High quality waypoints
While working on the bot AI I wasn't happy at all of most map waypoints so I started improving them:
- shorter paths
- less chances for bots to miss a waypoint and get stuck on particular paths e.g. involving stairs and tight turns
- added waypoints in every possible place where bots may end up by fault (e.g. if pushed by an explosion) so they don't get stuck
- added hardwired waypoints to allow paths passing through not very dangerous slime/lava or fix unconnected jumppads (and other situations) (see comments in the *.hardwired files)
-
afterslime -
atelier -
boil -
catharsis -
courtfun -
dance -
darkzone -
drain -
erbium -
finalrage -
fuse -
geoplanetary -
glowplant -
implosion -
leave_em_behind -
nexballarena -
oilrig -
runningman -
runningmanctf -
silentsiege -
solarium -
space-elevator -
stormkeep -
techassault -
vorix -
warfare -
xoylent
Edited by username-removed-49453