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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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Ammodepot (Cement island) waypoint project
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TomTom
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Default Ammodepot (Cement island) waypoint project - 23-02-2007

Some of you know this one has been on my plate. Just thought I should start the feedback thread now.

I have just about all the problem ladders complete, and have re-worked the action groups for strict aiscript control. This weekend I expect to track down any remaining stickies if any...

Anyway the latest playable WIP 0.02 is here. All suggestions welcome, Enjoy.
---
00ps, forgot to add this to the readme for those lacking the map;
Code:
MAP SITES:
http://www.enemyterritory-stuff.com/maps/ammodepot.rar
http://www.enemyterritory-stuff.com/maps/AmmoDepot_v2.0.rar
http://ftp.games.skynet.be/pub/wolfenstein/maps/etmain/ammodepot.pk3
http://www.etmaps-test.de/etmaps/maps/ammodepot.rar
http://ftp.games.skynet.be/pub/wolfenstein/maps/shrubet/ammodepot.pk3
http://wolfmap.gameprophets.com/details.php?file_id=584
http://www.seashadow.it/listing/etmain/ammodepot.pk3
http://returntocastlewolfenstein.filefront.com/file/;74087
NOTE: version 2 is the same as the previous final version, the mapper just updated the levelshots and readme. (and added the water in the corner of the sewer, but 2 rocks now lack their shaders!)


.one Ringstellung to rule them all.

Last edited by TomTom; 24-02-2007 at 03:01.. Reason: tested map's 2.0 bsp
  
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Re: Ammodepot (Cement island) waypoint project
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nedd3h
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Default Re: Ammodepot (Cement island) waypoint project - 23-02-2007

Hi, while looking for the map I found a v2
http://returntocastlewolfenstein.fil...mo_Depot;74087


I haven't played any version of this map so don't know what changes there are and the readme dosn't give any changelog info. In the comments section the maker says he made some updates. Also the final comment is a claim of another bug which I'll try to recreate.
  
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Re: Ammodepot (Cement island) waypoint project
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nedd3h
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Default Re: Ammodepot (Cement island) waypoint project - 23-02-2007

edit: sorted
  
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Re: Ammodepot (Cement island) waypoint project
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TomTom
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Default Re: Ammodepot (Cement island) waypoint project - 24-02-2007

Read the comment. The map has always been like that. The radio installation is a secondary objective that basically does nothing except give you xp. Storm Rising may Have thought differently since his script file contains the commands wm_set_main_objective ... right after you blow each objective.
However Chuker points out;
Code:
wm_set_main_objective <objective_number> <team>
In the source code, this function does absolutely nothing at all.
.

So This is as good a time as any, What do y'all think blowing the radio installation (anttena(sic) base0 should do...
  1. Increase the Allied charge speed
  2. Increase the Axis re-spawn time
  3. Prevent the upper bunker wire thingy getting built
  4. Something Silly
  5. None of the above i have my own idea.
Post your vote and I will see what i can do between now and St. Patricks. (no I can't make the bots wear green)

---
BTW I just posted 0.03. It looks good, no errors in the console.


.one Ringstellung to rule them all.

Last edited by TomTom; 24-02-2007 at 07:50.. Reason: 0.03 update
  
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Re: Ammodepot (Cement island) waypoint project
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Nova2001
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Default Re: Ammodepot (Cement island) waypoint project - 25-02-2007

Disclaimer: due to the stupid, stupid "real world," I haven't looked at your waypoints, seen this map, or gained any basis whatsoever for saying anything in this thread.

That said, I always like it when secondary objectives (especially difficult ones) make the physical map itself easier. I suggest your third option: Making a wirey thing unconstructable, or unrespawnable, or something of the sort.

I hope to investigate this new map in more depth tomorrow night.


I loved GA_El-Kef, btw.
  
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Re: Ammodepot (Cement island) waypoint project
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TomTom
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Default Re: Ammodepot (Cement island) waypoint project - 25-02-2007

Thanks for the vote.
Can't really take much credit for ga_el_kef. You should really thank 420blunt for his work on sw_el_kef. I just fast ported it to reflect all the changes in the map.
  
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Re: Ammodepot (Cement island) waypoint project
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TomTom
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Default Re: Ammodepot (Cement island) waypoint project - 26-02-2007

Here is a question for Mal or Crapshoot.
If I add an action_plant_construct to the ammo pile entity just for defusing (prone 1) will the defuse have higher priority than major constructs (that are the depot gate and upper barrier defenses)? And if it that is so should I replace all the normal dynamite defuse (4-5) actions on the ammo pile with action_plant _constructs (even though it is not a construct)? (I am trying to tighten up the final axis defense, the axis engrs almost never get to the ammo pile in time). Thx.
  
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Re: Ammodepot (Cement island) waypoint project
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TomTom
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Default Re: Ammodepot (Cement island) waypoint project - 26-02-2007

Didn't get an answer so shortly I will post 0.04 with some experimental stuff (the upper wire thingy permanently lost when the antenna is gone, action_plant_constructs, action_links and other minor stuff)
---
(BTW just figured out that the map is one of those that can't be the first map in a campaign. Sigh! Can't do anything about it.)

Last edited by TomTom; 27-02-2007 at 07:40..
  
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Re: Ammodepot (Cement island) waypoint project
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Nova2001
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Default Re: Ammodepot (Cement island) waypoint project - 28-02-2007

Do we, as in anyone, have any idea what makes some maps unacceptible for first-map positioning?
  
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Re: Ammodepot (Cement island) waypoint project
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TomTom
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Default Re: Ammodepot (Cement island) waypoint project - 01-03-2007

Don't know, but in searching the net the few mentions refer to the paragraph in Map rotations & Campaigns
Quote:
Just for another irritating annoyance, a few custom maps aren't really 100% compatible with campaigns at all, and some maps (including officials) dont work properly at the start or end of campaigns... It's not hard to quickly check though, simply load ET and select to host server, selecting campaign mode and then the map you're thinking of starting off with - you will get a message if the map isnt setup to start a campaign. Radar and Oasis are both safe maps to start off campaigns, while Goldrush and Fueldump are safe for ending campaigns on.
I also would love a list of problem map interactions. It is tiresome tracking down why a texture goes bad.
- - - - - - - - - - - - - - -.____. - - - - - - - - - - - - -
- - - - - - - - - - - - - - -(... ...) - - - - - - - - - - - - -
- - - - - - - - - - - - - - - * | * - - - - - - - - - - - - - -
Anyway I tightened up the axis defense especially at the start. It seems to compensate for the poor defuse effectiveness of the axis engrs in the depot.

So 0.06 will be my last posting this week. And if I get some more time and feedback I will try to promote the map to full beta by mid month (its pretty close IMO).


.one Ringstellung to rule them all.
  
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