sektor2111 wrote:Well, big-giant-huge maps are not that compatible with Bot Pathing because of NAVIGATION limitations from Unreal Engine. Good luck with finding such stuff. Yeah, I'm playing with Bots as well and I don't even think at huge maps - Many of them are borked at this point, having a lot of space with no paths. So what exactly are we looking for ?
Check out Konosus II (Actually I think it's "Konosus][", sorry, I don't do 733t speek) and 2nd or 3rd Space Beacon. In fact 3rd Space Beacon is probably the better version, it has bot pathing tweaked to the point where the little bastards will slaughter you in a heartbeat 8-/ Anyway, those are the kinds of thing I have in mind, and I can soak up hours of time playing them. I can't speak for the navigation problems, and on some of the levels it becomes easy to predict where bots will appear and to ambush them. But the well-done levels have enough of a variety that you just can't possibly cover all the approaches alone, which makes it really challenging.
I realise these levels are a huge amount of work for the creators, and adding paths increases that workload substantially. If I was any good at getting UnrealEd to work I'd try my hand at it, but I seem to be completely retarded when it comes to using that program. Which is kind of odd, because back in the late 90s I used to make some kick-ass single player and DM Quake maps using Worldcraft. But the skills I developed there are absolutely not translatable, and even when I open existing UT levels to try and understand them I just get completely lost. So unfortunately I've had to fall back on finding great levels done by guys who know what they're doing. Hence my post (-8