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> dod_tunisia, Nice bomb-defuse map
madmax2
post Apr 10 2015, 11:22 PM
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Here is a new waypoint for dod_tunisia, included with the Camp2 map pack. My first bomb/defuse rcw... Hope you like it... smile.gif

I included 2 rcws for this map, one for rcbot2 0.8/0.9 & newer (the default) and one for rcbot2 0.76 (0.7). The rcw's were built & tested on rcbot2 0.76, 0.85, and 0.96.

The rcw works good, allies can plant all bombs, but there is one bomb the axis won't defuse! The 3rd bomb at the ammo dump. The first 2 bombs there are dedected captures by rcbot, but the 3rd is not, so the capture area doesn't seem centered between all 3 bombs? The allies originally would not plant the 3rd crate bomb, so I used a tagged capture and moved it closer to it and put a bombtoopen wpt on it. Allies bomb all 3 crates fairly fast now, just the axis won't or can't get to the 3rd crate in time. It probably does not matter, as by that time the allies are trying to plant the other bombs, and it is difficult for a player to get to that 3rd crate, too... There is some other odd bot behavior at these crates, but it doesn't effect gameplay to much, and it will stop once the ammo dump is captured.

With even teams, I think it plays best from axis side, more fun. You may want to unbalance the teams for a greater challenge when playing allied side?

There are several versions of the map, I believe I got my copy from dodmap here:
http://www.dodmap.com/index.php?option=com...info&id=657

This looks to be the correct map here:
http://www.sunlitgames.net/index.php?modul...d=493&cid=2

Don't get it from gamebanana, they look like older versions...

I believe this is the last of the CAMP maps to be waypointed... smile.gif

[Edit 5-18-15] [Release2] Updated .8x/.9x rcw

Since the first release, I added many cover & movement wpts, more defend positions. A number of fixes & adjustments. Axis bots can defend better with this release, so playing either side singleplayer can be fun. I recommend start with 8x8 and try 2 mg's per team. I like playing the radio tower area the most, attacking or defending. Playing axis side, I try to defend the ammo dump for the first 2 bomb plants. After that, I fall back and defend the next 2 points, and let the bots fight over the 3rd crate at the ammo dump. I try to keep the radio tower the last point to defend.

Download latest (Release2):
http://rcbot.bots-united.com/uploads/madma...unisia_rcw2.zip

Have fun...
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Emotional
post Apr 15 2015, 04:56 AM
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QUOTE
Which rcbot2 version are you using & how many bots per team (axis team)?

0.85, 16x16 teams
QUOTE
I haven't stopped waypointing, just my time to do it is limited now. You know, that real life thing...

Oooooo yeah, I'm understand.. smile.gif
QUOTE
What I noticed, when allies plant a bomb, most axis bots will abandon thier defensive positions and rush to diffuse that bomb.

I see it only in 3rd point. When mining 1st point, ~60% axis bot defends 2 and 3 point, and those 3-4 axis bots, who runs on 1st point for defuse kill very quickly. sad.gif
QUOTE
For larger number of bots, I could try adding 1 or 2 more defend wpts near radio tower, but this may siphon more axis bots here at the beginning of the match, making the ammo dump defense even weaker? So, I may need to add more defend wpts there too? I could also try removing that defend wpt or an extra cover_reload wpt next to it?

Hmm, I think, balance between sides can be detected only by the testing. Now, I again plays 3 rounds for axis and 3 for allies - for allies plays easy, in general. Notice very intensity gameplay. I think, for balance sides, needs just create hard defence for 3 point - because allies crushed her easy. Maybe it make some balance unsure.gif


Also, allies bots kill with Thompson me now, when I was there
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while he was there:
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marksmanskill blink.gif wacko.gif

find 1 bug else: after blasting 1 from 3 bomb on first point, and mining 2 bomb, axis bots try to defuse place, when miming first bomb.
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