Dota 2 Map Interoperability
When making code to work with maps, it's often helpful to have map-specific data instead of trying to calculate "good" positions on a per-map basis. By adhering to these standards, you open up your map for usage on many more game modes, or allow your game mode to work out of the box with a lot of polished community maps.
This is a work in progress; if you have a suggestion please come discuss it on irc.gamesurge.net/#dota2mods, or open a thread on the talk page.
Entities used by user-made AIs; these give hints to allow them to know what areas are strategically valuable, among other things.
|info_target||ai_bottleneck||This node lets the AI know that there's a significant bottleneck here; examples of use for this are for setting up for teamfights and warding properly|
|info_target||obs_ward_hint||This node tells the AI that this is a good place to put an observer ward, or conversely is a place that should be checked when dewarding|
Game Logic Hints
Entities used by user-made game modes; these give the game mode information about your map so that the map can work better with varied modes.
|info_target||base_goodguys||Denotes an approachable position that is associated with the Radiant team. This is the place where CTF maps can put flag bases, for example; as such, it should be somewhat defended, but not so much that it's inaccessible for the other team.|
|info_target||base_badguys||Denotes an approachable position that is associated with the Radiant team. This is the place where CTF maps can put flag bases, for example; as such, it should be somewhat defended, but not so much that it's inaccessible for the other team.|
|info_target||spawn_ffa||Denotes a location in which a player can spawn in a free-for-all game mode. These are helpful to avoid both spawn camping, as well as the problems with random spawning (such as being stuck in trees/on cliffs)|