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> dod_beaverville_b2
Emotional
post Sep 24 2013, 05:11 AM
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A little map, battle between allies and axis for the French village. 3 flags, central flag need 3 soldiers for capture. Recommended for 3x3 or 6x6 play. On 16x16 axis already wins allies, i don't know why
Screens:

http://files.gamebanana.com/img/ss/maps/8366a.jpg
http://files.gamebanana.com/img/ss/maps/8366b.jpg
http://files.gamebanana.com/img/ss/maps/8366c.jpg
http://files.gamebanana.com/img/ss/maps/8366d.jpg

Download map: http://dods.gamebanana.com/maps/12726

genmac, madmax2 - please, check my wpts on errors and bugs, please. I notice, that axis wins more often than allies.. May be you fix it?


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Attached File  dod_beaverville_b2.rar ( 9.57k ) Number of downloads: 181
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madmax2
post Sep 24 2013, 10:29 PM
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Cool cool.gif , another waypoint, got it... I'll check it out when I get some time... smile.gif

3 & 1 flag capture maps were always fun in the original dod... smile.gif

max
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madmax2
post Sep 29 2013, 02:22 AM
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Try this rcw... I did more than I planned to, more than just the tank capture. Bots use the side buildings & windows... Lots of tweaks...

Axis seem to have a big advantage, like winning 10 or more games to every allied win. Can't seem to fix that unsure.gif (it seems to be problems with the allied mg, he seems to perform poorly compared to the axis mg? It may be related to a bug i've observed with allied mg's while waypointing, they get lost!!) So I made it so the bots have to cap the tank from the more exposed, dangerous side. This at least slowed the axis down some, and makes for longer battles. But not sure I want to leave it this way? It may be more balanced if played without the waypoints on unsure.gif ? I did most testing with the waypoints on...

At one point I had the allies winning more? I added a bunch of breakable wpts to the windows, which some are on the wrong side right now, but they still seem to work. I think I will make more changes, but this will give a good game, especially if playing the allied side.

I recommend 6vs6 for a wild game. Also at least one sniper & mg recommended, there are no defend wpts, just sniper, mg, and team/area wpts. Bots go to the team/area wpts but don't camp long, they help move the bots in to the side buildings.

Have fun wink.gif
max

[edit 12-06-13] Fixed link... This is a modified rcw from first post...

dod_beaverville_b2_rcw2.zip
http://rcbot.bots-united.com/uploads/madma...lle_b2_rcw2.zip
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genmac
post Sep 29 2013, 01:29 PM
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Cool! Will check this out.

Btw do you guys see dropped grenades on allies respawn area?
Join the game btw to check since they won't show on spectator mode.
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madmax2
post Sep 30 2013, 08:39 AM
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Hey genmac,

I don't see nade droppings on the beaverville map in normal dods. Does it occur immediately on game start or after playing a while. I was observing as an ally/notarget (not spectator) and never saw one nade dropped in the spawn area? I'll keep watching for it though.

Here is a slightly updated rcw... I adjusted the number & location of the breakable wpts, hoping bots will break the 2 important windows faster. Also, tweaked the allied jumps/paths thru the spawn area windows & added 2 new mg locations. I think it's better...

I may change the rcw so bots don't use those windows from the spawns? It's great action there, but bots just get cut to shreds, and mg's have a lot of trouble getting thru those windows when they see an enemy. It's better with this rcw, i think. But it may be causing the unbalance in wins, and the tank caps?

[edit 12-06-13] Fixed link... This is a modified rcw from first post...

dod_beaverville_b2_rcw2.zip
http://rcbot.bots-united.com/uploads/madma...lle_b2_rcw2.zip
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genmac
post Sep 30 2013, 10:45 AM
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Wihihi MY BAD!... nevermind komrad seems my edited playerclass_us_tommy.ctx was the one causing the nade dropping since I edited the "numgrens" "1" to 10, no wonder they drop so many nades LoL!
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