Co Resurrection b1 |
Co Resurrection b1 |
Gruuunt |
Jul 2 2004, 04:49 AM
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#1
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Advanced Moron Group: Waypointers Posts: 286 Joined: 21-December 03 From: Droitwich Spa, Worcestershire, Uk Member No.: 143 |
Attached File(s) co_resurrection_b1.rcw ( 1.85k ) Number of downloads: 11 |
Gruuunt |
Jul 2 2004, 05:02 AM
Post
#2
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Advanced Moron Group: Waypointers Posts: 286 Joined: 21-December 03 From: Droitwich Spa, Worcestershire, Uk Member No.: 143 |
Took me a while to get the little Skulkies to use the vents, but after a lot of tweaking they seem to have taken to the idea...
I also experimented using a multipath strategy, to avoid marines thinking 'he will come around from the right', increasing the un-predictability, and reducing players sitting there taking pot-shots like in a duck shoot, and raising their score... This is two distinct paths, as opposed to a T junction, and although two paths down the same corridor seems a bit cramped they actually navigate very well. Oh yeh, this is the Whichbot Waypoint Attached File(s) co_resurrection_b1.wpt ( 6.75k ) Number of downloads: 9 |
LordSkitch |
Jul 2 2004, 10:11 AM
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#3
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
I'll give it a go
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