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HQ waypoints for cs_waterside finished
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>BKA< T Wrecks
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Default HQ waypoints for cs_waterside finished - 28-03-2004

Hi y'all,

I got tired again with the second part of my high-definition wp pack (~40% finished so far, give me one more week), so I started making some new WPs in the meantime.
I noticed that so far there aren't any around for some new 1.6 maps, and I'm in the process of changing that
The first in the row is cs_waterside, here the "official" bla bla:
--------------------------------------------------------------------------
Waypoints for the relatively new map cs_waterside. ATTENTION: This map is not suited for slow computers and, weighing in at a hefty 13 MB, not an ideal download choice for 56k'ers.
However, it boasts superb design and is really fun to play!
The waypoints were made to bring that fun to bot matches as well, and quality once more had top priority...
[This WP works with all PODBot-compatible bots. For details see the readme.]
------------------------------------------------------------------------
I already uploaded this one to Excalibur (www.cs4us.de). This zip here's the same. It contains the Wp (duh!) and a detailed bilingual readme (English & German).

More releases for 1.6 maps will follow in this thread, expect to see WPs for de_indust and cs_mopo3 soon! (Both good maps, btw)
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File Type: zip pb_wp_cs_waterside.zip (20.7 KB, 369 views)
  
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Re: HQ waypoints for cs_waterside finished
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SoUlFaThEr
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Default Re: HQ waypoints for cs_waterside finished - 28-03-2004

where are you getting these (1.6) maps.......and what about them is making them 1.6 maps?


  
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Re: HQ waypoints for cs_waterside finished
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sPlOrYgOn
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Default Re: HQ waypoints for cs_waterside finished - 28-03-2004

I think he just means they're new
  
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Re: HQ waypoints for cs_waterside finished
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>BKA< T Wrecks
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Default Re: HQ waypoints for cs_waterside finished - 28-03-2004

@ SoUlFaThEr: I went to "your" old site counter-strike.net, had a look at the map archive, and since I figured out that the newest maps would be ones where nobody has a WP yet, I told the archive to show me the most recently added maps... cs_waterside was one of the maps it came up with...
Oh, btw: Did you ever waypoint de_vine? If so, I know I can spare me the trouble, cause the WP I have sucks, and otherwise I'd make a new one.

@sPlOrYgOn: Not only. In CS 1.5 it was a great PITA to make rain or snow. I think you had to place entities for every single place where a raindrop would fall, or something like that - anyway, loads of work. Ever noticed how in cs_ghosthouse it was raining in front of the house, whereas on the terrace on the rooftop there wasn't one raindrop? I guess that's because the mapper either forgot to make all those entities or got tired...
Now in CS 1.6 it seems to be much easier - look at the new de_aztec version. It's raining all over the map. And in cs_waterside, there's exactly the same rain. And in de_indust as well. And in cs_mopo3 (all new "1.6" maps) it's snowing. If you play these maps with 1.5, you won't see any rain or snow, because this feature is missing in 1.5.
But basically you're right, you can run all "1.6" maps under 1.5, of course.

Last edited by >BKA< T Wrecks; 28-03-2004 at 22:11..
  
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Re: HQ waypoints for cs_waterside finished
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sPlOrYgOn
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Default Re: HQ waypoints for cs_waterside finished - 28-03-2004

yea i think i read somewhere in the collective ( http://collective.valve-erc.com ) about how to make rain and it said you had to put 3 entities for a drop to fall at a spot.. (something close to this at least.. can't remember)
[edit]
i found it http://collective.valve-erc.com/inde...38887-64569500
[/edit]
[edit2]
if you read the comments you see that it also tells you normal halflife is missing an entity called env_rain that action half-life and the spirit of halflife has (and most likely steam has it too).
[/edit2]

Last edited by sPlOrYgOn; 28-03-2004 at 22:32..
  
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Re: HQ waypoints for cs_waterside finished
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SoUlFaThEr
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Default Re: HQ waypoints for cs_waterside finished - 29-03-2004

rain or snow causes lag.......thats why i never used it in a map.......it is also the reason why Steam offers the option to turn off the rain in the new aztec.

lag is caused by such a large amount of ePoly(entities).

its a nice effect but not worth the trouble and it will lag the map

i never waypointed de_vine sorry



Last edited by SoUlFaThEr; 29-03-2004 at 01:20..
  
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Re: HQ waypoints for cs_waterside finished
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>BKA< T Wrecks
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Default Re: HQ waypoints for cs_waterside finished - 29-03-2004

Well, on my PC ( XP1800+, 512 MB, GF4 4200/128 ) cs_waterside lags anyway... but it ought to be a nice map for those high-end PC owners...

And no problem that you never waypointed de_vine, SoUlFaThEr... now I will take care of that and include the map in the 2nd part of my HQ wapoint pack.
  
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HQ waypoints for de_indust finished
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>BKA< T Wrecks
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Default HQ waypoints for de_indust finished - 30-03-2004

I almost forgot to post them here (already posted them on Excalibur), but here they are: My waypoints for de_indust! This map reminds me a bit of de_terminal22, but the setting is an industrial area. The ways are generally wide, there are no vents and no tight spots. This should make the map rather straight-forward and fast. Here's the WP - readme in German and English inluded as usual.

[ @ SoUlFaThEr: This is another rain map - and it doesn't lag a bit on my PC ]
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File Type: zip pb_wp_de_indust.zip (16.0 KB, 351 views)
  
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Re: HQ waypoints for cs_waterside finished
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SoUlFaThEr
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Default Re: HQ waypoints for cs_waterside finished - 01-04-2004

i checked out yer wp for cs_waterside...well thought through...good job man

some of the inner areas needed more waypoints......and down in the river but its not many......inside will be an easy thing to do with a low setting like "ap setradius 120" .....this way......the bot is not running exactly the same path through one particular room.....theres one central room with one T important waypoint connecting through 3 doors at slight angles.....this room needs a few more options of trajectory

but the rest is really good man.....nicely arranged wp setradii through out the whole adventure. yer style rocks! placement of important points was also cool.......camp spots as well ..also clean connections seemed like good clean-up was done like i try to do.....pain in da but tho......I think the ap setradius is the greatest function added to the editor PERIOD a menu with presets is coming...120, 150, 180, 220, 250.....i have found these most useful.

phat



Last edited by SoUlFaThEr; 01-04-2004 at 18:50..
  
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Re: HQ waypoints for cs_waterside finished
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>BKA< T Wrecks
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Default Re: HQ waypoints for cs_waterside finished - 01-04-2004

Oh, this map was partly horrible. All those doors (that are, btw, too wide for normal room doors) - and they can all open to the corridor! That one spot where two corridors meet, and 3 or 4 doors RIGHT next to it... man, that caused some work. As for the river, nothing's going on there, anyway. I mean, it's behind a rescue zone, and super-precise bot movement isn't required there... I'll have a look at the house, though. You may be right that I placed a tad too few WPs there... well, I'm making progress, but as long as there's room for improvement, I haven't reached my goal. I try to keep getting better, and if you knew some of my first WP sets, you probably wouldn't recognize they were mine... Once I placed too many nodes and didn't care about the radii. Then I got into this "few nodes, long connections, small radii" thing, but I gotta make more areas with shorter connections, especially inside houses etc. It helps to get input (either by direct -and constructive- criticism like this time, or just by looking at other people's WPs). I will never stop looking at what others do because there are just so many interesting concepts. In the beginning, my camp WPs were pretty boring. Mostly in corners, hardly if ever team-specific. Now I try to be not too shy about placing them in the middle of a passage if I think that it's a good position. And at the points where confrontation is previsible, I try to give each team some decent sniper positions.
I like the autopath on/off feature best, because it helps to keep the waypoints tidy. Without this feature, it would have been so much more PITA to make these jump connections to the roof, where in fact there's one path for each direction (cliff->roof and roof->cliff) and bots are forced to run a while, turn around and gather some speed and THEN jump back if, for example, they want to jump from the roof to the cliff and right back. autopath off makes it very easy to keep those connections under control in such cases.



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