Posted by satchmo on Thu Nov 10th at 6:21am 2005
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Posted by Windows 98 on Thu Nov 10th at 8:24pm 2005
May I suggest makin a custom NAV file?
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Posted by parakeet on Thu Nov 10th at 8:55pm 2005
www.arclan.net
you can email me the map at
vash.arclan@gmail.com
oh yeah windows .. bots are hard on a well made map with propper flow..
*just wanted to let yeh know
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Posted by satchmo on Thu Nov 10th at 9:27pm 2005
I have personally wiped out the entire opposing team by myself with real players, so I can handle myself online.
But with so many sniping spots in my map, sometimes I get sniped without knowing where it came from. I am alwasy surprised that the bots found these sniping spots all by themselves.
How do you make/modify a .nav file?
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Posted by wil5on on Thu Nov 10th at 10:30pm 2005
If bots are in your map, theres already a nav file...
When you add bots into the game, it automatically generates the nav file if there is none (this usually takes a while). It automatically finds all the sniper spots, choke points etc. I forget what the console commands are to tweak it, you can get into a special nav editing mode in-game. Try the Valve wiki.
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Posted by satchmo on Thu Nov 10th at 11:12pm 2005
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Posted by Windows 98 on Thu Nov 10th at 11:20pm 2005
http://csm2.net/forum/index.php/topic,1155.0.html
bassically the advantages to having a custom NAV is that the bots arnt so stupid, You can make them get to some pretty nifty spots. It's fun to make a maze map, the make it so like every corner is a sniping spot. Even if it isnt long, Because they try to AWP you even though they are like 2 feet away
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Posted by satchmo on Thu Nov 10th at 11:38pm 2005
Thanks Windows. That tutorial looks like some hardcore tuning.
[EDIT] I found this at the Valve wiki. It's quite useful too.
[EDIT2] Here is another useful forum for .nav file tuning. It's not easy to find, but I located it from many google searches.
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Posted by satchmo on Fri Nov 11th at 3:25am 2005
Man, I just realized that there are whole communities on the internet that devote their energy to hand-tuning these .nav files for CS:S. It's almost like the SnarkPit, but they specialize in tweaking these bot navigation. It's almost like an art form.
The internet is a wonderful place.
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Posted by Windows 98 on Fri Nov 11th at 7:17pm 2005
They also do map painting, which is always a nice touch. If you dont know what that it, its setting sections of your map to have a name on the radar.
like this

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Posted by G4MER on Fri Nov 11th at 9:46pm 2005
They also do map painting, which is always a nice touch. If you dont know what that it, its setting sections of your map to have a name on the radar.
How is that done?
Posted by Captain P on Fri Nov 11th at 9:57pm 2005
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Posted by Naklajat on Fri Nov 11th at 10:00pm 2005
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Posted by satchmo on Fri Nov 11th at 10:03pm 2005
I feel that .nav tuning is almost like a final step in CS:S mapping. It's virtually necessary for the bots to be intelligent in any custom map.
Kinda like buildcubemaps, except it's not just for appearance.
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Posted by Naklajat on Fri Nov 11th at 10:05pm 2005
Seconded. I liek teh revolver.
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Posted by Captain P on Fri Nov 11th at 10:06pm 2005
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Posted by satchmo on Sun Nov 13th at 9:55pm 2005
I learned how to hand-tune the nav mesh, and now the bots are pretty darn scary.
It's quite fun tuning the mesh. It's almost like another stage of mapping, but it's an entirely different skill completely. The best analogy is info_nodes and hint_nodes for NPC's, except that the mesh is much more versatile.
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