Dod_Hill_Classic |
Dod_Hill_Classic |
Septien |
May 2 2013, 02:37 PM
Post
#1
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Advanced Member Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 |
Here are the waypoints sprint/compatible (Rcbot 0.76) for probably my all time favorite Dod and DodS map: dod_hill_classic.
You can download the map here: http://dods.gamebanana.com/maps/14733 I have included the waypoints here (0.76 compatible): dod_hill_classic.zip ( 14.46k ) Number of downloads: 661 A much improved gameplay, Axis will try to defend their base and each of their flags in a more balanced way. Thanks to MadMax2, Allies are able to capture the last waypoint which was impossible since bots can't capture points that are separated from their respective flag. Now with breakable waypoints this map rocks! Only Allies will try to shoot down the Axis' fortress wall. Lastly, I would recommend having 6 Allies vs 4 Axis. That way it will be way more competitive. Or play 4 vs 4 but team up with the Allies. I hope you guys enjoy it, I spent quite some time trying to enhance the gameplay etc. Pepois |
genmac |
May 19 2013, 06:53 AM
Post
#2
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RCBot Guru Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 |
well hello there Daddy Cheeseh hehe!
I experimented on no unreachables on a fully re-wpted genmac's style wpts for dod_anzio and I'm quite happy with the result...those sniper's at the tower drove me nuts little though but their working atleast 80-90% of the time. As for dod_hill man I kinda hate what the mapper did on the flags coz their up there but seems the bots are detecting them anyway. For the undetected one inside the camp adding like 3 noaxis prone defend wpts might help coz it will pull the allies more towards there, hopefully. Yo max!!! let me try test your sora wpts WIP to check if the map is causing some crashes. |
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