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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  
Old 06-30-2006, 04:37 PM
tochiri tochiri is offline
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Default RO-KurlandKessel/SnowyFoest_Final

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  
Old 06-30-2006, 04:38 PM
CaptRio CaptRio is offline
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Looking forward to çlay this SnowyForest one. Everybody seems to love it
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  #3  
Old 06-30-2006, 04:40 PM
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REZ REZ is offline
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SuperSweeeeeet


Thank You Tochiri and Company!
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  #4  
Old 06-30-2006, 04:53 PM
Helmut_AUT Helmut_AUT is offline
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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  
Old 07-01-2006, 11:12 PM
tochiri tochiri is offline
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Quote:
Originally Posted by Helmut_AUT
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.

Please blast the road that bot passes.
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  #6  
Old 07-02-2006, 10:27 AM
Helmut_AUT Helmut_AUT is offline
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Quote:
Originally Posted by tochiri
Please blast the road that bot passes.

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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  #7  
Old 07-03-2006, 03:03 AM
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Athena Athena is offline
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Helmut, nobody* gives a damn about the bots...

My statement might not be very constructive but it's the way it is...

*read the real RO players
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  #8  
Old 07-03-2006, 05:11 AM
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ButchCassidy ButchCassidy is offline
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tochiri
I see you have still not included an overhead map view, will you include one at any stage in the future?
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  #9  
Old 07-03-2006, 05:57 AM
tochiri tochiri is offline
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hi,Thank you for the comment.


Helmut

Please read a private message.


ButchCassidy

To make the overhead map, I saw the SDK manual.
However, it did not go well.
But, I make an effort to make it some time.
It studies more.
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  #10  
Old 07-04-2006, 07:33 AM
Drude Drude is offline
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Something that should been done: Adding the snow blizzard to the forest; It is a very cool effect but it exist only in attacking side spawn area. Wind speed in forest could be slower but the fog makes the best feeling.
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Last edited by Drude; 07-05-2006 at 05:59 AM.
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