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

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New Waypointer
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biohazerd87
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Default New Waypointer - 03-06-2004

I will waypoint maps I would say I am as good as Soulfather now and I would like to help some people. I am a lot better at custom maps then anyhting else but I can do any map type. Soulfather if you are ever overloaded with work and you got maps to waypoint I will gladly take some of them and help you make the waypoints for them.

NOTE:
These has already been posted but I suck and clicked on the wrong Forum and no one has moved it yet.
/NOTE:
  
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Re: New Waypointer
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>BKA< T Wrecks
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Default Re: New Waypointer - 03-06-2004

"As good as SF", huh? Well, I haven't seen your waypoints yet... Post some here, attach them. Lemme see if they're good... 'cause I could use a "partner"...



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


Last edited by >BKA< T Wrecks; 03-06-2004 at 19:02..
  
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Re: New Waypointer
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biohazerd87
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Default Re: New Waypointer - 03-06-2004

map preference?


here is one of my favorite maps. I think I have gotten the waypoints on this almost perfect. Of course there are a few bugs here and there. it is a custom map so I have included the map only a BSP file is included. CLUE.ZIP

Last edited by biohazerd87; 03-06-2004 at 23:52..
  
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Re: New Waypointer
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>BKA< T Wrecks
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Default Re: New Waypointer - 04-06-2004

Ok, thank you for posting the waypoints here, together with the BSP!

Just had a look at it... you'll find my observations and comments in the attached ZIP archive. It contains some screenshots I took and "adorned" with my opinion.

And what IS my general opinion? Well, first of all: how can you get an "almost perfect" WP set when there are still "bugs here & there"? Doesn't "almost perfect" imply that all fixable bugs ARE fixed? Maybe just a question of how you define "almost perfect", I guess... 9_9

Well, as for that "I'm as good as SoUlFaThEr" statement, I'll leave all public judgement up to none other than SoUlFaThEr himself.

All I can say is that so far, this doesn't convince me 100%... you'll find details in the screenshots. But keep it up, don't get discouraged! Tweak and learn... tweak some more... be a perfectionist.
Attached Files
File Type: zip clue-screenies.zip (652.1 KB, 367 views)



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

  
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Re: New Waypointer
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biohazerd87
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Default Re: New Waypointer - 04-06-2004

almost perfect as in everything I can fix with waypoints IE bots sometimes pile up at a door cause they are all running into it so it won't open or bots getting stuck on each other in hallways things that I have tried to fix but can't with waypoints alone.
  
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Re: New Waypointer
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biohazerd87
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Default Re: New Waypointer - 04-06-2004

Thanks for the tips I have attached some reasons for some of the pics if you wouldn't mind looking. This is a very hard map to waypoint. For a couple of reason. Hallways that only fit 1 person at a time, Small rooms with lots of stuff to get stuck on, and lots of jumping to doors and other stuff.

ZIP

Last edited by biohazerd87; 04-06-2004 at 05:06..
  
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Re: New Waypointer
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Huntkillaz
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Default Re: New Waypointer - 04-06-2004

Quote:
Originally Posted by biohazerd87
Thanks for the tips I have attached some reasons for some of the pics if you wouldn't mind looking. This is a very hard map to waypoint. For a couple of reason. Hallways that only fit 1 person at a time, Small rooms with lots of stuff to get stuck on, and lots of jumping to doors and other stuff.

ZIP
hallways : try 0 radius, i foundthe same thing happens on de_snipeit5 so i'm gonna change the radius to zero so they can't get past each other

i'll have a look at this map...too though i'm no pro..


●_•
  
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Re: New Waypointer
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>BKA< T Wrecks
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Default Re: New Waypointer - 04-06-2004

Ok, ok. Now I had time to check out this map in game and read the rectifications you posted, biohazerd,...
- The ladders DO work perfectly. Well, style question, I guess... it doesn't look too beautiful, but hey, it's supposed to work for players and not to please other waypointers, so no discussion on that. Fine!
- Come to think of it, placement of important WPs is really not that touchy on this map. I should have considered one thing before criticising: This is NOT a tactical map... I tend to forget such things, since I focus on "serious" maps. 9_9
- This map is really hard to waypoint, and concerning the buttons I'd even say it's not bot-compatible at all, with bots not being able to handle buttons correctly (see PB 2.6mm Bug Report sub-forum). Well, not fully bot-compatible, at least. It's certainly one of the oddest maps I've ever seen. I don't like it personally.

However, I played around a bit with WPs (manipulated PWF attached) and found out / fixed some things:
- Rewaypointed the CT spawn area in that chimney room of which I posted the screenshot: Now the entire room is waypointed, and in comparison to before, the door works way better (at least that's what I saw on my PC).
- Rewaypointed the gallery, the rooms alongside the gallery and -most of all- the doors that lead to these rooms. Check it out, have a look at it. See what you like and what you dislike, watch your bots in game...
- Rewaypointed the stairs up to the gallery, making bots avoid a potentially opened door right at the bottom of the stairs. Removed unnecessary waypoints on the stairs (thus eliminating overlapping connections)
- Rewaypointed that large room on the highest level completely. Have a look at it...
- Tried to add button flags to some WPs, but that didn't work.
- I didn't tweak some connections through doors behind pictures, so you may see some glitches there.
- However, I redid the connection 247-187-188 (original WP), i.e. the jump from the gallery to the ledge, down the vase and back into the great hall. In your WP, bots dropped from the gallery railing down to the floor of the hall, losing many HP. Now they get down without losing anything. Besides, I added the camp WP on the ledge in that corner where I took the screenie. Checked with debuggoal, and it worked perfectly. No need to place WPs insider the wall, but I like the way you're thinking...

Well, just backup your WP and have a look at this one here:
Attached Files
File Type: zip clue_4Wp-Tests.zip (9.5 KB, 354 views)



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

  
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Re: New Waypointer
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biohazerd87
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Default Re: New Waypointer - 04-06-2004

I will later I am at school right now but it is amazing how minds work together to make things better. The map is rather poor for bots I tried to e-mail the creator and get him to send me the map edit files and I was going to to:
  1. Set buttons into the walls so bots didn't get stuck
  2. If that didn't work just totally remove the buttons and make the doors open by running into them
  3. Remove just a few objects in rooms for less waypoint confusion
  4. Fix some of the ladders again to make less waypoint confusion. (the one picture you showed me with the CT and T waypoints right next to each other. I was going to place the ladder on the other side of the wall so waypoints would be less confusing.)
But the creator e-mailed me 1 time and said he didn't want to rerelease the map and he hasn't replied to any of my further e-mails.(jerk)
Again this is a hard map to waypoint and I think I did a pretty good job on it.
  
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Re: New Waypointer
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biohazerd87
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Default Re: New Waypointer - 04-06-2004

Yes they are better waypoints but the button waypoints are pointless in this map. I have had better results with no button waypoints than with them.
  
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