+On non-CTF maps or if automatically calculated symmetry doesn't work well (symmetrical waypoints can't be found or are in a wrong position) it's possible to manually determine the origin or axis of symmetry with the commands `wpeditor symorigin get|set p1 p2 ... pX` and `wpeditor symaxis get|set p1 p2` where p1 p2 ... pX are positions "x y z" that you know are perfectly symmetrical. With `get` values of origin / axis are printed to the console, with `set` values of origin / axis are applied immediately (saved to the g_waypointeditor_symmetrical_* cvars).
+
+To find perfectly symmetrical positions, you can go to a place of the map where you are blocked and can't move further away from origin / axis of symmetry, e.g. the corner of a room, print the origin of your player model to console for example with "say %o" or by spawning and removing a temporary waypoint, move to the symmetrical place of the map and do the same.
+
+Before calculating and applying symmetry settings from those positions, make sure there is no user-made waypoint on the map, you have to manually remove them because they lack the corresponding symmetrical waypoint. To calculate and apply symmetry settings, use the appropriated `set` command with those positions as parameters.
+
+Example 1:
+```
+p1: "-700 -2000 600"
+p2: "700 -2000 600"
+wpeditor symaxis set "-700 -2000 600" "700 -2000 600"