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> dod_switchback_b1, Italy, 1943 (6 flags)
madmax2
post Jul 7 2019, 06:13 AM
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Yahoo!!! A new RCbot2 waypoint for DOD:source! This time for the map dod_switchback_b1 (6 flags)

Italy, 1943

A Good Classic DoD Remake/port, Nice looking old style map. Good RCbot action, with some vertical action too. Includes many sniper, mg, and defend waypoints, with nearly every window used by the bots.

I don't want to say to much about the game play or waypoint, for a few days, until people have had a chance to play it.

8 vs 8 is a good bot/player load. I like 2 sniper & 2 mg bots per team to get the full effect of the map & waypoint.

So have fun with it... smile.gif

====================================================================
Map Author (from the readme.txt):
(DoDs) Port by Adam "Punishment" Powers
Credit for original (dod_switch) map goes to Jeremy "Izuno" Miller.

Map downloads:

http://www.dodbits.com/dods/index.php/down...d-switchback-b1

https://gamebanana.com/maps/160486

http://www.dodmap.com/index.php?option=com...nfo&id=1236

http://www.sunlitgames.net/index.php?modul...d=808&cid=2

====================================================================
Some RCbot2 action shots:

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Attached File(s)
Attached File  dod_switchback_b1_rcw.zip ( 11.91k ) Number of downloads: 317
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INsane_dod
post Jul 20 2019, 11:00 PM
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Nice!
Just played a round, plays out well for that kind of "bottleneck in the middle" map, multi grenade kills up to 4 are easy on this map. blink.gif

https://steamcommunity.com/sharedfiles/file.../?id=1810343435

I noted the work on the MG positions, appreciate the work on this. biggrin.gif
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madmax2
post Jul 21 2019, 06:05 PM
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QUOTE(INsane_dod @ Jul 20 2019, 03:00 PM) *

Nice!
Just played a round, plays out well for that kind of "bottleneck in the middle" map, multi grenade kills up to 4 are easy on this map. blink.gif

https://steamcommunity.com/sharedfiles/file.../?id=1810343435

I noted the work on the MG positions, appreciate the work on this. biggrin.gif

Yeah, there are a few killer bot MG/sniper locations, where MG's can dominate a short while smile.gif . There are a couple places bots need to make a sprint-jump or they won't get there reliably (one place is the middle image). To increase the success rate bots go thru a crouch wpt several wpts before the sprint then jump, like N--C--N--S--N--J--N--MG/sniper.

There is great constant action on this map, probably due to the somewhat linear design. Most of the time I was working on this, the axis have dominated most all games, so allied side got more testing & attention. The defenses are not an exact mirror image, like some of my rcw's. I spent the last few weeks focused on axis side defenses, and doing a combination of things to help the allied side do better. In my testing, bots vs bots, allies do best on the first game, after that the axis do better (temp files rcd,rcb,rcv exist). Did you play both sides? Does it seem somewhat balanced to you?

Work on beachlanding is progressing smile.gif . I'm thinking of having a couple rcw versions for that map. Right now I'm setting it up to be an attack/defend situation. That is, axis bots defend from the bunkers & top area, and are not waypointed to go down onto the beach to cap, so axis bots won't likely cap the beach flags, ever, but players can try? Also, I'm doing it this way so I can focus on improving the axis beach defenses. Axis snipers & MG's are now putting more fire down onto the beach, but still more work to be done in that area. I might release this rcw in stages, but would like to have a bit more done on the axis defenses. Later, after a attack/defend rcw is done, I'll add paths back in so axis can cap the beach flags, perhaps allied beach defenses too. How doe's that sound to you? Do you like the idea of an attack/defend rcw for this map, where axis bots cannot cap the beach flags? rolleyes.gif
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