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New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 00:27
by Mysteryem
I'm currently working on a maze maze, which has a big reward in the middle (lots of oil dericks) unfortunately the ai absolutely fail at doing anything in this map. I think that I need to reduce the amount of oil dericks in the center. What do you think?
amazing.png
middles.png
middlen.png

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 00:59
by Jimmbob
Looks excellent :)
Cant wait too see the finished thing!

Maybe take the odd oil out, you will still have plenty!

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 04:27
by cumandgetit
Mysteryem wrote:I'm currently working on a maze maze, which has a big reward in the middle (lots of oil dericks) unfortunately the ai absolutely fail at doing anything in this map. I think that I need to reduce the amount of oil dericks in the center. What do you think?]
amount of oil in the center has nothing to do with "the ai absolutely fail at doing anything in this map". to get the ai to work well is
a simple fix in map making. as a multi-player map there are more serious problems not easily fixed. i'm going by screen shots alone so i
could be totally off. Ooops, 4 sentence post limit just exceeded. O_o

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 10:27
by Mysteryem
I should've probably started a new paragraph, the ai failing and the oil dericks don't have anything to do with one another.
They all end up getting stuck.
They all end up getting stuck.

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 11:13
by cumandgetit
Mysteryem wrote:I should've probably started a new paragraph, the ai failing and the oil dericks don't have anything to do with one another.
badai.png
under certain topographical conditions oil resource placements will cause a.i. trucks to get stuck. trucks are prone to range to oil resources as the crow flies rather than the long way around. if trucks in PF come upon the shortest but impassable point to a resource they will get stuck there. when that happens you have to move the resources an additional 6 tiles away from the trucks stuck point so they will no longer hone in as the crow flies and will proceed in linear ranging along passable terrain (no less that 3 tiles wide is best for passages and ramps).

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 21:28
by Per
I can have a look at the AI problem, if you post the map.

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 22:04
by cumandgetit
Per wrote:I can have a look at the AI problem, if you post the map.
posting the .lnd would be best as everything about wz map performance is a "gestalt". that is, your dealing with inextricable, interlocking, factors like PF, unit ai, topography, placements (especially resources & features) as well as all player ID assignments. The whole is greater than a mere sum of the parts isolated from each other and a serious enough miss step in any one area will drag down the whole performance.

Re: New Map 4c-megamaze (work in progress)

Posted: 06 Feb 2009, 22:48
by Mysteryem
Ok, but I'd have to give you all my new features, txt documents and texpages, both for the game and for editworld and the piestats.wrf.
Generally most of them don't block up, but if one tries to retreat it starts to muck everything up, also when units are on opposite teams they just collide with each other, if they're on the same team then they smartly pass each other, most of the time.

4c-megamaze (work stopped)

Posted: 14 Mar 2009, 11:48
by Mysteryem
Due to some terrbile pathfinding issues I've stopped work on this map, although I might redo it with larger gaps bettween the walls in a while.