NS3 Final Waypoints, waypoint packs for NS3 Final |
NS3 Final Waypoints, waypoint packs for NS3 Final |
LordSkitch |
Mar 6 2005, 05:33 AM
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#1
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
Alright, all I have done so far really is ns_eon, I went to town on it during a match, took around 30ish minutes to do, but for a rough-in I think it's pretty good god damn good.
This post'll obviously grow into a zip as soon as I get more waypoints done. -update 3/30- My latest stock waypoint set, I'm not sure about all of the NS maps, but anything updated after 3/5 should be up to date, and not all of the maps were diddled, so a good deal of them should be fine.. let me know if any of these aren't working... -update 5/1- Got more updates for the waypoints, it's been a little longer than I'd like to have had gone between updates, but none the less, here they are.. oh, and I've added "co_daimos_b5" in there, its just the co_daimos from beta 5, just because it was unsurpassingly better than the NS3 final version... with a big fat stupid elevator in it. -update 5/2- micx1 caught a mistake on my waypoint set, co_pulse was out of date for some weird reason, so I went ahead and up-to-dated it. -update 7/17- There were quite a few maps with waypoint fixes and I kept forgetting to upload it, so I'm uploading it today. spoot. -update 10/22- I've been trying to hold off till 3.1 was released, of course the NS devs stretched that out like gum on a shoe.. so, here's the most current up to date set I have.. CODE Date - 10/22/05 mapname date ------------------ ns_agora......2/19 ns_altair.....9/15 ns_ayumi......10/10 ns_bast.......6/8 ns_caged......9/15 ns_eclipse....3/22 ns_eon........3/27 ns_hera.......6/8 ns_lost.......6/21 ns_metal......7/13 ns_mineshaft..1/18 ns_nancy......11/9 ns_nothing....2/11 ns_origin.....9/20 ns_tanith.....9/5 ns_veil.......6/15 co_angst......7/11 co_core.......9/26 co_daimos.....10/8 co_daimos_b5..5/12 co_faceoff....8/6 co_kestrel....5/28 co_pulse......5/2 co_sava.......6/6 co_teabag.....11/8 co_ulysses....6/26 http://rcbot.bots-united.com/forums/index....post&p=7070 Go there for updated waypoints! |
BadLife |
Mar 6 2005, 05:43 PM
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#2
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RCBot Fan Group: Waypointers Posts: 144 Joined: 15-November 03 Member No.: 111 |
Any one working on the WichBot waypoints yet
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Cheeseh |
Mar 6 2005, 07:01 PM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
try the old rcbot waypoint convert with the latest rcbot, can't rmember the bloody command cos Ive hardly worked on that in my bot for ages
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Sandman[SA] |
Mar 7 2005, 07:29 PM
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#4
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
Here's my waypoints for ns_eclipse. Only a few vents that serve strategic importance are waypointed.
[edit 3/9] I made a slight change in the ladder waypoints at triad. [/edit] Attached File(s) ns_eclipse.rcw ( 9.32k ) Number of downloads: 221 |
Sandman[SA] |
Mar 9 2005, 04:00 PM
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#5
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
Hey skitchy, I got a look at your ns_eon wpt and it looked like and the bots perfomed like it took you 30 minutes to make. So I took some time and went over it, almost completely re-doing it. Sorry man, it was quite bad, even for you. Word of advice? Never EVER use a 90 degree bend at an intersection.
This one should perform much better but there are still some areas that I may have overlooked. If you see any major trouble areas, please let me know because I haven't had time to actually test it. Attached File(s) ns_eon.rcw ( 10.73k ) Number of downloads: 210 |
Sandman[SA] |
Mar 9 2005, 07:48 PM
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#6
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
Here is my submition for ns_metal. Not much has changed since beta4a from where I have refind these waypoints to the best that rcbot can do ( which is not saying much ) Anyway, I'm afraid that ns_metal doesn't get any better for rcbot then this.
Attached File(s) ns_metal.rcw ( 7.73k ) Number of downloads: 194 |
Lyran |
Mar 9 2005, 08:40 PM
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#7
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Advanced Member Group: Members Posts: 60 Joined: 27-April 04 Member No.: 295 |
Hi SandmanSA.
I'd like to let you know I noticed a potential issue, regarding a ladder waypoint in Ns_Eclipse, for RCBots of course. I don't have the Ns_Eclipse Minimap with the area names, so I'll try to describe it, it should be easy since that map is very well known. From Marine Start, take the right entrance. Then, as soon as you can, again, turn right, to the long corridor (the path to the left leads to a Resource Node with two small ladders on its sides). At the end of that corridor, there is a ladder, leading to a Resource Node, on a lower level, and from that Resource Node you can go to the Eclipse Hive. Well, the ladder there... I think there is a problem. I played a test game with RCBots (version 1.38), all default settings (such as ladder update time, or something similar). And of course, your latest waypoint for Ns_Eclipse previously posted in this thread. The RCBots would have trouble climbing it. Nothing more, nothing else. In fact I think I saw no RCBots making it to the upper lever by climbing it completely. According to my test games at least. I just wanted to let you know mate. Maybe you'd have time to look for that sometime and update it ? I'd do it myself. But I'm not good at waypointing ladders for RCBots. Thanks for your time. |
Sandman[SA] |
Mar 9 2005, 09:19 PM
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#8
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
Yeah, I have seen that to. It's that dreaded rcbot ladder bug. They look up when they try to climb ladders but they are moving strait farward. Not up or down, just farward.
You know what cheeseh, I have found that straffing into a ladder lets you climb it where straffing away makes you decend. So lets try this cheeseh, make the bots turn 90 degrees right when they touch the ladder and straff left to climb or straff right to decend. This way, they don't need to look where they are going on a ladder. But they still need to hop up onto the ladder to avoid getting trapped at the bottom. But I will toy with that ladder a little more. Thx Lyran. |
Sandman[SA] |
Mar 9 2005, 10:57 PM
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#9
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
And here is ns_hera. Quite a number of changes to this map. I wouldn't agree for the better but thankfully, it's getting a little more bot friendly.
Attached File(s) ns_hera.rcw ( 10.85k ) Number of downloads: 198 |
LordSkitch |
Mar 10 2005, 06:50 AM
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#10
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
What was wrong with it? The bots seemed to have no problem gettin through it on my server... They even wallstucked sexifully... and whats THIS part mean? it was quite bad, even for you. -edit- Going to look at the waypoints I did again, they have absolutely no problem negotiating them, the only problems I saw were a few waypoints I should set up as crouch so the marines can get through tunnels, the aliens had 0 problems getting around. Maybe Sandy's drunk.. |
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Sandman[SA] |
Mar 10 2005, 05:58 PM
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#11
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
What's wrong with it? Watch the bots carefully as they get to your close quarters "t junction" waypoints. They either over shoot the turn and get hung up for a few seconds or get confused and start looping back and forth at the intersection. And that other part was in reference to, I have seen your modified waypoints perform much better then that. This one looked like you just got lazy. Try something like this example next time. Attached image(s) |
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LordSkitch |
Mar 10 2005, 10:42 PM
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#12
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
I was watchin em, and I mean, they made it from the marine start to all three hives, and from the hives to marine start with absolutely no problems.. I think one time I saw one freak out, but its cause it shot at an alien that bailed and the marine was floating between waypoints.. Whats yer max_path_revs and such set to?
And, granted, it only took 30ish minutes to make the waypoint set.. I've seen a few problematic areas, but not really because of the angle of turning.. As a test, I set up a temp waypoint set on metal like this And a couple other similar permeutations, to test what they would do under extreme angle change, and they negotiated the stuff I threw at em with gusto. I'd say theres gotta be a difference in the configuration, or the versions of RCB we're using or something... |
Sandman[SA] |
Mar 10 2005, 10:48 PM
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#13
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
All my rcbot settings are default. This was a fresh install. |
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LordSkitch |
Mar 10 2005, 10:54 PM
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#14
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
?
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LordSkitch |
Mar 11 2005, 12:24 AM
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#15
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
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Sandman[SA] |
Mar 12 2005, 06:12 PM
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#16
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
Here is ns_veil for NS 3.0. This is my proven ( from beta4a ) fast paced and very effective waypoint layout. Rcbots should NEVER get lost or stuck and there are no vents covered in this version. Expect frequent marine start visits by aliens from any hive and fair coverage for tactical marine relocations. Enjoy.
PS: Unlike the packaged beta5 waypoints , rcbot "will" reach every res node now. Attached File(s) ns_veil.rcw ( 7.71k ) Number of downloads: 160 |
LordSkitch |
Mar 31 2005, 04:51 AM
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#17
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
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Mad_Scientist |
Apr 14 2005, 08:46 AM
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#18
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Member Group: Members Posts: 20 Joined: 6-April 05 Member No.: 534 |
Heres ns_bast not all the tunnels are done I just fixed the problems at the marine base from the waypoint pack at the start of this post.
Attached File(s) ns_bast.rcw ( 11.5k ) Number of downloads: 66 |
LordSkitch |
May 1 2005, 07:17 PM
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#19
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
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micx1 |
May 2 2005, 07:27 AM
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#20
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Newbie Group: Members Posts: 7 Joined: 1-May 05 Member No.: 554 |
Hey LordSkitch
Is the date beside the map name the waypoint created date? If so why did the date for co_pulse go from 3/26 to 12/26? |
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