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Dota 2 Map Interoperability

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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.

AI Hints

Entities used by user-made AIs; these give hints to allow them to know what areas are strategically valuable, among other things.

Class Name Notes
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
info_target juke_location This node tells the AI that a location is abruptly out of vision for fog of war; these can be generally placed in woods and such.

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. Note that these are generally logic_relays; this is to allow addons to communicate to the map that a certain point is being used, allowing the map to adapt dynamically to the game mode.

Class Name Notes
logic_relay 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.
logic_relay base_badguys Denotes an approachable position that is associated with the Dire 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.
logic_relay 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)
logic_relay koth_marker Denotes a location in a position relatively equally accessible to both teams; this is used for king of the hill, and single-flag CTF.