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InsideQC Forums • View topic - The Definitive Frikbot Waypack

The Definitive Frikbot Waypack

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The Definitive Frikbot Waypack

Postby Lightning Hunter » Tue Jan 26, 2010 2:09 am



After working on this for nearly 6 months on and off, I give you the Definitive Frikbot Waypack! Get ready for hours of bot fragging fun!


This pack adds bot support for nearly 400 user created Quake maps, all extensively tested and perfected by the biggest bot perfectionist (me). It is for use with the . Around 167 of these were created from scratch, while the rest were improved by me. When I say improved, I mean that I basically spent so much time updating waypoints by other authors that it probably would have been easier creating them from scratch. I was very meticulous about making sure each and every map had the best bot support possible. I didn't slack off in any one map! For this very reason, I have titled this pack the Definitive Frikbot Waypack. You will not find a more comprehensive archive of Frikbot waypoints - all of them the very best quality. Nothing has been left out, so stop your waypoint searching here. ;)


There is no way I'm going to list all of the maps here, but I'll just say that all the most popular ones are there - including many of the new releases! Aerowalk, the ztn series, Ultrav, the pope series, plpak series, dapak series, ukpak series, Misdm series, fragtown series, efdm series, and much more. There are some rare maps supported in this archive that many people have probably never heard of!


All the official Painkeep maps have been given special attention with this release. Although the waypoints were originally created by Monster, I felt that they needed much more work. I spent hours improving these waypoints. In the case of pk6, I spent 6+ hours improving/testing just the one map! The very last video at the bottom is from this map. All Painkeep maps have this kind of bot support with this release.

Make sure to grab the Frikbots merged with Painkeep to play using the painkeep mod. You can also play the Painkeep maps without the painkeep mod - they just won't have the new weapons. The bots will understand the maps both ways.


In correspondence to the waypoint pack, I have compiled an archive of all the maps and uploaded them separately. I did this to make it very convenient, so you don't have to go searching for download links to all 400 maps. Some of these maps are rare and almost impossible to find anyway. You don't have to download the mappack if you simply want bot support for a handful of maps in your Quake folder, which is why I uploaded them separately. The Waypoint pack is only about 800kb, while the Mappack is over 100MB. I highly recommend downloading the mappack if you want to experience all if it though!


-Download the DefinitiveFrikbotMappack.zip and DefinitiveFrikbotWaypack.zip, and extract them both to your Frikbot mod folder. Make sure to use folder names, so that everything goes to the right locations.

-In the \maps folder where you extracted everything, you will notice there are 32 .ENT files, along with QBSP.exe and "ENT patches.bat". Run the ENT Patches batch file to modify 32 maps to work better with the Frikbots.

NOTE: I didn't want to upload any modified .BSP files in order to respect the mappers, so I included the ENT patch as an alternative. Basically, there are some maps that don't work right with the Frikbots unless you modify their ent files. If you don't run "ENT patches.bat", then 32 of the supported maps will have some major issues, or not work at all with the Frikbots. This is mostly due to mappers including waypoints for other bots in the .ent files, which screws up the Frikbots. I did include some minor fixes to various maps in these patches, such as better playerstarts for the Fragtown series.

-That should be it! I included a maps.cfg file that has all the maps with this release. If you want hours upon hours of bot fragging fun, I recommend you turn on random map rotation, and let the game surprise you with a new map every time a match is over! This is the main reason I created this pack!

[color=orange]

NOTE: This pack does not currently support QuakeWorld. I'm looking into making a QW version in the future, so be patient! It should work with every other engine, however.



Waypack Mirrors:
(Thanks to Shadowborg and the FBX Resource Cube)

Mappack Mirrors:




Here are some high-res texture packs to complement a few of the maps in this pack. Download them if you want to spruce up the appearance of a few maps.









[color=orange]

Some videos I recorded to show off the navigation of the Frikbots with this pack. You will see the bots make mistakes in the game of course (Frikbots aren't perfect), but this shows what you are downloading, nonetheless.

Cmt1b: Shows the bots navigating the map pretty well.


Spirit1dm2: The bots navigate Spirit's new map that just came out.


Ztndm6: The bots get all the secrets in this popular Ztn map. They even use the secret teleporter!


Efdm12: The frikbot collects 3 very hard to obtain power-ups in a minute.


Agent: The bot Rocket Jumps into an air-vent to obtain a hard-to-reach Pentagram.


Ztnbase: Great navigation on this large base map by Ztn.


Damaul2: The bots grab all items in this massive level!


Pk6: This last video simply shows a bug I manipulated with the Frikbots to get them to perform a 2-button sequence in this Painkeep map. The part where the bot gets stuck on the wall was where the bug was abused. Basically, I tricked them into only going for the buttons if the Rocket Launcher room is not yet open. Once the room to the RL is open, they no longer go for the buttons. Play this map for yourself, and you will see them get that RL room open in about 3-5 minutes on their own (with about 4-6 bots in the map).
Last edited by Lightning Hunter on Sat Apr 17, 2010 5:51 am, edited 5 times in total.
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Postby Team Xlink » Tue Jan 26, 2010 2:19 am

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Postby Lightning Hunter » Tue Jan 26, 2010 4:01 pm

Thanks guys. :)

Hey Frika C, someone over at thread was saying that the Frikbots weren't moving in Quakeworld or something. Is this just the way they are in Quakeworld, or is something fishy going on? I haven't tested them in Quakeworld myself, so I couldn't really answer his question.
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Postby c0burn » Tue Jan 26, 2010 4:07 pm

I can't view Quakeworld.nu at work. What engine are they using?
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Postby Lightning Hunter » Tue Jan 26, 2010 4:27 pm

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