Effexx
05-30-2003, 01:43 AM
I saw in Fuzzdad's thread for Flugplatz that Hulk Bogan thanked FD for making that map "Bot Friendly"... This got me thinking... I've been messing around with waypointing lately, and have noticed that maps seem to be made with the "human" element in mind... While the bots can pull off some tricky operations with a little fancy waypointing they are nowhere near as innovative as the people that play... I'd like to remind mappers that not everyone has broadband connections, and many people prefer to play with the bots instead of online... I would just like to suggest that mappers keep this in mind when designing their maps... Here's a list of some of the things I could think of that would make botplay more enjoyable without detracting from map design radically...
* DOORS ... In general ...
Just because you have a doorway doesn't always mean you need to have a door.... Bots CAN operate doors somewhat effectively, but sometimes get confused if they don't hit it just right...
Leave enough room on either side of a door to open fully, and still be able to walk by it... Bots are infamous for trapping themselves behind them or even in them... I'm sure you've all heard that damn door noise loop endlessly because a bot got stuck...
* NO DOORS IN SPAWN AREAS ...
10 or more bots all rushing for the same door at the same time causes one hell of a traffic jam... They aren't as polite as you or me, and have a hard time taking turns...
* NO INTRICATE SPAWN EXITS ...
If you absolutely must add a door to your spawn area then at least make it easily accessable so the bots don't jam up in a bottleneck of twists and jumps just to get out...
* MAKE MAIN ROUTES WIDE ENOUGH ...
You don't have to get crazy with this... I'm just asking that if a certain path is considered a main route to a flag or objective that you make it wide enough to pass by someone without getting hung up on them... The bots sometimes forget where they were going, and turn around in narrow passages creating a blockage...
Also.. If it is a main route then don't put elaborate obsticles in the way... Bots are determined to get where they are going if it's the shortest path.. This means that if they get hung up on obsticles they will most likely stand there staring at the objective in groups wishing they could get there instead of finding another way around... Remember.. if You have difficulty navigating a certain spot then the Bots will DEFINITELY run into a problem too...
* USE MORE INVISIBLE COLLISION HULLS ...
I think that's what they are called... You know... the invisible brushes that help stop you from getting hung up on edges or corners... I can't stress this enough... Bots don't follow waypoints perfectly... They track them loosely so as not to be so "herky jerky" ... This causes them to sometimes cut corners short or make "farmer turns"... While the right waypointing will help to prevent this it doesn't eliminate it... If a human player can get stuck on a small brush edge then you can be certain that the Bots will hunt that spot down and cause major congestion... LOL..
Bots are excellent at jumping down to their next waypoint... However, when it comes to jumping up it's a different story... Another important place to use invisible brushes would be at these points... A small invisible brush at that spot will let the bots walk smoothly over the edge and prevent hang ups... It is possible to make waypoints telling the bots to jump at that spot, but even the most skilled bot doesn't always make the jump correctly.. Especially if he's under fire... He would be so happy if he could just run over the edge to get out of harm's way instead of jumping around in circles acting like a target.... Either that, or make the height of the gap less...
Well that's all I could think of off the top of my head... I'll add more thoughts as I encounter them... If you have any suggestions then feel free to add them here as well... If just some of these suggestions are taken into consideration by mappers when designing layouts it would make a world of difference when waypointing, and the bots would love you...
...
* DOORS ... In general ...
Just because you have a doorway doesn't always mean you need to have a door.... Bots CAN operate doors somewhat effectively, but sometimes get confused if they don't hit it just right...
Leave enough room on either side of a door to open fully, and still be able to walk by it... Bots are infamous for trapping themselves behind them or even in them... I'm sure you've all heard that damn door noise loop endlessly because a bot got stuck...
* NO DOORS IN SPAWN AREAS ...
10 or more bots all rushing for the same door at the same time causes one hell of a traffic jam... They aren't as polite as you or me, and have a hard time taking turns...
* NO INTRICATE SPAWN EXITS ...
If you absolutely must add a door to your spawn area then at least make it easily accessable so the bots don't jam up in a bottleneck of twists and jumps just to get out...
* MAKE MAIN ROUTES WIDE ENOUGH ...
You don't have to get crazy with this... I'm just asking that if a certain path is considered a main route to a flag or objective that you make it wide enough to pass by someone without getting hung up on them... The bots sometimes forget where they were going, and turn around in narrow passages creating a blockage...
Also.. If it is a main route then don't put elaborate obsticles in the way... Bots are determined to get where they are going if it's the shortest path.. This means that if they get hung up on obsticles they will most likely stand there staring at the objective in groups wishing they could get there instead of finding another way around... Remember.. if You have difficulty navigating a certain spot then the Bots will DEFINITELY run into a problem too...
* USE MORE INVISIBLE COLLISION HULLS ...
I think that's what they are called... You know... the invisible brushes that help stop you from getting hung up on edges or corners... I can't stress this enough... Bots don't follow waypoints perfectly... They track them loosely so as not to be so "herky jerky" ... This causes them to sometimes cut corners short or make "farmer turns"... While the right waypointing will help to prevent this it doesn't eliminate it... If a human player can get stuck on a small brush edge then you can be certain that the Bots will hunt that spot down and cause major congestion... LOL..
Bots are excellent at jumping down to their next waypoint... However, when it comes to jumping up it's a different story... Another important place to use invisible brushes would be at these points... A small invisible brush at that spot will let the bots walk smoothly over the edge and prevent hang ups... It is possible to make waypoints telling the bots to jump at that spot, but even the most skilled bot doesn't always make the jump correctly.. Especially if he's under fire... He would be so happy if he could just run over the edge to get out of harm's way instead of jumping around in circles acting like a target.... Either that, or make the height of the gap less...
Well that's all I could think of off the top of my head... I'll add more thoughts as I encounter them... If you have any suggestions then feel free to add them here as well... If just some of these suggestions are taken into consideration by mappers when designing layouts it would make a world of difference when waypointing, and the bots would love you...
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