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[MAP] Berghof Assault (Alpha 3) |
Dec 15 2016, 10:00 AM
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#1
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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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Dec 18 2016, 02:16 AM
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#2
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Corporal Group: Members Joined: 22-April 15 Member No.: 461405 |
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! 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. 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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Dec 18 2016, 06:01 PM
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#3
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Sergeant Group: Members Joined: 29-October 06 From: France Member No.: 36715 |
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. Thank you! 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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Lo-Fi Version | Time is now: 27th April 2024 - 03:10 PM |