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POD-Bot mm Waypoint Format Waypoints for POD-Bot mm

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biohazerd87 & T Wrecks WP project
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>BKA< T Wrecks
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Default biohazerd87 & T Wrecks WP project - 12-06-2004

Ok, here's a list of 50 quite recent maps (mid-2003 to now) I would like to release PODBot 2.6mm waypoints for. Many of these maps have never been decently waypointed anyway, so this could be quite a useful release. I have already waypointed some of them, so I post the entire list here for you, biohazerd. This way you can see which ones are left to do. We then need to agree on who waypoints which maps... ok, here we go:

as_cyclops finished Nobody makes as_maps thes days...
cs_ark
cs_bbicotka finished, but it doesn't work well because of the button code...
cs_caution_b5 I'm gonna fix my PB 2.5 Wp for this one.
cs_expo finished
cs_fjellheimen finished
cs_hispanic I'm gonna fix my PB 2.5 Wp for this one.
cs_manoir finished
cs_mopo3 finished
cs_neighborhood2_tlr finished
cs_pacific finished
cs_pine finished
cs_pipeline finished
cs_psychobilly finished
cs_siege2k finished
cs_waterside finished Yeah, I already released it, but it fits in here.
de_alps finished
de_ark
de_artmuseum The name tells it all... very cool looking!
de_arboretum_v4 finished
de_aztec_ruins Based on aztec, but bigger & new layout
de_batcave Batman's hideout, by the ever-great Mataleone (cs_rio)
de_builder_yard A suburb that's being renovated...
de_comicpirates Once again I can fix my PB 2.5 WP for this.
de_dam_final finished
de_indust (v1) finished No dust clone! It's an industrial area.
de_indust (v2) finished Slightly changed layout for even better gamplay
de_isolation finished
de_marrakech Once again I can fix my PB 2.5 WP for this.
de_mog Mogadishu...
de_odile Abbey on a mountain, based on a real location!
de_pipeline by the mapper of de_meltdown
de_plaka finished Greek harbour village
de_primoturno finished Industrial area at dawn
de_priory A priory in ruins.
de_ritual2 finished Looks like Maya ruins or something...
de_rust finished Interesting dust spin-off!
de_sahara finished
de_san_coiba Deserted military base in the jungle
de_sandstorm finished Egyptian temple
de_shooting A long bridge, 1 bomb spot in the middle... strange map.
de_sledge finished
de_smyrna finished
de_struction I don't remember, but nice name!
de_toltec Aztec by night, slightly modded & great atmosphere
de_trome Uh, I don't remember.
de_wastefacility The name tells it all
de_vine finished
es_san_coiba comes in a bundle with the de_map
fy_ruins looks like piranesi at night after a bomb raid...



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Re: biohazerd87 & T Wrecks WP project
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Huntkillaz
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Default Re: biohazerd87 & T Wrecks WP project - 12-06-2004

coolies i'll try keep my wp pack diff then

my brother just added a few to my list.

de_museum
de_snipeit5
cs_church2
cs_1701e
cs_beersel
de_egypt
cs_church2
de_bridge

------------------to do--pb2.5updating----
cs_gamma_assault
de_cityrush
cs_hive_apc
awp_snowfun
ka_matrix
as_morpheus
cs_downtown
de_dust4


-----hmmm seems so far they haven't been done by u -----


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Re: biohazerd87 & T Wrecks WP project
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>BKA< T Wrecks
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Default Re: biohazerd87 & T Wrecks WP project - 12-06-2004

That's not entirely true. I already waypointed de_museum for the 1st custom map WP pack I made together with SoUlFaThEr. Or, to be accurate, Austin once requested it, I made it for him and later included it in said WP pack.
Hehe, I even found the little show-off pic I sent to Austin to demonstrate what I mean when I say "thorough waypointing"... Take a looky if you like...

Cool - now we got a sh*tload of waypoints coming out soon... 8D Of course, if I'm convinced that your stuff is real high-quality, we could also do a second custom WP pack with three (counting your brother, even four) waypointers...

However, I think it will clutter up this thread if we cross-post every step of progress for each of the packs all here.
Can we reserve this thread here for the 50 "new" custom maps I listed?
Instead, there are 2 options I consider less confusing:
Either you could join us in waypointing the other pack, which is still open to lots of suggestions (you can find the thread here: http://forums.bots-united.com/showthread.php?t=1764 ). Or you could just open your own thread. As I said, if I'm convinced that your stuff is more or less 85 - 90% SoUlFaThEr quality (if not better, but that's much to ask), I'd really like to have you with us - if you want, that is. I think I haven't seen a fully tweaked, checked & completed WP set from you yet, that's why I'm not sure...

Whatever you decide, it's good to have waypoints coming in, preferably top shelf stuff that takes full advantage of that kick-ass waypoint editor! And it's good that we seem to avoid too much double waypointing and work organized instead... Well, keep 'em coming!
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Last edited by >BKA< T Wrecks; 12-06-2004 at 14:06..
  
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Re: biohazerd87 & T Wrecks WP project
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biohazerd87
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Default Re: biohazerd87 & T Wrecks WP project - 12-06-2004

Last night i finished
  1. de_oriental
  2. cs_india
  3. cs_boxoffice2k
if you want those waypoints let me know

I'll do these maps here
  1. cs_ark
  2. de_batcave
  3. de_wastefacility
  4. fy_ruins
  5. de_builder_yard
  6. de_shooting
probly some other ones later.
thanks

Last edited by biohazerd87; 12-06-2004 at 16:52..
  
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Re: biohazerd87 & T Wrecks WP project
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>BKA< T Wrecks
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Default Re: biohazerd87 & T Wrecks WP project - 12-06-2004

Sure I'd like to see them - but please, leave maps that are not on the list above in the other thread, ok?
( http://forums.bots-united.com/showthread.php?t=1764 )

Ok, so back to THIS thread: You want to waypoint these maps? Ok. In this case, I'm going to take care of some of the others. I think I'll focus on de_struction, de_toltec and de_trome first. As soon as we have these maps waypointed, we post that they are ready and pick new ones - so that the other one can see he should take other maps. Damn, you're quick!



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Re: biohazerd87 & T Wrecks WP project
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biohazerd87
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Default Re: biohazerd87 & T Wrecks WP project - 12-06-2004

i did all of them in 1 day so I didn't know you where doin those with SF
  
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Re: biohazerd87 & T Wrecks WP project
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biohazerd87
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Default Re: biohazerd87 & T Wrecks WP project - 12-06-2004

Ok some problems with de_batcave
  1. the map is great and very difficult aginst bots
  2. There is an elevator/lift thing that only one bot can fit in at one time but if i waypoint it like 5 bots try to pack into it at a time which really doesn't work.
  3. There are some problems with bots falling off ledges but thats probley my fault and I didn't change some of the radii
  4. Bots will get on breakables
  5. There is one at T spawn it is like 5 boards covering a door orginaly i had the bots walk thru it but they would only shoot a couple of the boards so I made them crouch to go under the boards they broke but when they crouched they didn't break the boards.
  6. I am posting the waypoints for you to look at
WARNING: THIS ARE UNCOMPLETED WAYPOINTS WHICH WOULD BE POINTLESS TO DOWNLOAD THEM IF YOUR NOT >BKA< T Wrecks.
  
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Re: biohazerd87 & T Wrecks WP project
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>BKA< T Wrecks
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Default Re: biohazerd87 & T Wrecks WP project - 13-06-2004

I just had a look at the WPs for de_batcave...

2. Did you use lift flags? I didn't have time to play around with waypointing the lift and testing in game... However, I remember I had a PB 2.5 waypoint where that lift was waypointed without lift flags or anything, and it didn't make too much trouble. If nothing works well, the lift can be left out, I think. It's not THAT important.

3. Ledges? Do you mean those bridges in the bat hangar? Well, these clearly have WPs with too big radii on them. I didn't see any narrow ledges that could cause problems, though. And in general, bots don't fall off ledges, unless they are engaged in combat or trying to go around corners on the ledge.

4. ??? I have played this map with friends for some times, and all breakables I noticed are the wooden boards covering the cave entrance and those little "danger - keep off" signs at T spawn...

5. Yeah, that can be tricky. For bots to shoot such a breakable, the connection must go right through it. When you make normal (standing) WPs, the connection DOES go through one of the breakables, so the bots shoot that one. However, since the waypoints are standing WPs, the bots won't crouch and get stuck.
If you make crouch WPs, the connection will go under the breakables, so bots won't shoot it and get stuck.
The trick is to make both the WP in front of the entrance and the one behind it crouch WPs, at the same time forcing the connection between them to go through a breakable. Make the WP behind the entrance a standing WP, connect it with the crouch WP in front of the entrance and THEN add a crouch flag - this will cause your former standing WP to float a bit in the air, but this is no problem. I've attached the fixed WPs for that spot - try it out. On my PC, bots navigate this spot perfectly.
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Re: biohazerd87 & T Wrecks WP project
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biohazerd87
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Default Re: biohazerd87 & T Wrecks WP project - 13-06-2004

Quote:
Originally Posted by >BKA< T Wrecks
I just had a look at the WPs for de_batcave...

2. Did you use lift flags? I didn't have time to play around with waypointing the lift and testing in game... However, I remember I had a PB 2.5 waypoint where that lift was waypointed without lift flags or anything, and it didn't make too much trouble. If nothing works well, the lift can be left out, I think. It's not THAT important.

3. Ledges? Do you mean those bridges in the bat hangar? Well, these clearly have WPs with too big radii on them. I didn't see any narrow ledges that could cause problems, though. And in general, bots don't fall off ledges, unless they are engaged in combat or trying to go around corners on the ledge.

4. ??? I have played this map with friends for some times, and all breakables I noticed are the wooden boards covering the cave entrance and those little "danger - keep off" signs at T spawn...

5. Yeah, that can be tricky. For bots to shoot such a breakable, the connection must go right through it. When you make normal (standing) WPs, the connection DOES go through one of the breakables, so the bots shoot that one. However, since the waypoints are standing WPs, the bots won't crouch and get stuck.
If you make crouch WPs, the connection will go under the breakables, so bots won't shoot it and get stuck.
The trick is to make both the WP in front of the entrance and the one behind it crouch WPs, at the same time forcing the connection between them to go through a breakable. Make the WP behind the entrance a standing WP, connect it with the crouch WP in front of the entrance and THEN add a crouch flag - this will cause your former standing WP to float a bit in the air, but this is no problem. I've attached the fixed WPs for that spot - try it out. On my PC, bots navigate this spot perfectly.
Wow again I suck that was supposed to say bots get stuck on breakables lol and I will try a lift waypoint.
  
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Re: biohazerd87 & T Wrecks WP project
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>BKA< T Wrecks
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Default Re: biohazerd87 & T Wrecks WP project - 13-06-2004

I hardly dare to say so, but I still don't get the breakables problem... ...

Anyway, some news:
de_struction is waypointed
de_toltec is waypointed
de_trome is ~ 75% completed.

I'm gonna take care of
cs_caution_b5
cs_hispanic
de_comicpirates
de_marrakech
(i.e. the ones that only need to be fixed, updated & tweaked) next.



Roses are #FF0000, violets are #0000FF // all my base, are belong to you.

  
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