I'm better at binary.
So, another thing, the CTF map largely only has effective pathing close to the areas where the flags are. Anywhere else and bots don't wander much from where they spawn in.
I'm better at binary.
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
EvilGrins wrote: ↑Tue Jun 08, 2021 3:54 amThat j-frame map is begging for an edit! Textures mainly, but also pathing and other stuff.
DM maps and the CTF:
Teleports in the spy bases are weird but interesting, you don't actually change locations when you touch them... you only get there after you let them do.
The target practice dummies were a nice touch.
Signs all around the map are backwards on the opposite side, texture on them needs to be applied to both sides.
Couple spots have no textures at all, showing that moldy-looking default texture.
That j-frame map is begging for an edit! Textures mainly, but also pathing and other stuff.
Teleports in the spy bases are weird but interesting, you don't actually change locations when you touch them... you only get there after you let them do.
Thanks.The target practice dummies were a nice touch.
Signs all around the map are backwards on the opposite side, texture on them needs to be applied to both sides.
Bot paths are petty much as perfect as you can get. No redundant nodes or marginal access paths (red lines) anywhere in the map. As stated on the web page, bot support is minimal . On my rig, bots perform flawlessly and will mainly stick to the paths between their Player Starts, a few pickups, and the Flag Bases.So, another thing, the CTF map largely only has effective pathing close to the areas where the flags are. Anywhere else and bots don't wander much from where they spawn in.
The guard house texture is not missing. (It's the actual photograph of the Check Point Charlie building).Couple spots have no textures at all, showing that moldy-looking default texture.