avoid making waypoints for it.

I haven't started waypointing them yet since it's a holiday weekend. I will try and have at least 1 map done by monday. Please be patient with me.


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Re: Waypoints for resident_evil maps
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Default Re: Waypoints for resident_evil maps - 03-07-2010

Waypointed as_evil http://www.cfegames.com/maps.php?op=as_evil


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Re: Waypoints for resident_evil maps
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Default Re: Waypoints for resident_evil maps - 04-07-2010

as_resident_evil http://www.cfegames.com/maps.php?op=as_resident_evil

WARNING: This map doesn't work well with bots. The VIP doesn't reach the goal very easily and with no alternative routes to the goal it is nearly impossible for the bots to complete any escaping goals.
But I waypointed it anyway.


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Re: Waypoints for resident_evil maps
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skull_gun
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Default Re: Waypoints for resident_evil maps - 04-07-2010

Quote:
Originally Posted by Ancient View Post
Since Podbot MM doesn't support (As far as I know) Zombies I'm not going to waypoint zm_resident_evil_beta2.
If there is a podbot mm compatible mod for zombies, please let me know about it, otherwise I'll avoid making waypoints for it.

I haven't started waypointing them yet since it's a holiday weekend. I will try and have at least 1 map done by monday. Please be patient with me.
Actually, the Zombie Plague mod supports them 100%, and I've been using them for small LAN games with zombies with no problems. (Although sometimes they act stupid and stand around, but I think that's just a waypoint problem.)

Many, many thanks for the waypoints. The waypoints for as_resident_evil may just suffice for a Resident Evil-themed zombie game.

Ah, yes, here's the forum thread for the Zombie Plague mod: http://forums.alliedmods.net/showthread.php?t=72505

The FAQ section specifies that PODBot MM V3B19k+ and later versions are supported, and this was the main reason I picked this zombie mod.

You may decide to waypoint zm_resident_evil_beta2 at your own discretion, I'm very satisfied already.

I also suggest picking up a plugin or two or downloading the modified version of the mod with new gameplay modes (also on the forums), as the creator of mod hasn't updated the thing in a year or so.

Last edited by skull_gun; 04-07-2010 at 12:07..
  
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Re: Waypoints for resident_evil maps
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Default Re: Waypoints for resident_evil maps - 04-07-2010

I'll look into the Zombie Mod, but I'm not gonna garuntee that I'll waypoint it.

No problem for the waypoints, I just hope they run well for you. I always have the bots test 20 rounds before I release them and as_evil did just fine, however the other one didn't survive lol.

If you need more waypoints feel free to request them, hopefully I or someone else will help make them.


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Re: Waypoints for resident_evil maps
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Ancient
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Default Re: Waypoints for resident_evil maps - 07-07-2010

I've been working on as_resident_evil_seige and it really isn't meant for bots.
Everything is pretty small and some of the obsticles are too difficult for them to get around.

I'm gonna work on it some more and see what I can come up with.
Please wait a little longer.


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Re: Waypoints for resident_evil maps
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Default Re: Waypoints for resident_evil maps - 14-07-2010

http://www.cfegames.com/maps.php?op=...ent_evil_siege

I tried my best to waypoint it.
The bots sometimes get stuck in the vent shaft, sometimes at the VIP spawn area, and I had to take out a few features (areas) so the bots wouldn't get stuck as much.

Going from the T spawn into the vent shaft kept getting bots stuck because it's difficult for them and myself to open up the vent in one hit.
Hopefully, I got all of the sewer and stuff. Stuff ran kinda smooth and I tried my best, but sometimes a map isn't friendly for bots.

I'm gonna start on the zombie one soon, please wait a little longer.


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