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madmax2 |
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#1
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Here is a new waypoint for dod_churchyard. It's a nice map with lots of cover and open areas.
Map Author: MrGrubby Map downloaded from http://www.dodmap.com (final version) http://www.dodmap.com/index.php?option=com...info&id=656 Map is included with the CAMP2 mappack images only: http://dods.gamebanana.com/maps/11407 --------------------------------------------------------------- I decided to release this rcw now, as it will be a week or more before I can complete it. It is playable. The map is fully waypointed with mg & sniper positions. bots can capture all flags. Seems to favor allied side most of the time. Bots occasionally collect around a flags, because there are no defend wpts yet [edit - there are defend wpts now, with Release2]. So still some refinement/tweaking to do... A couple bot/map issues: mg players or bots can't deploy in the spawn areas (team blocked areas). If a mg bot sees an enemy from a spawn area, it may try to deploy but won't be able to. [edit] Added a sprint wpt at one place in axis spawn for this issue, so the mg's might sprint past the undeployable area, seems to help some.... bots can see & shoot through some of the thick foilage, hedges, and part of a fence (near allied first flag). Its not everywhere, mainly around the graveyard area. Just remember to keep your head down, heh heh... As always, feel free to comment on the map or rcw... ![]() Have fun, madmax2 [Edit - 12-14-13] Release2 rcw uploaded here: http://rcbot.bots-united.com/uploads/madma...chyard_rcw2.zip For now, see the included readme for the changes, there are many. |
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madmax2 |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
I uploaded a more complete dod_churchyard rcw a couple weeks ago. There are a number of changes from the first release. Some are:
Added in defend wpts & positions Many path & wpt changes It's less run & gun with the defend wpts, bots should defend flags better. Axis or allies can win now with even teams, so it's more balanced than the first release. After playing it a few times, 7vs7 bots/player seems minimum for the map. 8vs8 felt better, more may be even better? I recommend 2 snipers & 2 mgs per team for 8vs8 & more... Get it from the first post... ![]() |
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Lo-Fi Version | Time is now: 17th August 2025 - 12:02 PM |