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> [MAP] Berghof Assault (Alpha 3)
Matéos
post Dec 15 2016, 10:00 AM
Post #1


Group Icon Sergeant

Group: Members

Joined: 29-October 06
From: France
Member No.: 36715



Good morning,

I'm looking for people to test a map ^^'

Screens: http://imgur.com/a/Um0JX

Download: https://www.dropbox.com/s/kkicoxou8u2s8nb/B...ult_A3.pk3?dl=0

Waypoints are available on Assembla OB repo (right clic, Save target as): https://app.assembla.com/spaces/omnibot/sub...on/commits/3224

If you're using Edge or it doesn't work, direct links:
http://svn.assembla.com/svn/omnibot/Enemy-...ghof_assault.gm
http://svn.assembla.com/svn/omnibot/Enemy-...ssault_goals.gm
http://svn.assembla.com/svn/omnibot/Enemy-...hof_assault.way

Currently reported/fixed stuff: http://forum.splatterladder.com/index.php?...ost&p=86870

Thank you!

This post has been edited by Matéos: Dec 15 2016, 08:48 PM


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Sage
post Dec 18 2016, 02:16 AM
Post #2


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Joined: 22-April 15
Member No.: 461405



QUOTE (Matéos @ Dec 15 2016, 12:00 PM) *


Hey mate!

I ran it on local and seemed very cool. The mg facing downhill almost made me feel like the king to crab it. Really good idea to make the tree fall too and all that tight forest was really nice.

With that short distanced fog you should never hit FPS problems. There were not too long distances anyway so it does not matter and was not noticeable. cheers.gif

Only one thing that got me worried is that bots can see through any alpha textures, that may make it hard time for human players. But aslong as you don't make the bots wonder around too much in the forest and place all the goals inside the base it should not matter. And also don't forget to set the max view distance for the bots in waypoints (probably you did, I did not check).
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Matéos
post Dec 18 2016, 06:01 PM
Post #3


Group Icon Sergeant

Group: Members

Joined: 29-October 06
From: France
Member No.: 36715



QUOTE (Sage @ Dec 18 2016, 02:16 AM) *
Hey mate!

I ran it on local and seemed very cool. The mg facing downhill almost made me feel like the king to crab it. Really good idea to make the tree fall too and all that tight forest was really nice.

With that short distanced fog you should never hit FPS problems. There were not too long distances anyway so it does not matter and was not noticeable. cheers.gif


Thank you! grin.gif

QUOTE (Sage @ Dec 18 2016, 02:16 AM) *
Only one thing that got me worried is that bots can see through any alpha textures, that may make it hard time for human players. But aslong as you don't make the bots wonder around too much in the forest and place all the goals inside the base it should not matter. And also don't forget to set the max view distance for the bots in waypoints (probably you did, I did not check).


Yeah, in the beginning I was even excluding making waypoints for it due to this; Their max view is limited to 2000 units (roughly the fog/farplanedist distance), and the path mapping is straight.
You can use fir trees' trunk to hide from these wall-hackers ;)


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