DoD_Strand_SemperFi, simplified fast pace gameplay + killer bunker bots |
DoD_Strand_SemperFi, simplified fast pace gameplay + killer bunker bots |
genmac |
May 30 2013, 09:14 AM
Post
#1
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RCBot Guru Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 |
Here I am again working at dod_strand endlessly ever since rcbot2 0.7 with full dods support
was released but this time there's a new bot problem. I just love beach maps ever since the early beta days of dod beta 1.0 (hl1 mod version) containing the simplest version of dod_omaha. Then came dod_charlie which was so good and at the same time it's kinda bad cause it's just so huge beyond the beach which is the exact same problem with dod_strand. You need atleast 31 bots to enjoy the combat on this map. That's ok on classic dod but on dods and dod_strand my pc can only handle 16 or lesser bots and more than that it lags too much and it's so straining always starting in the beach farthest area. I thought, why not simplify this cool map's gameplay so it kinda emulates the good old days of beta dod_omaha and that Saving Private Ryan beach scene. So here's a fun version of DoD_Strand hope some few of you dods players enjoys it. And I'm really sorry if the author and some of you hates what I did...it's all for pure fun with rcbot2. I was planning to do this on dod_charlie but dod looks too ugly now lol compared to dods. DoD_Strand entity tweaks: - remove the 3 objectives leaving the radio tower only to simplify and concentrate the gameplay within the beach area using much lesser bots for people like me who don't have a powerful pc. An alternative fun way to play the map I think. - a solution to make bots inside bunkers, one particular sandbag, sniper outside left bunker to finally shoot low on the beach and be shot at. - spread-out the spawn points location, some near, some far, inside bunkers, radio tower, most on top of bomb pick ups, etc and deleted the teleporters. - I've tried to put some blockers to block unused areas/routes but nothing worked...not really needed anyway. - Everyone spawns quickly. - Scoring... 50 points if allies bomb the radio tower, 5 points per minute for the defending axis. - It's a 7 min battle. Yeah that still favors the allies coz I thought during D-Day the axis defended and fought well but they really didn't had a fighting chance hehe but for this game let the axis get some. Bots stuff: What dahhh!!!...Their blind again!!! - Cheeseh has done awesome work on his bot's aiming AI but then again some few maps still won't let the bots shoot at all on certain location so I was really surprised when I noticed the bots inside the bunkers were not shooting at all and were not being shot at. It won't feel complete without those mg's killing mercilessly inside those infamous bunkers so.... I thought they just needed a slight elevation but their still blind low but I was getting closer to the fix. They can only shoot higher. But tnc God I finally found a solution!!! - so bots are doing perfect now just the way I like them to be especially the axis bots.... Spawn raping the allies haha!!! So much fun now!!! Other bot stuff... - beach wpts are kinda linear but human like. - allies will always bomb assault both wooden bunker entrance and the wall on the right and made sure they don't back track to the beach. - axis will try to defend the radio tower as much as they could and will jump over those ledges back and forth perfectly most of the time hehe. - It's a newly done wpt but concentrated only within the beach and radio tower combat zone. I've placed some noaxis noallies tags to prevent them from wondering outside the combat zone. - most allies bots will spawn on top of bomb pick up points so no need to put a bombs wpts so the bots will go directly to the goal much faster...sometimes bots having no bombs will wait until another bot bombs the barbed wire blockage. - sometimes bots gets stuck on the bunker crates...well their just bots they will do some stupid things every now and then hehe! - tested it for more than an hour 7 vs 7 and they scored quite close as write this...no crashes using RCBot2 beta 0.75. Bot bug as of RCBot2 beta 0.75... - Axis Bots tend to look on the wrong side when using defend wpts. They tend to look where the normal wpt leading to defend wpt is connected. I connected another normal wpt infront of the defend wpt but still their looking back though they snap quickly to shoot incoming allies. Playing with the bots... - I reinforce the axis if I'm playing on the allies and vice versa if I join the axis. So easy to snipe the poor allies inside the bunkers hehe. Game is fast paced now and no more boring tedious moments. Download map + wpts here... or Try download here if the first fileden link is broken... or Download here... or Donwload here Tnx. |
Lo-Fi Version | Time is now: 12th June 2024 - 08:18 AM |