 Owen stated, standing up by Quinn and the others.
Each guards that have been standing up behind the larger sealed door considered the other, after which read the noise of Owen’s skill activating, and soon the entrances started.
 Innu shouted, smiling like a mad gentleman.
When they finally made available, Owen barged in the area, and might glance at the strain in between the two sides, together with everyone who was about to overcome.
“Occur, isn’t this exactly what you folks are after?!” Innu shouted, smiling such as a angry mankind.
There was silence inside the complete space, or even a sugary very soft laugh obtained come from Owen’s oral cavity, however when he considered Quinn. Within a beaten sort of way, all Quinn could do was nod.
Initially it got seemed like that they had been exaggerating or maybe their attackers obtained gone angry, the good news is the reviews were actually beginning to add up. What happens if this new source of strength was driven by bloodstream, that had been why the Cursed faction had always moved a flask with these that included bloodstream on the inside?
“I totally agree.” Oscar nodded. “Potentially our examination was only a clearly show of fear for individuals. My child is appropriate however.” Oscar positioned his palms on the top of Smantha’s shoulder blades. “It’s simple fact that you folks have always aided us and n.o.human body is able to claim otherwise. Every person clean out, we shall top of your head in the principal demand core.” Oscar bought.
This obtained were able to quell Quinn’s fury somewhat, but he nonetheless was appearing towards Oscar plus the some others.
The forming of parts and components is facilitated by the presence, within the department, of a furnace for heat treatments, which allows the gradual molding of parts even very complex interspersed with heat treatments annealing, solubilization and an oven dedicated to aging.
The presence also of the plants for surface treatments of galvanic and painting, makes Aerostrutture able to ensure the fulfillment of all the steps of the supply chain, being able to carry out internally all the phases that lead from the flat plate to the finished product painted and marked.Last version, same name, delete any older files.
I had to right click the file icon they show and hit download, it wouldn't work by clicking on the icon.
!!! Also you might need to have oldskool installed.
I been working on this for like 5 years, but had to start from scratch because of a hard drive crash. I had a 2 map combo but I can't make the other one all over again, was a pile of work, lost forever.
The whole idea was mainly to get the bots to finish the map on their own.
But if a few could check it out for me. make sure the files don't mismatch or something missing.
I don't really map to make things look all that good, but like 4 billion percent better than the weird old MH stuff.
If it works, the main thing is if I need more weapons, more enemies, it's really hard to balance this stuff.
Or any glitches.
Like I said my main mission was only to make the bots play without a snag, the last large room (that most will hate), it is possible that the bots may get screwed up.
I must have tested this like 1000 times for that.
I could turn on or add a teleporter so the last room (area) won't take so long. 
Final version.....hold on a few more edits.
Don't upload to a server, or delete it if you try it because I need to change a few things, and of course what others suggest, however I am pretty tired of working on it. But I could change the amount of enemies, or weapons, ammo pretty easy.
I know of one minor bot snag, so I need to fix that, right in the beginning, they get caught on the corner by the window trying to get down 2 damn steps, LoL.
You can rip on it if you want, just try and see if it should play harder, or not, I don't care about how it looks since that wasn't my goal.
Last edited by Red_Fist on Sun Jun 28, 2015 5:07 am, edited 10 times in total.
I'll download it when i get home from work tomorrow. Always a fan of MH-maps that incorporate bot play!
EvilGrins wrote: I'll download it when i get home from work tomorrow. Always a fan of MH-maps that incorporate bot play!
I would be grateful if you did some picts for me, ever since photobucket screwed the place up, I never figured out or use a place for picts, I get messed up with forums. I wish the forums themselves would do their own private hosting.
sure seems it used to be that way ions ago.
Ya I just don't know what to think about the map, might be boring, not sure if server mods will make it better, I been "in" it for so damn long as fixing for bots and things I kind of got lost in any opinion I may have.
look in the thread for link.
I have had that file so long I didn't think it was not a stock file.
Anyway I played without my normal test (the same map here), took out the supershock for bots and myself used for quicker testing.
It just seems like a boring map, like a crossbreed of SP with little story and a MH without as much spam, still have trouble in that last big room I feel like chopping it off and just end it right there. Dunno, it needs something or a lot of things lol.
Last edited by Red_Fist on Wed Mar 25, 2015 7:17 pm, edited 2 times in total.
Think the forum does do photo hosting, but I never checked it out as I had my old livejournal account.
Another few albums there too, but try not to go poking around too much beyond that one.
I... think I have a bad utx package, as some of the textures (ceiling at the start) are default ugly... Mind telling me what utx is used for the ceiling?
OK all I can say so far is, todo list (1) change ceiling texture.
I need to rename my texture file I been using the same damn name from a ten year old map, so if that gets out the old map is missing textures. But while looking I believe I got it from Mine.utx. Originally I only used a small amount of textures and just put them all in MyLevel instead of the map getting it from large stock utx files.
But I am not sure if you mean it's just an ugly texture, or if it has some serious glitch bad artifacts from import export, so I will have to let that ride for now and will get some other stock texture. It don't look that bad though unless it's because I use open GL?
Nonono I mean that it's that default bobbly texture shows up rather than the actual used one. I guess my Mine.utx is bad, so I'll have to redownload that (noticed that this happened with not just yours, but quite a few other MH maps). Ok, once I fix this I'll give a proper review.
Ok, I played half of it.
This made me find a FerBotz bug in state handling (on long paths).
I can be of assistance if you wish.
Seriously, Navigation point count has to go down.
Well the situation is, like by the first steps I think my BSP is causing bot path problems, a total pain in the arse, move one, something goes wrong.
If you are referring to that last large room, with the ramps, I wanted to use sort of a natural way to make the next group of pawns to go down the ramps. However the ramps are too long for a regular path to be created so I had to use lift exits for the bots.
But then using MH waypoints I have to make the bots kill all the pawns before they are allowed (want) to go to the next waypoint.
They bots will not proceed unless the batch of pawns is killed, but they have to proceed once they are killed.
I also did that whole large floor, so it added a slew of nodes.
If any one of the paths are messed with it will foul up the map as a whole. So just about every pathnode will affect it one way or another and the bots will screw up and not complete the level.
Go ahead and edit all you want, but the end result is, using my test (I added 4 supershocks in the first room) I set it to slomo 8 or more, I "addbots" 12 and they (stock bots) will rip through the map like crazy. The last room is where any trouble will happen, mainly because of those long dang ramps but they will do it like 99.8% of the time. So either I made those steps to steep, lift speeds and delays, I mean there is a whole array of things that will mess up the bot flow.
Also the lever 8 will cause problems, if I mess with the nodes because of the ramp above, and all those levers are close to the walls. Now I could eliminate that lever problem and use triggers, but I just got to stop working on this so I left them as movers that they have to touch.
The whole bot pathing is based on having them appear to WANT