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Go Back   .:: Bots United ::. > Cyborg Factory > FritzBot > Waypoint Forum
Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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Re: Bloody Omaha
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  (#11)
nedd3h
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Default Re: Bloody Omaha - 30-05-2008

top map with great bot support!
some nice ideas as well

see screenie for some graphics glithes on the map
also, there are a few minor misalignments on the edges of the playable area


i'm looking forward to beta 2
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Re: Bloody Omaha
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  (#12)
TNR360
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Default Re: Bloody Omaha - 02-06-2008

for beta 2 I will

-fix as many glitches I can find
-mine the beach sides
-put a bangalore torpedo near the water that must be taken to the shingle to blow the barbwire
-thicken fogclip/farplanedist by 200
-place some more cover at the end of the beach

I will not shell the beach, real soldiers from omaha said the firepower they saw being thrown with planes and boats at the germans was amazing like nothing could survive it, when they got to the beach of the first things noticed were-

all the germans were there waiting for them bunkers and mg emplacements intact, no element of suprise

no craters whatsoever... they wondered what were they shelling? they said it seemed like they missed the beach completely

so with nothing but tank traps as cover they somehow made it up and won.


- on a side note I started this map a long time ago, to place holes on the beach would mean to remake the entire beach terrain
  
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Re: Bloody Omaha
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  (#13)
TomTom
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Default Re: Bloody Omaha - 02-06-2008

Yes I came across that view of an unbombed beach as well as a single description of a shell hole. What I have not found is what and who was supposed to try to shell the beach obstacles. Logically the biggest shells could create such damage as to give problems for the landed vehicles. I suspect the Allies might have been depending on smaller artillery and bombs. In which case it might have been left to the DD tanks and howitzers in some of the landing craft. But they were late and could not see their targets while at sea. So it fell to the engineers. BTW it Also seems I was wrong about trip wires, they were used, making antitank mines trip on more than just vehicles.

Love the bangalore idea.
  
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Re: Bloody Omaha
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  (#14)
TNR360
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Default Re: Bloody Omaha - 11-06-2008

ok Im going to need to learn to script a bit better as I get on with beta 2, but I've made a few changes already-

- mid section of seawall to be blowed by Bangalore torpedoes
- side seawall on left can be destroyed with satchel
- opened mid section between the two bunkers
- mined the beach where players run through (these mines only go off once and there are not many of them)
- replaced clips with minefields
- fixed floating tank trap and some brushes
- distributed axis spawns among many different selectable areas
- distributed allied spawns, each different higgins boat has 4 spawns and can be selected


I also finished a new map Ramelle http://returntocastlewolfenstein.fil.../Ramelle;90981
  
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Re: Bloody Omaha
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TomTom
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Default Re: Bloody Omaha - 11-06-2008

Sounds great.

Took a look at your Ramelle (one of my favorite Q3-urban territory scenes). Great textures, loved the window, shutter and muntin combinations. I have provided a detailed set of notes in a pm for your consideration.

BTW La Vie en rose was not recorded by Edith Piaf until 1946. The song you want is "Tu es Partout,"(MP3) a song featured in the 1941 film Montmartre sur Seine, or the song, "C'etait Une Histoire D'Amour."

Last edited by TomTom; 11-06-2008 at 23:21..
  
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Re: Bloody Omaha
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TomTom
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Default Re: Bloody Omaha - 13-06-2008

Just for the fun of a mêlée I have throw together a test waypoint of Ramelle_b1. I'll wait for b2 before thinking about a strategy. BTW PAV has also made bobot waypoints for ramelle_b1 a few hours ago.


.one Ringstellung to rule them all.
  
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Re: Bloody Omaha
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TNR360
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Default Re: Bloody Omaha - 14-06-2008

which mods support the explosions you added into the script?

because if I add anymore random explosions in the map I'll get the too many inline models error, but if they're through the script you added it works fine

bangalores will be in final map as I can't script it yet

Last edited by TNR360; 14-06-2008 at 09:55..
  
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Re: Bloody Omaha
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TomTom
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Default Re: Bloody Omaha - 14-06-2008

Well if that is the case each supporting mod could have a second pk3 with the extra scripting. For FritzBot it would be in the waypoint pk3.

For ETPRO it would be a separate pk3 of the script file, say with the spawn selector stuff nedd3h likes to see.

I don't know Jaymod but it supposedly does have support. Accordingly Bobot could support it I guess (though it never seems to have script file changes).

No Quarter? Has some ETPRO support but I don't know about the extended map scripting (its wiki is underwhelming).

ETMain - No
ETPUB - doubt it???

- - -
For the The bangalores maybe look at the 2hide map. Allies steal a box (battery albeit a radar parts style) deliver it to a detonator that a few seconds later is enabled. Plunger is actually a func_door that when opened alerts the func_explosive entity and removes the wall brush etc of the bank.

Last edited by TomTom; 14-06-2008 at 11:51..
  
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Re: Bloody Omaha
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  (#19)
CrapShoot
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Default Re: Bloody Omaha - 14-06-2008

NoQuarter, Jaymod, and EtPub all support ETPro map scripts. Fritzbot's support of it is actually based on EtPub's. I'm assuming NQ's is as well since NQ started it's mod with EtPub as a base.
  
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Re: Bloody Omaha
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TNR360
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Default Re: Bloody Omaha - 14-06-2008

great thanks
  
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