CTF_Turbine (from scratch) |
CTF_Turbine (from scratch) |
Rhett |
Sep 28 2009, 06:14 AM
Post
#1
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Newbie Group: Members Posts: 3 Joined: 2-February 04 From: North Carolina Member No.: 214 |
Hi all, more of an attempt at waypointing by me... but... I enjoyed learning how to waypoint on this map.
Cheeseh's had issues with engineers (stacking, rushing enemy team's base to build everything), and snipers are currently broken, so I figured I'd see what I could do. I started from scratch, and I'm surprised at how thorough (yet simple) the waypointing system is. Engineers work (2 engineer build spots per team, in different places on either team no less), capturing works, and defending bots also work (another issue in the original wp's). Sniper waypoints are nonexistent since they're wasted space. There are also no teleport build-waypoints mostly because the map is pretty small, and a number of other possible issues. I tried and tried but couldn't get the bots to take alternate routes, but this isn't possible without being coded in, so I'll just have to anxiously await that. The map does seem to have more "action" in it though, with 8+ bots attacking eachother. Additionally, I cleaned up 99.9% of the waypoints (in minimalist fashion) much like Geralt's guide said to, and bots seem to stop in their tracks a little less often. Just extract these into your Steamapps/name/rcbot2/waypoints/team fortress2/tf folder like any other waypoint. If I do any more maps, it'll only be existing maps and nothing custom... I think the vanilla maps are best. Now to learn how to do KOTH/CP maps... hehe. Any suggestions/criticism is welcome. Also, back up your existing waypoints just incase. Attached File(s) ctf_turbine_waypoints.zip ( 6.32k ) Number of downloads: 89 |
Rhett |
Sep 30 2009, 04:56 PM
Post
#2
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Newbie Group: Members Posts: 3 Joined: 2-February 04 From: North Carolina Member No.: 214 |
Seems to be a weird issue where bots run to defend (all of them), at the one or two points I gave them if they were to defend. I'm not sure why, but to fix this just type:
rcbot defrate 0 into the console... If you want some to still defend, just type 0.1 or a slightly higher number to get some to hold back. Default is 0.35 I believe. I also play with these settings: mp_autoteambalance 0 tf_flag (something, forget at the moment, allows unlimited caps -- change it to 0 or a higher number) mp_disablerespawntimes 1 mp_team (also forget, but you'll see it, something about unbalancing... I do this stuff without thinking at this point ) No more team balancing, no more respawn rates, and no round restarts cause of the 3 cap limit. |
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