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: 651 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 |
madmax2 |
May 21 2013, 07:51 PM
Post
#2
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RCBot Guru Group: Waypointers Posts: 956 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Hey Septien,
Yeah, an openslater path should work for that wall. I use them all the time with rcbot1, but haven't had an opportunity to use them with rcbot2 yet. I think it's a little different proceedure, i think it requires an openslatter wpt on both both sides of the wall with rcbot2? Did you happen to notice which team destroyed the wall, i hope the axis aren't "breaking" thier own wall?? Or did the allies bomb it?? For that AAA sniper, I allready tried removing the unreachable right in front of him and that didn't help. If connected unreachables near the path doesn't work, you may have to try moving the sniper wpt over closer to the path in that corner, or yaw? Snipers sometimes seem to have trouble looking down on targets, when standing? Maybe .74r2 will help? i just got it downloaded. As for that thick wall behind the AAA, now that proneing should be fixed with .74, you could prone the sniper wpts on top of the wall there, and they will see & snipe much better, i think? if that works, and allies start killing the axis snipers there on a regular basis, you could make the ladders one way up, and trap them there, so they stay till killed. If you do that, and like the way it works, you could try a defend wpt there, but i think i would leave it for sniper and/or mg only area0, to protect that front bunker. And only 2 or 3 positions, you don't want to many bots trapped there, and only do it if the allies are able to pick them off and kill them...? Oh and you asked about unreachables & mg's. Well i thought with .72 it was helping with both sniper & mg vision? But from what genmac & cheeseh have said, it may not. Maybe the unreachables only help the snipers & mg's find targets when they are moving from one location to another, spoting the unreachables as danger areas? Once they are on a camp mg/snipe wpt, they may go into a different searching algorythm/routine for finding targets? I'm not sure, and need to play around with this a bit more, on sora? Well, I hope I'm not annoying you with all the suggestions, but i've gone this far, so may as well give one more, heh heh ... In that tall tower, I don't remember for sure, but I would remove any defend wpts/tags that might be there, just go with sniper and maybe mg. The front facing position is a good one, but I would consider whether the side ones are helping much. If not I would remove one or both, depending on what you observe? You can leave the normal wpts for them to use, just untag them... You can leave some non-bot locations for humans players only, if the bots are ineffective there...? Anyways, as you can tell, i love to tweak wpts and try different things. Thats why I'm so slow at getting them done, ... Happy wpt'n , max |
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