• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:37
CEST 08:37
KST 15:37
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL19] Finals Recap: Standing Tall10HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Firefly given lifetime ban by ESIC following match-fixing investigation5$25,000 Streamerzone StarCraft Pro Series announced4Weekly Cups (June 30 - July 6): Classic Doubles5[BSL20] Non-Korean Championship 4x BSL + 4x China9Flash Announces Hiatus From ASL66
StarCraft 2
General
The SCII GOAT: A statistical Evaluation The GOAT ranking of GOAT rankings Firefly given lifetime ban by ESIC following match-fixing investigation Weekly Cups (June 30 - July 6): Classic Doubles Jim claims he and Firefly were involved in match-fixing
Tourneys
$25,000 Streamerzone StarCraft Pro Series announced FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series WardiTV Mondays
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma
Brood War
General
i aint gon lie to u bruh... ASL20 Preliminary Maps BGH Auto Balance -> http://bghmmr.eu/ [ASL19] Finals Recap: Standing Tall SC uni coach streams logging into betting site
Tourneys
[BSL20] Non-Korean Championship 4x BSL + 4x China [BSL20] Grand Finals - Sunday 20:00 CET CSL Xiamen International Invitational The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Earn Rewards for Every Prediction in the Game Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile What do you want from future RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Summer Games Done Quick 2025! Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
momentary artworks from des…
tankgirl
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 626 users

HUGE potential pathfinding issues

Forum Index > SC2 General
Post a Reply
Normal
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-08-15 23:29:28
August 15 2007 06:09 GMT
#1
Here's a comparison of SC pathing vs war3 pathing. From watching gameplay vids, it SEEMS to me, that units are using war3 style pathing, except clumping together more heavily. Someone who went to Blizzcon can confirm this.

Edit: Seems like some people can't read, so I'm going to emphasize this very important point with some bold italic underlining: THE FORMATION BUTTON IN WARCRAFT 3 CHANGES THE PATHFINDING SO THAT YOUR SELECTION MOVES AT THE SPEED OF THE SLOWEST UNIT. THIS HAS NOTHING TO DO WITH UNITS GETTING CLUMPED UP INTO A NICE LOOK GRID, AND THERE IS NO WAY TO DISABLE THIS ASPECT OF THE WAR3 PATHING!!!

SC pathing: units move parallel to each other, unless they're going down a ramp or something else is obstructing their path, or the formation is outside of the "magical boxes".

[image loading]
[image loading]

It's a little inaccurate at times, but it generally gets the right idea.

[image loading]
[image loading]

(edit) If the units are outside of the magic boxes, they all converge on a single point, regardless of whether or not the point is inside or outside of the unit formation.

[image loading]
[image loading]


War pathing: units fall into a nice looking box

[image loading]
[image loading]

Oh no! All that time I spent setting up a nice little formation to protect my archmage was completely wasted.

[image loading]
[image loading]

It doesn't matter if they are tightly packed or spread out, they still fall into the same spread box formation. You might also want to take note that the position of the box is dependent on the direction you clicked the command in.

This box may look nice, but it has huge implications on unit formations, in other words, you can't set one up! Toggling the formation button does nothing - that sets it so that a group of units moves at the same speed as the slowest unit.

Someone from Blizzcon can probably answer this. I've noticed big units like siege tanks tripping up as they try to rotate around each other, instead of moving parallel to one another so they wouldn't have to get around each other. It also seems like no matter what the player does, marines travel in huge boxy clusters.

That box may LOOK nice, but it plays horrible, and out of all of the features that you can argue newbie up war3, this is by far the biggest one. The most optimal pathing formation is one where all your units move parallel to each other - refer to 1,000 vods of players setting up zergling surrounds, moving perfectly set up zealot walls to charge tank lines and block zerglings from hitting your templar, and deliberately calculated tank formations. With war3 style pathing, these formations would immediately be broken up in a single move command.

I don't understand why anyone else hasn't brought this up but me, and whenever I posted about it during war3 beta, I got ignored. This is a HUGE FUCKING DEAL and we need to make a lot of noise about it to get this fixed as soon as possible.

Unlike a lot of other comments about war3 in this forum, this is not a blind "war3=noob" flame, it's a serious issue that's gone without discussion.
aaaaa
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
August 15 2007 06:11 GMT
#2
Try adding a dragoon or templar to that first photo and see if it's just because they walk at different speeds.
I live in perpetual fear of terrorists and studio gangsters
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 15 2007 06:13 GMT
#3
On August 15 2007 15:11 5HITCOMBO wrote:
Try adding a dragoon or templar to that first photo and see if it's just because they walk at different speeds.
In the second photo I'm only commanding footmen around, but I'll go check it out
aaaaa
Axsynthe
Profile Blog Joined June 2007
United States161 Posts
August 15 2007 06:13 GMT
#4
I remember that there was a scattered option on War3. In fact, I believe you have it selected, and I have no idea why your units still get into position.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-08-15 06:36:28
August 15 2007 06:28 GMT
#5
On August 15 2007 15:13 Axsynthe wrote:
I remember that there was a scattered option on War3. In fact, I believe you have it selected, and I have no idea why your units still get into position.
Addressed it. Having formations on moves your units at the speed of the slowest unit in the selection.
aaaaa
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 15 2007 06:34 GMT
#6
Having two different units in your group doesn't seem to have any effect.

[image loading]

[image loading]


However, the pathing may take an extra few seconds to get sorted out in its final formation if a slower unit is blocking a faster one. I can't exactly screenshot this, but it happened to me here.

[image loading]

[image loading]


I also forgot about the "magical boxes" - if the group of units is a certain distance apart, then they converge on a single point.

[image loading]
[image loading]

Personally i feel that the best UI setting for the "magical boxes" would be to define them as a box bounded around your current selection - anything inside the box converges, anything outside the box goes parallel.
aaaaa
LosingID8
Profile Blog Joined December 2006
CA10827 Posts
August 15 2007 06:41 GMT
#7
yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much.
ModeratorResident K-POP Elitist
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
August 15 2007 06:58 GMT
#8
On August 15 2007 15:41 LosingID8 wrote:
yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much.


Haha^^..

I totally agree with the topic starter. Pathing and unitmovement is one of the biggest, maybe the biggest deal in an RTS.
I mean - all graphics and good gameplay ideas don't help anything when you can't control your units you like want to.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Brutalisk
Profile Joined February 2007
794 Posts
Last Edited: 2007-08-15 07:53:58
August 15 2007 07:50 GMT
#9
Yeah you're probably right. It definately should be like in SC1. But as we know, nothing is final yet, and maybe Blizzard considered this as a minor issue (not important for their demos/presentations -> include WC3 pathing and leave it untouched for now) which they can change later on.

They were in a hurry to make a playable version for Blizzcon, and people first want to see the graphics, units and so on, so I guess that this was low priority but will be changed before release.

A neat thing maybe would be an option to set different formations (e.g. horizontal row, vertical row, clump together, spread, keep this formation [SC1]).

But it's good that you made this thread... this is one easily overlooked but important issue.
SK.Testie
Profile Blog Joined January 2007
Canada11084 Posts
August 15 2007 08:01 GMT
#10
Don't get into a fit about path finding stuff you guys see so far.
Blizzard is really working on pathing issues to the best of their abilities and I have no doubts that they'll pull through.
Social Justice is a fools errand. May all the adherents at its church be thwarted. Of all the religions I have come across, it is by far the most detestable.
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2007-08-15 08:04:11
August 15 2007 08:03 GMT
#11
On August 15 2007 17:01 MYM.Testie wrote:
Don't get into a fit about path finding stuff you guys see so far.
Blizzard is really working on pathing issues to the best of their abilities and I have no doubts that they'll pull through.
I'm mostly getting into a fit because I couldn't convince anyone in war3 beta that the pathfinding system was inferior to SC just because it automatically moved ranged units to the back ranks ;_;
aaaaa
Chosi
Profile Blog Joined January 2005
Germany1302 Posts
August 15 2007 08:07 GMT
#12
You are probably right, but it's still valid to post such things. It's one thing to have faith in Blizzard to do things right (which I have), but if everyone would simply rely on that faith and noone would post his thoughts and ideas anymore I'm pretty sure Sc2 will not be as good as it could be. We know Blizzard listens to us and they do it for a reason.
Someday, you’re going to fuck up so magnificently, so ambitiously, so overwhelmingly that the sky will light up and the moons will spin and the gods themselves will shit comets with glee. And I just hope I’m still around to see it.
BlackStar
Profile Blog Joined July 2007
Netherlands3029 Posts
August 15 2007 08:22 GMT
#13
Pathfinding should be fixed. But no auto-formations.
x_woof_x
Profile Blog Joined September 2004
United States659 Posts
August 15 2007 08:41 GMT
#14
they should keep pathfinding same as sc1 and have no "stupid" pathfinding units , for example: goliaths
STOP...... Manner time. 윤상현
LosingID8
Profile Blog Joined December 2006
CA10827 Posts
August 15 2007 08:41 GMT
#15
On August 15 2007 17:41 x_woof_x wrote:
they should keep pathfinding same as sc1 and have no "stupid" pathfinding units , for example: goliaths
we terran users have no right to complain when protoss have the dragoon
ModeratorResident K-POP Elitist
Fen
Profile Blog Joined June 2006
Australia1848 Posts
August 15 2007 10:37 GMT
#16
This is really interesting, I knew how units moved in starcraft but never knew how it worked in warcraft 3. Definatly something someone at blizzard should pay attention to.
FlyingHamsta
Profile Joined August 2007
United States77 Posts
August 15 2007 11:18 GMT
#17
Warcraft 3's set pathing is toggleable btw. You can click one of those buttons by the minimap to have freeform pathing.

Just another example of a UI change that makes it easier for the masses but allows the pros to show off skills. The UI change is intended for noobs to have easier control their army of varying speeds (so your catapults don't lag behind your main army, in SC that was be your vultures not moving too far ahead of your tanks.)

But a pro would have precise control over his units anyways and not need such a feature.
Kacas
Profile Joined July 2003
Brazil3143 Posts
August 15 2007 11:42 GMT
#18
...and this is exactly the difference between pros and n00bs!
I Love Hyori Lee =* icq: 41760400 / msn: kayen_chn at hotm
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 15 2007 12:34 GMT
#19
Path finding is problematic especially in a 3D environment, this is why games like counter strike uses nodes on the map to help bots navigate around because its an extremely difficult task to do. it requires more computations to process where a unit can and can not go in 3D space and how it gets there, in SC it was a relational 2D block algorithm. Where the square the unit occupies is non walk able by other units, simple and works great... for 2D

WC3 being 3D used invisible 3D bounding boxes to help a unit know its place in 3D space, so it could move accordingly over the different height terrain the issue there is that the bounding box could rotate with the unit and if it would touch another unit's bounding box then it would want to separate itself because as pointed out with the tank example spinning around - if they were too clumped together then any rotation of this invisible box would cause a 'hit' to trigger and the unit would have to recalculate how it should move to get to its destination and possibly spin around in frustration when the box just touches slightly. The way around this (how players get surrounds on heros) is to constantly tell units you want it to go HERE and constantly issue the order, slowly the path becomes clear for the unit and it will move as intended.

SC2 is going to focus on height which raises more issues like how does a unit like the colossus find its way around a group of units to move up a cliff? Could it step over them? all or some? Step on them? Then what if another colossus was blocking its path from the top of the cliff, does it wait, move around? What about when the group moves together how does it move in relation to the group? There are many issues for blizzard to consider when programming how a unit interacts with its surroundings.

I'm not convinced we'll see an exact SC1 type pathing due to the nature of the environment but like everyone else I do hope a similar approach could be worked out as WC3 was somewhat annoying having to constantly issue orders to get the units where you wanted them.

I hope this post has pointed out some of the issues blizzard will be considering behind the scenes.
FlashDave.999 aka Star
Locked
Profile Joined September 2004
United States4182 Posts
Last Edited: 2007-08-15 13:43:21
August 15 2007 13:41 GMT
#20
On August 15 2007 20:18 FlyingHamsta wrote:
Warcraft 3's set pathing is toggleable btw. You can click one of those buttons by the minimap to have freeform pathing.

Just another example of a UI change that makes it easier for the masses but allows the pros to show off skills. The UI change is intended for noobs to have easier control their army of varying speeds (so your catapults don't lag behind your main army, in SC that was be your vultures not moving too far ahead of your tanks.)

But a pro would have precise control over his units anyways and not need such a feature.



did you even read the post? this is exactly the problem, it was NOT toggleable in wc3 and they had stupid pathing (possibly because of the 3-D environment)

i would find this disturbing if it occurred in SC2 as it didn't matter quite as much in wc3 (more time spent watching units and less units to control meant pros were better able to constantly micro their armies)
UMS map pack http://teamliquid.net/forum/viewmessage.php?topic_id=50442
aW]Nevermind
Profile Joined June 2007
Venezuela73 Posts
August 15 2007 13:53 GMT
#21
wc3 patthing is not like that. You have an option to turn off formation so any unit moves at their speed, that's what pros use and it feels much nice than 2d sc, actually is one of the reasons i stopped playing brood war the pathing is so outdated, in w3 is much smootly.

But yea i dont' want my marines to walk in a formation, i want them to move like I WANT.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
August 15 2007 14:01 GMT
#22
I guess it would be useful to have a few toggles:

auto-formation
auto-walk speed
none
Blacklizard
Profile Joined May 2007
United States1194 Posts
August 15 2007 14:14 GMT
#23
They definitely should use magic boxes and related pathing as close to SC1 as possible. It just feels more natural, is easier to control, and allows for small adjustments, etc.
flabortaster
Profile Joined June 2007
Philippines99 Posts
August 15 2007 14:18 GMT
#24
Maybe custom formations? You create an formation and you press a button to "lock" the units in that position?
fight_or_flight
Profile Blog Joined June 2007
United States3988 Posts
August 15 2007 14:45 GMT
#25
On August 15 2007 15:41 LosingID8 wrote:
yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much.

funny coincedence that storm has been nerfed. Could it be that AoE is getting nerfed because they got rid of magical boxes?
Do you really want chat rooms?
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 15 2007 14:47 GMT
#26
On August 15 2007 23:18 flabortaster wrote:
Maybe custom formations? You create an formation and you press a button to "lock" the units in that position?


what happens then if you have a vertical line of marines and then they come to a horizontal swarm of lings? would you prefer they stood locked in a stright line where maybe the top few are out of reach to fire and stand there idle or move foward to arch so that all of them could open fire ? There is a fine line between wanting a unit to do what you want exactly and wanting a unit to be sensible in a given situation.
FlashDave.999 aka Star
HaXxorIzed
Profile Blog Joined June 2007
Australia8434 Posts
August 15 2007 14:47 GMT
#27
Hm, this thread makes an excellent point that we'll have to wait and see about. I sure hope Blizzard tries to remain faithful to SC's original pathfinding in this respect, if at all possible.
http://steamcommunity.com/id/HaXxorIzed
omgbnetsux
Profile Blog Joined April 2004
United States3749 Posts
August 15 2007 14:57 GMT
#28
There were some definite pathing issues at Blizzcon (maynard workers going retarded for example), but I'm sure balancing/testing will fix most of these.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
August 15 2007 15:27 GMT
#29
Um, the autoformation wasnt in sc2 demo as we all saw, they clumped up no matter what trying to get as close as possible to the poiint you clicked, not going into the wc3 formation.

But anyhow, the pathfinding is much better in wc3, and in sc2 as we saw. If you ordered your units to attack something around a corner in sc they would go in a line and get obliterated since its the worst formation ever, while in wc3 you can toggle for them to wait for each other giving them a much better formation than sc, and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other.

However, what you are talking about isnt pathing issues, its formation issues. In sc you had a semi formation system were the units kept their old formation unless something intervened with it, but the formation wouldnt hold for battles or for any obstacles wich meant that it was very micro dependant and less macro dependant, while the wc3 one is a good overall formation that is quite tight but not tight enough to be aoe targets and its kept throughout any obstacles and airunits followed the ground units, this is very good for macro but less for micro.

But here anything is good, as long as they have a formation movement toggle so that your units move in unison im happy, using it for a guardian/hydra combo would be neat since then the guardians wouldnt rush out were the hydras cant follow.
holy_war
Profile Blog Joined July 2007
United States3590 Posts
August 15 2007 16:04 GMT
#30
The unit formation is a toggle option in Wc3. Most people turn it off because of what your reasons are. You just didn't turn it off.
SoleSteeler
Profile Joined April 2003
Canada5417 Posts
August 15 2007 16:11 GMT
#31
Look at his screenshots people, it's quite obvious if you look at the formation toggle it's set to OFF
rpf
Profile Blog Joined January 2007
United States2705 Posts
August 15 2007 16:32 GMT
#32
On August 15 2007 17:01 MYM.Testie wrote:
Don't get into a fit about path finding stuff you guys see so far.
Blizzard is really working on pathing issues to the best of their abilities and I have no doubts that they'll pull through.
I said that a couple years ago when I started playing about the reaver bugs.

Don't hold your breath.
"A fear of weapons is a sign of retarded sexual and emotional maturity." - Sigmund Freud
Auspicious
Profile Joined August 2007
United States175 Posts
Last Edited: 2007-08-15 16:53:28
August 15 2007 16:52 GMT
#33
rpf is like the been there done that guy, he's always right about everything and he's already done everything/done what you're suggesting/done it better/done it more/one-upped you, and if you disagree then by God you're unAmerican and don't believe in difference of opinion. Just wait for it, he'll sarcastically apologize and then swear at me for being of inferior intellect.

As to the OP, this is a great point. It never even occurred to me, actually. I did notice that there was an incredible amount of clumping in gameplay videos though and thought it looked really ugly.
You don't fuck around with the infinite.
lololol
Profile Joined February 2006
5198 Posts
August 15 2007 18:46 GMT
#34
On August 16 2007 01:11 SoleSteeler wrote:
Look at his screenshots people, it's quite obvious if you look at the formation toggle it's set to OFF


It's also obvious if they read the OP, but I guess reading is hard, too
I'll call Nada.
Blacklizard
Profile Joined May 2007
United States1194 Posts
August 15 2007 19:02 GMT
#35
On August 16 2007 00:27 Klockan3 wrote:
snippage--

and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other.


I'm worried about this. At what point do they move out of the way or just go around? 5 units, walk around, 6 units go through? Or is it dependent on temporary formation? Or hit collisions? It should be really clear and consistent to the player.

Sounds like it'll be "automatic" and therefore unpredictable behavior, which is just as annoying as the unpredictable behavior of bad pathing.
StripedBlueCrow
Profile Blog Joined May 2007
United States506 Posts
August 15 2007 19:03 GMT
#36
i don't see the pix
Ransom notes keep falling out your mouth.
SoleSteeler
Profile Joined April 2003
Canada5417 Posts
August 15 2007 19:09 GMT
#37
On August 16 2007 04:02 Blacklizard wrote:
Show nested quote +
On August 16 2007 00:27 Klockan3 wrote:
snippage--

and now in sc2 they can even push each other if someone is in the way meaning that there will be no pathing issues with your units blocking each other.


I'm worried about this. At what point do they move out of the way or just go around? 5 units, walk around, 6 units go through? Or is it dependent on temporary formation? Or hit collisions? It should be really clear and consistent to the player.

Sounds like it'll be "automatic" and therefore unpredictable behavior, which is just as annoying as the unpredictable behavior of bad pathing.


I've played a lot of War3 and it never seemed to bother me... Very easy to get used to, I've never heard of players, noob, mediocre or pro, saying that they lost a game because of this pathing 'problem'. There were some pathing bugs throughout war3's life though (units stopping for no reason), not talking about those.



x_woof_x
Profile Blog Joined September 2004
United States659 Posts
August 15 2007 19:47 GMT
#38
On August 15 2007 17:41 LosingID8 wrote:
Show nested quote +
On August 15 2007 17:41 x_woof_x wrote:
they should keep pathfinding same as sc1 and have no "stupid" pathfinding units , for example: goliaths
we terran users have no right to complain when protoss have the dragoon


hey, i can control goons pretty well
STOP...... Manner time. 윤상현
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
August 15 2007 19:53 GMT
#39
This is a very valid OP. I can't add anything, but agree with it, and I'm pretty sure Blizzard is aware, and listening.
Complete the cycle!
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 15 2007 20:28 GMT
#40
On August 15 2007 23:45 fight_or_flight wrote:
Show nested quote +
On August 15 2007 15:41 LosingID8 wrote:
yeah, i really agree. when i saw the rines and reapers running around i was like "wow they'd get owned by storm" since they clump together so much.

funny coincedence that storm has been nerfed. Could it be that AoE is getting nerfed because they got rid of magical boxes?
That's what I think happened. I strongly believe a lot of the AOE nerfing done late in war3 development (they put max damage caps on all AOE spells) could have been easily avoided if they fixed the pathfinding instead.
aaaaa
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 15 2007 20:36 GMT
#41
On August 15 2007 21:34 aka_star wrote:
+ Show Spoiler +
Path finding is problematic especially in a 3D environment, this is why games like counter strike uses nodes on the map to help bots navigate around because its an extremely difficult task to do. it requires more computations to process where a unit can and can not go in 3D space and how it gets there, in SC it was a relational 2D block algorithm. Where the square the unit occupies is non walk able by other units, simple and works great... for 2D

WC3 being 3D used invisible 3D bounding boxes to help a unit know its place in 3D space, so it could move accordingly over the different height terrain the issue there is that the bounding box could rotate with the unit and if it would touch another unit's bounding box then it would want to separate itself because as pointed out with the tank example spinning around - if they were too clumped together then any rotation of this invisible box would cause a 'hit' to trigger and the unit would have to recalculate how it should move to get to its destination and possibly spin around in frustration when the box just touches slightly. The way around this (how players get surrounds on heros) is to constantly tell units you want it to go HERE and constantly issue the order, slowly the path becomes clear for the unit and it will move as intended.

SC2 is going to focus on height which raises more issues like how does a unit like the colossus find its way around a group of units to move up a cliff? Could it step over them? all or some? Step on them? Then what if another colossus was blocking its path from the top of the cliff, does it wait, move around? What about when the group moves together how does it move in relation to the group? There are many issues for blizzard to consider when programming how a unit interacts with its surroundings.

I'm not convinced we'll see an exact SC1 type pathing due to the nature of the environment but like everyone else I do hope a similar approach could be worked out as WC3 was somewhat annoying having to constantly issue orders to get the units where you wanted them.

I hope this post has pointed out some of the issues blizzard will be considering behind the scenes.
Is that really how it worked? I don't think it did, because you couldn't design a map where 2 ground units could possibly coexist on the same z axis. I'm fairly certain the 3d aspects of war3's gameplay are purely aesthetic
aaaaa
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
August 15 2007 22:09 GMT
#42
One of the main reasons why I hated war 3.
..and then I would, ya know, check em'. (Aka SpoR)
gentile
Profile Joined August 2007
Switzerland594 Posts
August 15 2007 22:31 GMT
#43
ok, first of all i am pretty sure that this will be very closely overlooked until release, i am confident that pathfinding, formations will be superb as in all blizzard games. you must understand that wc3 is very different from broodwar, controling wise. that you cant put up a "formation" in wc3 does not make the game newbie up at all (well you can toggle it on, but dont do that, its crap), wc3 just plays different, there is no use for formations, like it is in broodwar for closing ramps and so on.. the pathfinding is excellent in wc3, they fixed all the bugs and about the aoe nerf cause of the "pathfinding", thats not true, it simply got nerfed cause it was way too good and made heros even more important then they allready were. hope my english is understandable, dont use it much atm^
Zanno
Profile Blog Joined February 2007
United States1484 Posts
August 15 2007 23:28 GMT
#44
okay I'm going to go edit the OP now ;_;
aaaaa
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
Last Edited: 2007-08-16 03:27:33
August 16 2007 00:34 GMT
#45
Actually dude, you can disable the option in warcraft 3 where the group moves at the pace of hte slowest unit, i forgot which key you were supposed to click though. Let me find the manual.

edit:it should be under "bypassing formations" about 3/4 down the page. You have to hold alt when giving commands. Hmm i think this can even remove the fixed formation the units go into, I'll try to test it later.
http://www.battle.net/war3/basics/specialcommands.shtml

EDIT2: lolololo sry for posting wrong link
Cappy
Profile Joined March 2007
Canada46 Posts
August 16 2007 02:00 GMT
#46
Wow, this is a really valid post. I was surprised. I always KNEW something bugged me with warcraft 3's unit movement, but I never could figure it out explicitly.

Good job for bringing this potential problem out so that blizzard can be aware of it, if they aren't already aware.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2007-08-16 02:50:56
August 16 2007 02:49 GMT
#47
On August 16 2007 09:34 crazie-penguin wrote:
Actually dude, you can disable the option in warcraft 3 where the group moves at the pace of hte slowest unit, i forgot which key you were supposed to click though. Let me find the manual.

edit:it should be under "bypassing formations" about 3/4 down the page. You have to hold alt when giving commands. Hmm i think this can even remove the fixed formation the units go into, I'll try to test it later. http://teamliquid.net/forum/edit.php?message_edit_keuze=change&bericht_id=45&topic_id=57970&currentpage=3


link doesn't work
i got a
Do not try to edit other people's messages.
Your ip '___' and nickname ___ are reported to the administrator

err nvm
i thought you were giving the link as to how to bypass the formations
still an interesting error message, haven't seen one of those before
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
crazie-penguin
Profile Blog Joined June 2006
United States1253 Posts
August 16 2007 03:26 GMT
#48
omfg i posted wrong link xD ROFL
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
August 16 2007 03:40 GMT
#49
wow OMG MY IP GOT REPORTED HELPPP
but thats an interesting part of TL XD ahha
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
August 16 2007 05:08 GMT
#50
I wonder why Warcraft 3 didn't use the same "magic boxes" as SC? Although the formation would break up a bit en route, the units would eventually try to end up in the same formation that they were originally in.

The original post doesn't do a good job of explaining how Warcraft 3 handles this, in my opinion (I've never played Warcraft 3, by the way). Does it try to assign its own formation to the units? If the AI players did that then that would be fine, but I wouldn't want the computer trying to determine my unit formations for me: I would want it to simply maintain whichever formation I had originally.

The only problem I had with the magic boxes was that sometimes they weren't big enough. E.g. if you spread 12 units (e.g. dragoons) out in a long line, they would exceed the size of the box. I wonder: now that we have processors that are more than 30x faster compared to the days of SC1, maybe it would be worth it to implement a slower but smarter algorithm for deciding whether to keep a group of units in the same formation (taking in to account the fact that it would have to work with groups much larger than 12, of course).
brambolius
Profile Joined January 2006
Netherlands448 Posts
August 16 2007 06:26 GMT
#51
OMFG HES RIGHT DO SOMETHING ABOUT IT PLZ SOMEONE

and i mean that....someone really needs to make sure somehow they keep the same "physics"
they had in sc, else NO GOOD, RIOT GEAR
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
August 16 2007 06:35 GMT
#52
Maybe you should post this in the battle.net forum. So Blizzard can say something about it!
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
August 16 2007 10:01 GMT
#53
On August 15 2007 17:41 LosingID8 wrote:
Show nested quote +
On August 15 2007 17:41 x_woof_x wrote:
they should keep pathfinding same as sc1 and have no "stupid" pathfinding units , for example: goliaths
we terran users have no right to complain when protoss have the dragoon


Thank you. That was very kind.

SC1 unit path finding should definitely at least be an 'option' in the game. Keep fancy formation if you want to, but have the options open.

I also like a "lock" position function where you can set up a formation grid and lock it in place so it keeps that formation. It is not auto-formation, but a locked formation that might add greately into gameplay.

FOr instance, you can lock 5 scvs around a marine and attack with that formation grid. Or a wall of medics. The possibilities!
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 3h 23m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft547
StarCraft: Brood War
Leta 471
TY 339
PianO 276
Noble 100
sSak 25
Dota 2
XaKoH 388
ODPixel136
League of Legends
JimRising 686
Counter-Strike
Stewie2K516
Other Games
summit1g9642
shahzam918
monkeys_forever285
Organizations
Other Games
gamesdonequick36674
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH346
• Hupsaiya 64
• Kozan
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• tankgirl 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota271
League of Legends
• Lourlo1736
• Rush1542
• Stunt397
Upcoming Events
The PondCast
3h 23m
uThermal 2v2 Circuit
9h 23m
WardiTV European League
9h 23m
Jumy vs NightPhoenix
Percival vs Nicoract
ArT vs HiGhDrA
MaxPax vs Harstem
Scarlett vs Shameless
SKillous vs uThermal
Replay Cast
17h 23m
RSL Revival
1d 3h
ByuN vs SHIN
Clem vs Reynor
OSC
1d 6h
Replay Cast
1d 17h
RSL Revival
2 days
Classic vs Cure
FEL
2 days
OSC
2 days
[ Show More ]
RSL Revival
3 days
FEL
3 days
FEL
3 days
CSO Cup
3 days
BSL20 Non-Korean Champi…
3 days
Bonyth vs QiaoGege
Dewalt vs Fengzi
Hawk vs Zhanhun
Sziky vs Mihu
Mihu vs QiaoGege
Zhanhun vs Sziky
Fengzi vs Hawk
Sparkling Tuna Cup
4 days
RSL Revival
4 days
FEL
4 days
BSL20 Non-Korean Champi…
4 days
Bonyth vs Dewalt
QiaoGege vs Dewalt
Hawk vs Bonyth
Sziky vs Fengzi
Mihu vs Zhanhun
QiaoGege vs Zhanhun
Fengzi vs Mihu
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-07-07
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL 2v2 Season 3
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
CSL Xiamen Invitational
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
Underdog Cup #2
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.