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JPiolho |
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#1
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Member ![]() ![]() Group: Members Posts: 18 Joined: 17-April 04 Member No.: 292 ![]() |
Have anybody ns_surface waypoint?
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Lyran |
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#2
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 60 Joined: 27-April 04 Member No.: 295 ![]() |
Heya Sandman[SA]
![]() To the rescue again ![]() Hey thanks a lot for the your work mate. I'm slowly learning since it's my 3rd map only, but I always tend to choose complex stuff to start with in about any things lol. My first try at waypointing a map was Ns_Agora...and now Ns_Surface. Well, Surface isn't difficult, it's just huge and has many large areas. It took me about 3 hours putting the basic waypoints. Usually what I do is I play myself, as a Marine of course, without, and with a Jetpack, and see what the Bot would and should do here and there, etc. It's a long process because of the many re-do's I do myself. But it's a cool way to burn some time hehe. And don't be surprised to see many waypoints/paths in large areas, especially. I always wanted the Bots in my hosted games to move with the best "fluidity" anywhere anytime. To give them a high number of possibilities to here and there from point "x" is always my goal. Instead of seeing them going straight from a point to another, which anyway I always end up doing simple and single path from a point to another in simple corridors. But as soon as an area is large enough for me, multiple paths apply. I'm waypointing that way because I personally own a 3 Ghz processor and a Gig of Dual-Channel system Memory at 400 Mhz, so I don't really mind the "processing power" it takes. Perhaps it would affect lower processor's performance ? ![]() ![]() Anyways, thanks again Sandman, I'm going to take a look at the changes right now. Cya. ![]() |
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Lo-Fi Version | Time is now: 19th July 2025 - 03:25 AM |