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The golden pot › RAINBOW NETWORKS › Main › RN|AIRWAYS - preview of a new mod
RN|AIRWAYS - preview of a new mod
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rashdawg
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PostPosted: Tue Feb 26, 2008 3:39 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Yeah i was really bad at airways. I do use the splash damage with a passion. For me its better to do 2 hits than to die trying to get a one hit kill. I know I dont have teh skill for 1 hit rockets.

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Derity
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PostPosted: Tue Feb 26, 2008 3:57 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

we need maps with where players have much airtime, there you need direct hits. in a normal game you will mostly shoot at the ground to hit and it is
quite difficult to shoot directly at someone dodging on the ground so you dont use direct rockets in that situation.

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jackthompson
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PostPosted: Tue Feb 26, 2008 4:27 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Derity wrote:
we need maps with where players have much airtime, there you need direct hits. in a normal game you will mostly shoot at the ground to hit and it is
quite difficult to shoot directly at someone dodging on the ground so you dont use direct rockets in that situation.

i've just tried dm4ish with the mod and it was awesome... you jump all the time in the large room from wall to wall or along a wall and shoot at people coming out of all the holes... and oa_shine is fun too... i added both to the rotation..

also the diagonal jumps in ce1m7 are nice... you can start from the ground or the gangway on one side and land on the ground or the gangway on the other side... no need for the jumppad... only the small spawn platforms are in the way sometimes... :D
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Jericho
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PostPosted: Wed Feb 27, 2008 9:06 am    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Had a hard time playing against a bot yesterday. Seems they don´t bother with splash damage anyway, aiming directly and with a good skill. Also, they just duck and crawl around, which, strangely, makes them quite hard to hit. (still, unlike us, they cannot kick you out, can they :hoho: )

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chiquita
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PostPosted: Wed Feb 27, 2008 9:34 am    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

I used bot maker a while ago and there were hundreds of variations of the charactistics, if you were to create one it would take a long time to actually define all the settings. Not only that but there were about 5 slider controls for each setting to set levels of aggression and defence etc. I loaded a default one and got fed up and setting about 50 things and realised I hardly changed anything.

Not only can you set them as walkers or crawlers but combine them to integrate with all the map objects, maybe you could have ones that duck at certain objects or behind jump pads but behave differently with other criteria. I remember getting as far as think time and seeing you could change think time depending on what weapon they had.. oh I shut it down and never used it again. It was like a never ending story :)
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Derity
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PostPosted: Wed Feb 27, 2008 10:36 am    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

just tell a someone what style to use and play against....

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Jericho
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PostPosted: Wed Feb 27, 2008 12:09 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Thx for the explanation Chiquita. =)

Derity wrote:
just tell a someone what style to use and play against....

I´d say using the jump pads without any rocket boost makes you too vulnerable. Concerning bots in Airway, I think the key is to realize they don´t dodge and aim where they are. And you can always spam rockets like there´s no tomorrow. (easy to write, still I sux pretty much :/ )

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Derity
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PostPosted: Wed Feb 27, 2008 2:02 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

First thing to learn is midair rockets on jumppad users :D

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Piddy
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Joined: Nov 28, 2007
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PostPosted: Wed Feb 27, 2008 2:35 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

If I see someone walking towards a jumppad, I just spam rockets right in the center of the pad. Works like a charm. It's like a mousetrap.

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W1ZrD
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PostPosted: Wed Feb 27, 2008 4:10 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

puler = sex iirc...oh <-- that is off-topic

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Derity
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PostPosted: Wed Feb 27, 2008 4:42 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

thats interesting, what language?

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[sXe]
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PostPosted: Thu Feb 28, 2008 8:04 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Add the map q3amphi! It's an excellent map for rocket air actions.

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jackthompson
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PostPosted: Fri Feb 29, 2008 9:33 am    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

[sXe wrote:
"]Add the map q3amphi! It's an excellent map for rocket air actions.

Done... but that map has no aas file for the bots... so I made it voteable...

...

The bots use the "cannon" in plutonians all the time since i've increased their number and set their skill to 1.. :D great for aim training..
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[sXe]
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PostPosted: Fri Feb 29, 2008 7:47 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Uhm the map is quite useless on OA bcuz of missing heaven textures => full tearing with the wall textures :|

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Last edited by [sXe] on Fri Feb 29, 2008 11:59 pm; edited 1 time in total
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chiquita
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Joined: Sep 01, 2007
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PostPosted: Fri Feb 29, 2008 8:34 pm    Post subject: Re: RN|AIRWAYS - preview of a new mod Reply with quote

Do you have the textures mod?

If I'm not mistaken then I might have picked up the textures mod from somewhere and put it in baseoa. If I connect to a server I tend to forget that maybe other people see something crap because I didnt add the textures mod with the game.

I'm sure q3dm6 has ground textures missing.. how could this be overlooked, its the most important map. Or maybe the mod wasnt in with the game folder. I'm confused.

For custom maps is there a tool to compare the textures and perhaps list the missing ones, or even better, replace them?
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