- Mar 2, 2009
- 986
- 605
It seems to me that you're talking about bots. Maps really arn't made for strict bot usesage only. Meridian pre-dates bots I believe, so making minute changes for bots isn't really needed if you can just go into the nav mesh and edit it yourself.I know this is an old thread--but I have something to say about the map.
First off, this map hasn't been discussed in a while, and something has changed greatly since the final post here by Nerdboy--bots. etc.
It seems to me that you're talking about bots. Maps really arn't made for strict bot usesage only. Meridian pre-dates bots I believe, so making minute changes for bots isn't really needed if you can just go into the nav mesh and edit it yourself.
Bots wouldn't work with these gamestyle. Its CTF/A/D/TC ... They don't understand any of that.
So... I'll have to do this myself if I want to play with bots, huh...
They understand it fine. When they don't get stuck, they capture the flag. It's the fact that they have issues with exploring the map, and getting suck on objects in the process.
As Frozen stated, this is not a problem with the map but bots and the generated nav-mesh. Removing entire features like drop downs would be the only solution and would largely alter a maps gameplay. Which, for the sake of making bots appear less dumb, is a bit much.
Part of the problem lies in that bots don't quite think things all the way through when it comes to navigating around doors that can either be open or shut based on what happens during a round.
They understand setup doors, or rather they APPEAR to understand (if you forget to put setup doors, attacking bots will not leave the area marked by visualizers or shoot anything until the end of the setup period). In reality, the nav mesh assumes all doors that can be opened are open at any given time, so bots like to walk into closed doors expecting them to open.
They also do NOT like to go into an area where they will even come close to taking 1 HP of fall damage by holding their version of W.
For some problem areas, you can manually edit the nav mesh to cut out pipes and the water areas from their pathing; as there is no pathing for them in that area, they won't go through it.
But round-specific doors are unfixable, to my knowledge. They can't comprehend or tell the difference between a closed and open door from one round to the next.
But round-specific doors are unfixable, to my knowledge. They can't comprehend or tell the difference between a closed and open door from one round to the next.
Lesser-known I guess but marking those door paths with nav_transient should fix that. nav_transient tells the bots that a space may or may not be blocked. Valve uses it for the randomly open/closed paths in cs_havana.