Ulukai {l Wrote}:And above all: be your own judge. Be critical for yourself untill you are 100% pleased witht he result.
wowie {l Wrote}:That is why I put the flamer in the water. It's useless until you get it out of the water, and I did that on purpose.
inpersona64 {l Wrote}:I think he's trying to make a statement..that no one likes the flamer. Which is why he tossed it in water. To make it harder to use. With that, people will either use it less or not at all (on his map).
wowie {l Wrote}:Judging from feedback it seems like people have strong and/or mixed feelings about my placement of the flamer.
My intent was to simply make the map the way I wanted it...
Please take any future conversation on the flamer to another thread unless what you have to say is relevant to the construction of this map.
I have added a poll so I can get more concrete data on what everyone's opinion is, and improve my map with said data.
wowie {l Wrote}:The votes are in. The flamer is going to stay put, for now.
On to another issue. (From this point on drop the flamer placement issue until further notice please.)
Because of how vertical the map is, I don't know the best way to path it. Bots are good at running around on large flat maps but...
Players a capable of all sorts of acrobatics and shenanigans that the bots couldn't even begin to perform.
Jump from the bottom level to a grenade spawn and back without touching the middle level.
Now watch a bot try (and miserably fail) to do the same stunt.![]()
How should I path this thing? I can't restrict the bots to the middle level without severely limiting their weapon availability,
and I can't let them run free without also having them repeatedly fall to their doom.
wowie {l Wrote}:I thought that aiclip also prevented bots from entering an area at all. Thanks!I learned something today!
Note to everyone: Next version of platform is coming as soon as I get around to remaking the pathing!
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