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> dod_flasher, dod_flasher_rc1 & rc2 waypoint
madmax2
post Sep 25 2013, 03:50 AM
Post #1


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Group: Waypointers
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Here is a waypoint for the map dod_flasher_rc1. It's an expanded version of dod_flash. Flags 1 & 5 have been moved deeper into enemy territory. Flags 2 & 4 are now 2 man captures. New lighting & lot's of details added. It's a nice looking map. One thing players may not like with the bots, is the cornfields? So I have most of the bots standing up there now (except mg's). It's still very difficult to see them, but just use your teams bots (as bot shields tongue.gif ) to help locate the enemy bots...

Author's Page:

http://sli-woody.blogspot.com/2009/11/dodflasherrc1.html

Map links:

http://dods.gamebanana.com/maps/166901

http://www.dodmap.com/index.php?option=com...info&id=751

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dod_flasher_rc2

I tried to locate rc2 version of the map a couple months ago, but didn't find it. The only difference is flags 2 & 4 are single man caps... I just located the map here, but I haven't tried to load the rcw into it, to see how well it works? It should work ok... rolleyes.gif

http://www.dodmap.com/index.php?option=com...info&id=750

If you want to try the rc1 waypoint on the rc2 map, do this:

1. enter the dod_flasher_rc2 map, open the console (~), then load the rc1 waypoint with...

rcbot waypoint load dod_flasher_rc1

2. When rcbot is done making the tables, it will auto save another waypoint as dod_flasher_rc2, restart the map & start playing...

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The rcw was converted from the dod_flash_allies_rtn2 rcw from the forum, which was based on Testeryyy's rcw. I added in the new routes, and made quite a few changes from the allies_rtn2 rcw. It was a bit of a challenge to get the bots to spread out over the whole map, as they preferred the new shortcuts, in the first wip rcw's. They use most of the map now, except a couple dead ends that are of little use. I added & moved some sniper/mg/defend locations. 4 of the 5 capture waypoints had to be moved and many more tweaks too.

I think this map will take a larger player load than dod_flash, as it isn't as intense with 7vs7, but it was still good. The action areas tend to move around the map, with 7vs7.

I may or may not rework the rcw later, not sure yet? There is more that could be done, but I think it works well as is...

Hope you like it... wink.gif
madmax2

Updated [10-25-13] see post5 for details...

dod_flasher_rc1 Release2 rcw
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madmax2
post Sep 26 2013, 07:35 PM
Post #2


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Group: Waypointers
Posts: 957
Joined: 2-March 12
From: USA, WA state
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Thanks guys, I probably spent more time on it than i should have. I did leave an allied mg at a blind glass window, once the glass is broken he works good...

I finally made some progress on the dod_vigilance rcw yesterday, after a 2 week gap! I finished some unwaypointed areas, just one path out of axis spawn is left. I added in all the defensive positions, I think there may be to many now? Before adding the last ones, axis would win most games, now allies have won every one so far, and it's uphill!... So a bit more tweaking & testing to do. The map is narrow & vertical, so it's been difficult to find good defensive locations for the bots, but it seems to be working out well now... Hopefully I'll have more time on this today... wink.gif
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