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CheshireCat` is Offline
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Posts: 5
Join Date: May 2003
Location: USA
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Default 05-07-2003, 03:07 PM

Definitely let me know when you get the new version up. Some more routes would really help with the tendency to bog down bots ina queue at the bridge which Allies never get through. Also a path that would make some allied bots use the tunnel.

I applaud very much getting rid of the dogs. While I don't dislike dogs, these were way too powerful. One bite and you're dead. And with the bottlenecks already in place for allies dogs just ended any last hope of making it through the warehouse.

A couple of things that would be cool, if the scriptability supports them. Some of them may be things for jv_bot rather than the map itself:

1) If bots had some tendency to respond to the orders of players near them. This is one cool feature of UT bots, you can point your crosshairs at them and order them what to do. If I could pick up a few bots and lead them through the tunnel, that could crack the Axis position wide open. It would also avoid the tendency of an overly large part of the allied force to station themselves on both sides of the allied bridge. Since the Axis rarely come through more than one at a time, you get a set of useless people sometimes. I have found that if you shoot them in the head they'll sometimes go on into the fight when they respawn. mwah:

2) I've noticed there's an animation where a bot will let go of his rifle, and point out a threat with one hand. Other bots don't always seem to take the hint and direct attention there, though, unless bullets pass near them

3) Swimming! Once I fall in the water, there doesn't appear to be a way to get above the surface for air, or to get out onto shore. If there's a way to either implement swimming or slope the ground along the edges of the water so that when close to the shore you could stand up and breathe, that'd provide a whole new option for getting past the warehouse blockage.

Regarding playing with humans on the map, one oddity I found doing this at home was that I would periodically become invisible to the other player, though I could see him. My gun also disappeared once or twice, though I couldn't point to any specific cause, so it may not be easily reproduced.

I ran this map with about 50 bots in the demo version. FPS was a little slow, but hopefully with the new version this'll be faster. And it was playable even then. The only place it got slow was when I had some big firefights on the road leading to the warehouse. Incredibly cool to have two full squads in a firefight on a straight road with modest cover

If you opened one room on the side of the hotel upper floor that faces the Germans, so that it would have a sniper position covering the German side of the warehouse better, it'd be a nice addition. And perhaps one good sniper spot looking straight up the road to the pier on the Allied side.

Great map, and I'd love to be notified when the full version comes out. I put this one and the OpCenter bot map on rotation and while away several hours

angel:
  
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