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[8 Players][ShW/VZH] Relentless Desert


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#26 Lord Atlantis

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Posted 15 January 2007 - 17:09

I have decided to release the map to the rest of the Guild. Please look for any bugs and/or suggest improvements to the map here.

Enjoy!

-Lord_Atlantis
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#27 Sic

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Posted 15 January 2007 - 18:35

Finally I can abuse/ I mean have fun in this map :P
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#28 Crazykenny

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Posted 15 January 2007 - 20:15

Thnx allot mate :P
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#29 Sgt. Nuker

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Posted 16 January 2007 - 00:41

The newest version you sent me is top notch mate. However, IDK if it's my computer the new dev AI or (if you scripted the map) your AI that's causing this issue, but once in a while, I get really choppy game play. Everything will function normally for a few seconds, then everything will freeze for a split second. It repeats this for the remainder of the game. That being said, the map, the detail, and the theme is very well thought out.


My best,

Nuker
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#30 Lord Atlantis

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Posted 16 January 2007 - 00:45

I think that it might be the AI and the new dev AI. AS you remember, the VZH AI was alot simpler and easier to kill. Probably EA's reason for not having a harder AI.

IDK if there is anything that I can do to fix that. I just added the combat zone and the AI waypoint paths.

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#31 Crazykenny

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Posted 16 January 2007 - 13:20

Base to base waypointing, its allot harder to do, but it will guarantee it will kill the lag
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#32 Sic

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Posted 16 January 2007 - 13:25

My waypointing is always b2b.
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#33 Crazykenny

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Posted 16 January 2007 - 13:33

Its the savest, lagfree way in the world
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#34 Sic

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Posted 16 January 2007 - 16:23

You mean safest. Too bad I can't do waypointing in maps with more than 2 players.
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#35 Crazykenny

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Posted 16 January 2007 - 16:34

Well it isnt a matter of ''i cant do it'' Its more like a matter of patience...
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#36 Sic

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Posted 16 January 2007 - 16:42

In my case, it's a matter of I can't do it, but in cases where people know how to do it, they do it.
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#37 Crazykenny

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Posted 16 January 2007 - 16:44

Well if you can waypoint a 2 player map, whats so difficult in doing a 3 or 4 player one?
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#38 Lord Atlantis

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Posted 16 January 2007 - 17:17

I'll try the b2b waypointing. Yeah. What could go wrong? Making b2b waypoint paths on an 8 player map.

I'll post a new one once I am done with the b2b waypoint paths.

Is there any particluar names that the paths need to be named?

-Lord_Atlantis
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#39 Sic

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Posted 16 January 2007 - 17:35

CenterX, FlankX, BackdoorX.
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#40 Crazykenny

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Posted 16 January 2007 - 17:37

Or more Nerdy

-CenterPath1 t/m 8
-FlankPath1 t/m 8
-BackdoorPath1 t/m 8 (Not needed)
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#41 Lord Atlantis

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Posted 16 January 2007 - 17:40

Mmmmk. I'll get working on it and get a system that works for EVERY SINGLE AI path.

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#42 Crazykenny

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Posted 16 January 2007 - 17:41

Do take in mind, you have to make every player a own path to another one. Thus 7 paths per player... AKA Lots of time...
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#43 Lord Atlantis

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Posted 16 January 2007 - 17:45

Let me do the math...

3 for the different waypointpaths
x7 all of the other players
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21 different paths for each player
x8 for each player
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168 AI waypoint paths

But if it makes this map one of teh best large maps made w/o lag, then I'll do it :D

-Lord_Atlantis
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#44 Crazykenny

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Posted 16 January 2007 - 17:57

Just reminding you it will take hours of precise work, one screw up and its LAGOTASTIC
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#45 Lord Atlantis

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Posted 16 January 2007 - 18:01

Thanks for the support Kenny. I'll post a new map download when I am finished.

-Lord_Atlantis
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#46 Sic

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Posted 16 January 2007 - 18:09

View PostLord_Atlantis, on 16 Jan 2007, 18:45, said:

Let me do the math...

3 for the different waypointpaths
x7 all of the other players
------------------------------------------

21 different paths for each player
x8 for each player
------------------------------------------
168 AI waypoint paths

But if it makes this map one of teh best large maps made w/o lag, then I'll do it :D

-Lord_Atlantis


I will name you mapper of the year if you do this right. :D
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#47 Crazykenny

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Posted 16 January 2007 - 18:20

You have the power for that?
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#48 Sic

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Posted 16 January 2007 - 18:46

That's why :D has it's function.
Yet, Atlantis :brentdance:
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#49 Crazykenny

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Posted 16 January 2007 - 20:03

I have plans for Atlantis you all will find out very soon :D
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#50 Lord Atlantis

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Posted 16 January 2007 - 21:24

Here is a progres report on the Base to base waypointing: 50%

Here is a screen:
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-Lord_Atlantis

Edited by Lord_Atlantis, 16 January 2007 - 21:25.

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