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> dod_flasher, dod_flasher_rc1 & rc2 waypoint
madmax2
post Sep 25 2013, 03:50 AM
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Here is a waypoint for the map dod_flasher_rc1. It's an expanded version of dod_flash. Flags 1 & 5 have been moved deeper into enemy territory. Flags 2 & 4 are now 2 man captures. New lighting & lot's of details added. It's a nice looking map. One thing players may not like with the bots, is the cornfields? So I have most of the bots standing up there now (except mg's). It's still very difficult to see them, but just use your teams bots (as bot shields tongue.gif ) to help locate the enemy bots...

Author's Page:

http://sli-woody.blogspot.com/2009/11/dodflasherrc1.html

Map links:

http://dods.gamebanana.com/maps/166901

http://www.dodmap.com/index.php?option=com...info&id=751

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dod_flasher_rc2

I tried to locate rc2 version of the map a couple months ago, but didn't find it. The only difference is flags 2 & 4 are single man caps... I just located the map here, but I haven't tried to load the rcw into it, to see how well it works? It should work ok... rolleyes.gif

http://www.dodmap.com/index.php?option=com...info&id=750

If you want to try the rc1 waypoint on the rc2 map, do this:

1. enter the dod_flasher_rc2 map, open the console (~), then load the rc1 waypoint with...

rcbot waypoint load dod_flasher_rc1

2. When rcbot is done making the tables, it will auto save another waypoint as dod_flasher_rc2, restart the map & start playing...

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The rcw was converted from the dod_flash_allies_rtn2 rcw from the forum, which was based on Testeryyy's rcw. I added in the new routes, and made quite a few changes from the allies_rtn2 rcw. It was a bit of a challenge to get the bots to spread out over the whole map, as they preferred the new shortcuts, in the first wip rcw's. They use most of the map now, except a couple dead ends that are of little use. I added & moved some sniper/mg/defend locations. 4 of the 5 capture waypoints had to be moved and many more tweaks too.

I think this map will take a larger player load than dod_flash, as it isn't as intense with 7vs7, but it was still good. The action areas tend to move around the map, with 7vs7.

I may or may not rework the rcw later, not sure yet? There is more that could be done, but I think it works well as is...

Hope you like it... wink.gif
madmax2

Updated [10-25-13] see post5 for details...

dod_flasher_rc1 Release2 rcw
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genmac
post Sep 26 2013, 12:35 AM
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awesome bro! will test this later today.
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Emotional
post Sep 26 2013, 05:21 AM
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nice wpts! I always been unhappy, that flash is so little and have only two paths( but now is fine, thanks for you work)
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madmax2
post Sep 26 2013, 07:35 PM
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Thanks guys, I probably spent more time on it than i should have. I did leave an allied mg at a blind glass window, once the glass is broken he works good...

I finally made some progress on the dod_vigilance rcw yesterday, after a 2 week gap! I finished some unwaypointed areas, just one path out of axis spawn is left. I added in all the defensive positions, I think there may be to many now? Before adding the last ones, axis would win most games, now allies have won every one so far, and it's uphill!... So a bit more tweaking & testing to do. The map is narrow & vertical, so it's been difficult to find good defensive locations for the bots, but it seems to be working out well now... Hopefully I'll have more time on this today... wink.gif
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madmax2
post Oct 26 2013, 04:17 AM
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DOD_Flasher_rc1 update, Release2, get it from the first post...

Some of the changes include...

1. Added a fix for axis bot stuck behind bar in the cafe. It was very rare, I only saw one or two times. Also added a path through the new window there.

2. Added breakable wpts/tags to a few blind glass windows, so bots will break the ones that have defensive/camp wpts behind them. (bots can't see through glass)

3. Moved 2 allied mg positions to new locations to protect allies first flag better. One was behind the blind glass window near allied first flag, bots would not shoot/break the glass reliably at this location.

4. Made a few changes to defend, mg, and area tags.

5. Added a number of unreachable wpts

6. Removed the defend tag from the center flag, this was the last one directly on a flag wpt. allies have always dominated at the center flag, this seems to of balanced the center flag caps, somewhat... Bots move to the defensive positions around the flag now, or run thru it, instead of camping on the center flag. It also increased the action in the middle by causing the bots to approach from the main path more, as well as the new crossing paths (which they preferred with the first rcw release).

7. A few other wpt/path tweaks, to many to list...

During play testing with even teams (7vs7), it wasn't easy, but it seems easier to cap all flags playing on axis side. but every round is different, and i had trouble getting the upper hand playing as axis too. allied bots always get the center flag first, and they often are ahead in the scoring in the beginning of each round. If you don't play aggressively, they can beat you, from either team...

Sometimes one team will just dominate a round, usually because a mg someplace is killing a lot of bots, so you may have to take it out if you want to win..wink.gif

Of coarse, this all depends on the mix of bot class's & number of bots, etc... But I think this is a more balanced rcw than the first release, either side can dominate, but the other team can push back too.

Enjoy,
madmax2

Also, dod_vigilance rcw release soon (this weekend), ready or not, it's been taking to long!! ph34r.gif


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genmac
post Oct 26 2013, 02:39 PM
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Cool! Glad you're doing some wpting stuff.

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Emotional
post Oct 26 2013, 05:18 PM
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nice! You done great work. Also, still wait checking wpts for dod_don)
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madmax2
post Oct 27 2013, 06:44 AM
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Thanks guys ...

@ Emotional

Yeah, I kinda got busy and had to prioritize... but I didn't forget (dod_don)... I'll see if i can get something done on it sometime this week... sorry for the long delay... wink.gif
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