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| Level Design Working On A Map For Red Orchestra? Post Screenshots And Release Your Map Here. |
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#1
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hi,
The final is released. The overhead map was not made.sry Though it tried holding out... Change point :Cap zone of the Frontline was expanded. :The amount of the cover has been decreased.(Log etc.) Thank you for a lot of feedbacks up to now. ![]() We wish to express our gratitude. ![]() http://www.maporchestra.com/download...p13_fileid/165 |
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#2
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Looking forward to çlay this SnowyForest one. Everybody seems to love it
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#3
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SuperSweeeeeet
Thank You Tochiri and Company! |
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#4
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Repost from the Kurland map thread - since it should be here I guess:
It's an excellent map, but sadly all the work you did for bot-pathing is now wasted, since on KurlandKessel (where there is a gap in the wire) the bots have a problem finding their way trough this gap. They will sometimes find trough it, but not enough will find trough it to cap to the last objective. There must be a disconnect between path nodes from the middle objective and final objective. So basically, you put in a lot of effort in this map to support bots, you even gave them a gap in the fence. But without that last fix, they do not find that gap and will never win the map. |
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#5
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Quote:
Please blast the road that bot passes.
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#6
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Quote:
This doesn't make any sense, sorry. First, lets look at Kurland: I'm playing the map as a german defender, and the russian bots already have a gap in the wire. But they can not find their way trough it. The germans don't even have a sapper to "blast that road". But the bots have a gap in the fence already, so why can't they find their way trough it? Second, lets look at SnowyForest: Even if you play as russians and blast a part of the fence, the bots still do not find their way. Sorry man, but you put in an effort to support bots - now your bot pathing is broken. You can either fix it or leave it, but saying "Please blast the road" doesn't help. |
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