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Devils Right Hand
i fixed my map vis perfomance new design etc

Version : beta3
Attacking : allies Objective
Timelimit : 45
Spawntimes : Axis 25 / Allies 15
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= Changelog beta 3 =

add new textures and custom
add brushwork at windows and doors/etc
change the radar station more bigger
add new crane
new truss
new radar dish
new missile now the missile looks real
a bigger missile silo and new room
new server
add a third way at the elevator to hell, that axis have a chance to go to the upper base without go trough the allies spawn,and get back obj
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screens https://postimg.cc/gallery/1fs49xbg0/

download https://ufile.io/ye6c0
Devils Right Hand
i ask it here, some1 like to make waypointz?, or only at those omnibot forums?
macbeth
Devils u have Wolfie working to make botfiles for 1 of your map, did you tested the botfiles for your etl adlernest map ?
Devils Right Hand
nop i didnt test bot file , how i test them? ,is there a server who playes adlernest + the botfiles now and i can join to see if stupid botz work?, yea i know nice work of wolf to make waypoints for one of my map, i ask on fa clan if they can make of my other 2 maps biohazard beta + syphonfilter
Wolf Enstein
Here's the botfiles for "Syphonfilter", DRH. There's over 1000 waypoints in this one, it reminded me of waypointing for "Dingenskirchen Beta 1" and Praetoria Mission 3" nicken.gif .

Download botfiles here: Syphonfilter



QUOTE (Devils Right Hand @ Feb 17 2019, 10:21 PM) *
...how i test them?


Put them in your "ET: Legacy omni-bot" folder. There should be a folder inside it called "nav", then host the map and the bots will join you nicken.gif .

Devils Right Hand
ok i got it to run omni-bot,so botz from first run 10vs10 was alies-58% axis-46% win, second run alies 72% axis 20% win,hmm ok the alies at first/second run go only at the right stairs near the elevator to hell and not left too,so they dont make a comanpost,axis go on the left side stairs and make a comandpost,later dump alies make a comandpost,this need a live server to see better the % win ,so the second axis spawns is not to far away to get back the obj
Wolf Enstein
Something else that I noticed, DRH, when testing this map, is that the Axis are always "playing catch-up", the Allies are always too far in front of them.

In order to resolve this, I would give the Axis team the option of changing spawn to their second spawn, when this fence is destroyed:





...so that they can properly defend the objectives nicken.gif .
Devils Right Hand
i consider where to add the spawns to be right that the map go no easy,so when alies try to go down to base ,axis can defend it,until dump alies can make a comandpost this is not to view that alies players got angry because they cant reach the down base,they have 45 min ditsch.gif ,after the comandpost build from alies there i consider to put axis to second spawn to defend obj, from me it is to easy when alies destroy upper base gate and axis got forced to second spawns,sure like u say if alies destroy the gate and axis got to second spawns to defend is good but , a example like in frostbite axis are near the docs to defend,and i maked the same for the gate
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