Just d/l'ed the WP file... now I gotta find the map...
/me goes to a map archive... stand by...
ok, just d/l'ing. Hmm... I hate that.
de_egypt = de_gypt = de_legato, as it seems >
Well, now I have 2 identical maps with different names, I fear...
Anyway, gonna try your WP today.
-= EDIT =-
Just had a look at it - so the map is NOT identical. It's another map by the same author, using the same textures and 80% of the layout of de_legato, but it's more like a remake with some slight changes.
Ok, the waypoints: There's much light and some shadow. Let's start with the good things:
- You are not too lazy to cover the entire map with WPs, that's very good.
- You try to make bots take use of some difficult routes - like going over that log near T start and jumping onto the other side... very nice!
This sounds like it's not much - but in fact, these are two key features a WP must have. Keep it up like that. The rest is fine-tuning (see below).
Now some of the points I didn't like:
- Too big radii in many places - bots will bump into walls. Take care of the WP radii in narrow passages, don't be afraid to decrease them to 16 or even 0, especially at doors / doorways / narrow gaps in a wall.
- You hardly used the apmd settings - I can tell because there are some "overlapping connections", i.e. it's not like this: A <=> B <=> C, but A is also directly connected with C and vice versa. It also makes jumps and ledges (that's when wrong connections can be drawn quite easily) much easier to WP if you lower the distance.
- You didn't pay sufficient attention to bad connections - in some (very few) places, connections cut corners too closely; in other places there are non-critical wrong connections up a crate ("non-critical" meaning that bots will get up there, but first bump into the crate). In some places, connections down from too big heights need to be erased - if bots followed these connections, they'd lose too much health.
- Your jumps are weird. In many cases, you have a crouch WP directly in fornt of a low wall / crate, then a jump (or even just a bidirectional connection) to a WP on top of the obstacle. Try placing the WP on top of the wall first, and then practise jumping directly up from a bigger distance. As soon as you've found a good position, place a WP there and now draw a jump connection from that WP to the one on top of the wall. Thus, bots won't have to bump into the wall and then struggle up but come running and jump smoothly up. Your jumps
over obstacles are the same. Take the one near T start (through that arch and over the low wall): Just place one WP on each side of the arch, and then jump through it in one big leap, without landing on the wall. This will result in much faster and more elegant movement.
- Keep an eye on where you waypoint funky stuff like that camp WP on top of the palm tree near T start. This is a nice feature, but if you waypointed this one, then you should have waypointed the palm tree at one bomb spot as well. It's also reachable, and a surprising camp point at one bomb spot is much more important than one at T start, where hardly any action takes place.
The basis is already good, all it takes now is a good load of tweaking & tuning... and do get into the habit of using apmd settings and radius settings a lot! You may even consider turning connections to fully manual when waypointing ledges and jumps.
9_9 Gee, i hope I didn't discourage you. You're definitely on the right track, don't let this bit here get you down. Rather take it as a motivation to get even better - it can never hurt to have more good waypointers in the boat. If I expressed myself too badly, just PM me or ask right here - and I'm already looking forward to seeing the next version of this WP, btw!
-= EDIT 2 =-
Just had a look at it in game, and those jumps sure are strange. Many of the smaller inaccuracies don't show much in game. However, some jumps don't seem to work. The one from the gallery to that very high crate at one bomb spot, for example. Bots fall down there, and not just once in a while. Whenever you have difficult jumps or ledges or whatever, save your stuff, restart, add a bot and command him around in debuggoal mode. Make him try all the difficult stuff and see if it works.