Left 4 Dead 2

Left 4 Dead 2

Corrected Nav
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Update: 4 Jun, 2023 @ 2:30pm

Nav "Remastered" Edition Part 1/2
So i decided to split this thing into 2 parts (7 Campaigns each rounding up to all 14 Campaigns), since it takes so much time that i not always have. I won't detail all the changes, since there is a LOT of small changes in just one map. I will only detail the major ones that i remember and have the ability to explain.
  • General Changes: All of the navs are now analyzed, sorry if the nav was weird before because of that. A LOT of nav areas have been merged and the bots navigate atleast slightly better. Also many nav areas got attribute changes.
  • c1m1_hotel: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Fixed some starting nav areas not having CHECKPOINT attribute and improved it to make bots be able to accurately climb the AC units.
  • c1m2_streets: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved everywhere, making bots be able to get you in almost all places.
  • c1m3_mall: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere.
  • c1m4_atrium: Just fixes and corrections to the previous nav. For example, made some shortcuts more reliable for bots to not fail them.
  • c2m1_highway: Improved and fixed the nav greatly everywhere. Made bots jump over the motel fence instead of going back through the window. Also added nav to all of the solid bushes, for Survivor bots and Infected to correctly be able to path on.
  • c2m2_fairgrounds: Improved and fixed the nav greatly everywhere. The toy train Infected only area in Kiddie Land got overhauled almost completely.
  • c2m3_coaster: Improved and fixed the nav greatly everywhere.
  • c2m4_barns: Improved and fixed the nav greatly everywhere.
  • c2m5_concert: Improved and fixed the nav greatly everywhere. Fixed a godspot.
  • c3m1_plankcountry: Improved and fixed the nav greatly everywhere.
  • c3m2_swamp: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Bots can path on the rocks better. A LOT of nav areas were merged, making the size of the nav a LOT smaller and just making bots better at navigating.
  • c3m3_shantytown: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Fixed a couple of godspots.
  • c3m4_plantation: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. The Virgil boat area with water is improved for bots navigation considerably.
  • c4m1_milltown_a: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Bots are able to get to you in almost all places. Almost the whole nav is changed in one way or another.
  • c4m2_sugarmill_a: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Bots are able to get to you in almost all places. Almost the whole nav is changed in one way or another. Left window from the starting saferoom now has nav.
  • c4m3_sugarmill_a: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Bots are able to get to you in almost all places. Almost the whole nav is changed in one way or another.
  • c4m4_milltown_b: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Bots are able to get to you in almost all places. Almost the whole nav is changed in one way or another.
  • c4m5_milltown_escape: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere. Bots are able to get to you in almost all places. Almost the whole nav is changed in one way or another.
  • c5m1_waterfront: (Based on TLS's team new nav from L4D2 Community Update Github[github.com]) The nav is greatly improved and fixed everywhere.
  • c5m2_park: Improved and fixed the nav greatly everywhere. Patched up some holes in the nav. Made commons path to you on the fence in the event.
  • c5m3_cemetery: Improved and fixed the nav greatly everywhere. Patched up some holes in the nav. Fixed the missing connection between nav areas. Fixed nav areas in a Infected only spot not having connection to outside nav areas.
  • c5m4_quarter: Improved and fixed the nav greatly everywhere. The area after the alley way with ammo pile and a generator, is now completely covered with ceda population place (Previously only small chunks were covered with it).
  • c5m5_bridge: Improved and fixed the nav everywhere. Removed PRECISE attribute from all of the ledges on the bridge, so that bots actually keep their distance from them and hang less. Bots now can jump on the bus instead of taking the ladder down (In my testing only Ellis did that, he also never failed it.)
  • c6m1_riverbank: Improved and fixed the nav greatly everywhere. New riverbank_construction population place is now put inside construction area in the apartments.
  • c6m2_bedlam: Improved and fixed the nav greatly everywhere. Fixed a couple of godspots. New redlight_construction population place is now put inside the building under construction. New redlight_construction_mud population place is now put in the construction site with mud.
  • c6m3_port: Improved and fixed the nav greatly everywhere. The saferoom now has PLAYER_START attribute, giving Survivors that respawn after a map transition full 100 health.
  • c7m1_docks: Improved and fixed the nav greatly everywhere. Fixed impossibly long connections that were breaking the flow of some nav areas. Expanded riverfreighter a little bit.
  • c7m2_barge: Improved and fixed the nav greatly everywhere. Fixed impossibly long connections that were breaking the flow of some nav areas. Improved areas with OBSCURED attribute. New riverurban population place is now put on the highway and in the offices. riverfreighter is now put inside an autoshop.
  • c7m3_port: Improved and fixed the nav greatly everywhere. Fixed impossibly long connections that were breaking the flow of some nav areas.

Update: 30 Jan, 2022 @ 2:46pm

Quick Update
  • c13m4_cutthroatcreek Now Uses cutthroatcreek_start as z_population. Also Fixed up Some Nav.
  • c2m5_concert Now Uses concert as z_population. Also Improved Some Nav.

Update: 6 Jan, 2022 @ 10:22am

The Sacrifice Fisherman And Nav Fixes
  • Improved Some Navs And Made The Nav Flow Go Around The Fire Baricade in c7m1_docks.
  • Replaced riveratrium Area With riverceda. (For Consistency)
  • Changed riverarena Area At The End of c7m2_barge, Back Into riveratrium.

Update: 10 Nov, 2021 @ 3:08pm

Last Stand Update

Update: 3 Nov, 2021 @ 4:28pm

Cold Stream Fisherman
  • Added memorialbridge_fisherman Area After The Tanker Event.
  • Improved The Nav of c13m3_memorialbridge a Little Bit.

Update: 20 Oct, 2021 @ 7:58am

Quick Update
  • Dead Air Chapter 1 to 3 Will Use z_population defaultdeadair_l4d1. Instead of default_l4d1.

Update: 14 Oct, 2021 @ 8:00am

(Accidently Made Two Same Updates. Dont Pay Attention To This Update.)

Update: 14 Oct, 2021 @ 7:57am

Blood Harvest Improvements And Fixes
  • Extended maintenance Areas in c1m2_streets.
  • Replaced maintenance Area Under The Highway in c1m2_streets, With constructionzone Area, Also Extended it.
  • Fixed Missing Nav in c2m1_highway.
  • Extended c2m1_mud Area.
  • Fixed 2 God Spots in c2m2_fairgrounds.
  • Improved The Nav of c12m1_hilltop. (Fixed 2 God Spots And Added OBSCURED Attribute to More Trees.)
  • Improved The Nav of c12m2_traintunnel. (Fixed 2 God Spots.)
  • Placed ruralconstructionzone_l4d1 Area in Logical Places.
  • Improved The Nav of c12m3_bridge. (Added OBSCURED Attribute to More Trees And Fixed a God Spot.)
  • Placed ruralconstructionzone_l4d1 Area in Logical Places.
  • Improved The Nav of c12m4_barn. (Fixed a God Spot.)
  • Placed ruralconstructionzone_l4d1 Area in Logical Places.
  • Improved The Nav of c12m5_cornfield. (Removed AVOID Attribute in The Saferoom.)

Update: 8 Oct, 2021 @ 4:19pm

Dead Air Improvements And Fixes
  • Improved The Nav of c5m3_cemetery. (Fixed Missing Navs, Fixed a Couple of God Spots.)
  • Improved The Nav of c11m1_greenhouse. (Fixed a Missing Nav.)
  • Added Nav to 4 Ladders, So Now Infected Have Easier Time Getting Back Up And Attacking From New Angles. Also Fixed Poor Nav Placement on a Ladder.
  • Improved The Nav of c11m2_offices. (Made Bots be Able to Get to You in Most Places, Fixed a God Spot And The Building Behind The Crane, Now is Manually Fully Naved, So Now Infected Can Spawn There.)
  • Made constructionzone_l4d1 Cover The Whole Roof With a Crane Panic Event.
  • Added Nav to 2 Ladders in a Panic Event.
  • Improved The Nav of c11m3_garage. (Made Bots Be Able to Jump Over The Broken Plank And Fixed a Missing Nav.)
  • Added Nav to 3 Ladders.
  • Improved The Nav of c11m4_terminal.
  • Replaced maintenance_l4d1 Area With luggage_l4d1 Area. (Because it Had Population Not Fitting airport_l4d1 Area Population.)

Update: 4 Oct, 2021 @ 5:57am

Quick Fix
  • Made The SafeRoom Ladder in c5m5_bridge More Consistent