Maps for AI Build placement tests?

Maps for AI Build placement tests?

Discuss maps & map creation - from concept to execution to the ever elusive release.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Maps for AI Build placement tests?

Post by AF »

What would be the best map for testing this?

Such a map would need:
  • Water
  • Hills
  • Cliffs
  • Steep ramps
  • Shallow ramps
  • Bumps bits
  • A Large flat area for testing with multiple buildings for unhindered base construction tests
  • Small flat areas
  • Ravines or gaps surrounded by clifs, e.g. corridoors with steep walls
  • Islands
  • Ponds
  • Land touching the map edge at some point
  • A patch of trees
  • Some huge features
  • Some small ones
  • Impassable features
  • Passable features that can be built on and ignored
  • A region with a mix of Reclaimable and nonreclaimable impassable features
I'm not fussed on aesthetics. Metal spots rather than metal fields preferably. If water is present, underwater spots too. Wind speed irrelevant ( this can be controlled by including a gadget cant it? )
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Maps for AI Build placement tests?

Post by knorke »

Image
Test all the maps!

Some maps that are special in some way:

flat, full of features
http://springfiles.com/spring/spring-ma ... spireplain

ramps, mexes in shallow water
http://springfiles.com/spring/spring-maps/pathway

ramps
http://springfiles.com/spring/spring-maps/ravaged

many small islands with mex on them
http://springfiles.com/spring/spring-maps/hundredsisles

no direct path to enemy, no features
http://springfiles.com/spring/spring-maps/valley-unrest

trees, field metal, hills
http://springfiles.com/spring/spring-ma ... tlefieldv2
Wind speed irrelevant ( this can be controlled by including a gadget cant it? )
No wind controll function here, so I think no.
zK has its own wind thing (high ground=more wind) but I think it does not change the engines wind but just is some completly new.
Afaik that is the only game to do that.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Maps for AI Build placement tests?

Post by AF »

hmmm, the problem here is that I cannot automate the test, else I would run through every map using all starting locations.

It's necessary to sit and watch the AI go about its business. You can speed things up then take a snapshot and that gives you some information, but to really see the cause you need to see the construction units doing the building, where they are, and what they build in which order, relating to where those positions are.
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