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> dod_churchyard waypoint
madmax2
post Nov 17 2013, 02:09 AM
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Here is a new waypoint for dod_churchyard. It's a nice map with lots of cover and open areas.

Map Author: MrGrubby

Map downloaded from http://www.dodmap.com (final version)

http://www.dodmap.com/index.php?option=com...info&id=656

Map is included with the CAMP2 mappack

images only: http://dods.gamebanana.com/maps/11407

---------------------------------------------------------------

I decided to release this rcw now, as it will be a week or more before I can complete it. It is playable. The map is fully waypointed with mg & sniper positions. bots can capture all flags. Seems to favor allied side most of the time.

Bots occasionally collect around a flags, because there are no defend wpts yet [edit - there are defend wpts now, with Release2]. So still some refinement/tweaking to do...

A couple bot/map issues:

mg players or bots can't deploy in the spawn areas (team blocked areas). If a mg bot sees an enemy from a spawn area, it may try to deploy but won't be able to. [edit] Added a sprint wpt at one place in axis spawn for this issue, so the mg's might sprint past the undeployable area, seems to help some....

bots can see & shoot through some of the thick foilage, hedges, and part of a fence (near allied first flag). Its not everywhere, mainly around the graveyard area. Just remember to keep your head down, heh heh...

As always, feel free to comment on the map or rcw... wink.gif

Have fun,
madmax2

[Edit - 12-14-13] Release2 rcw uploaded here:

http://rcbot.bots-united.com/uploads/madma...chyard_rcw2.zip

For now, see the included readme for the changes, there are many.
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genmac
post Nov 18 2013, 02:31 PM
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cool! I almost wpt this map way back but lost interest coz it's kinda big but looks just the way it's named hehe.

will play this soon tnx for the wpt bro!
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madmax2
post Jan 1 2014, 06:32 AM
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I uploaded a more complete dod_churchyard rcw a couple weeks ago. There are a number of changes from the first release. Some are:

Added in defend wpts & positions

Many path & wpt changes

It's less run & gun with the defend wpts, bots should defend flags better. Axis or allies can win now with even teams, so it's more balanced than the first release.

After playing it a few times, 7vs7 bots/player seems minimum for the map. 8vs8 felt better, more may be even better? I recommend 2 snipers & 2 mgs per team for 8vs8 & more...

Get it from the first post... wink.gif
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genmac
post Jan 2 2014, 05:24 AM
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Nice!

Wanna work on sniperfarm?
Doors there are non pushable but may be you could start laying down basic wpts and stuff.
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madmax2
post Jan 3 2014, 04:26 AM
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QUOTE(genmac @ Jan 1 2014, 09:24 PM) *

Nice!

Wanna work on sniperfarm?
Doors there are non pushable but may be you could start laying down basic wpts and stuff.

Hey genmac,

I don't think I can right now? Perhaps later (i don't have the map yet)? I'm having a problem with my old car, i'll have to repair or replace it? I've been updating a few of my svencoop rcw's for sc4.8, but most of that will be on hold too, except one thats nearly ready.

Go ahead on it if you want to? Or maybe it could wait until the next rcbot version with door button support?

Dang broken car... sad.gif

max
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genmac
post Jan 5 2014, 04:02 AM
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Hehe no problem bro!
I'll wait for the update first seems Cheeseh is busy with RL too.

I need to find some new gigs for RL too LoL!
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