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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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#7
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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
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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?
__________________
I'm on a vodka diet, I've lost 3 days so far. Beta test rig: I7-920 overclocked to 3.5ghz, 6gb DDR3, ATI 4890 2gb, Realtec HD sound,Win 7 x64 |
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#9
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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
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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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Es gibt keine verzweifelten Lagen, es gibt nur verzweifelte Menschen Last edited by Drude; 07-05-2006 at 05:59 AM. |
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