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Here's my Blueberry#1414
We played on it for an hour with ~6 marines and it turns out pretty well:
* The fight area is larger (meaning aliens are less packed up == less lags, more 1v1)
* I managed to upgrade skulks to climb doors, and lerks to actually use vertical space on an outside map much more
* I added a new winning condition: killing chairs. Since bots will be bots, the round could otherwise last forever because of respawners, and/or marines standing in unreachable locations. That way the round is about "holding": once aliens are in and actually do control the inner layer of the fortress, the round is soon over.
If a mapper wants to build a similar designed map (an outside fortress with several embedded layers), I would be more than happy :), but right now that's all I got.
However, feedbacks are always welcome to fix this !
* Skulk AI is now the one I used from Sentinel (on hardcore)
* Lerk AI fixed to use vertical space much more
* ns2_def_troopers map updated to cause less lags, and to actually be much easier to defend
* Adding difficulty scaling: the lower the player count, the more damages you do and the more resistant you are.
* removed the boneworm (too tanky perf wise)
* loads of minor tweeks and fixes
Thanks heaps for the links, I'll have a geeze
You can check here for what a clean mod looks like: github.com:Katzenfleisch/sentinel . If you need some "documentation" I suggest you start here: https://steamcommunity.com/sharedfiles/filedetails/?id=802509066
Suggestion: Maybe you could figure out a way to adjust the movement speed of the bots based on wave to help with the difficulty factor.
* I performed some optimisation on bots to put a lot (a lot) of them on the map moving at the same time, those do not need to get order or to be really aware of the surrounding most of the time, unlike "Realistics bots" which are more real time bots than canon fooder. So my bots are not really 'bots' nor a 'class Alien' but an entity with a collision box (just like babblers). That's why you can't give them order as a Khamander for now and you spawn skulks with the babbler ball :)
* I have no need for bots to walk around, listen for sounds or build and pathfinding is pretty straigth forward (find closest targets, attack the most important one (depending on the lifeform))
* I need additional code to force bot to chance weapon (Spore / Bile bomb / Stomp)