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Alright everyone sorry about that. Was making sure it was recording.
So uh, im going to teach you how to do navigation for your L4D2 map.
Before I do that I will let you watch this quick little timelapse
I guess. Of me making the map. Its not pretty and not supposed to be.
Its for educational purposes. Alright now that your done watching that...
Assuming you did a better job than me. Your gonna go ahead and get in game.
Your gonna make sure you have access to your console.
Via the options menu. If you want to get the CFG for the controls
I will be using all that information will be in the link below.
I will also link you to the page that I constantly have open on my secondary screen whenever
im doing navigation. So first we are going to open up console.
We are going to type in z_debug 1 . then nav_edit 1.
Now that we have those open/enabled. My client already has the CFG running at all
time so if you downloaded it and want to know how to start it you do exec nav_controls.
What we are first gonna do is do what they call nav mark walkable.
You can type that in console or use the page up/9 on the numpad on your keyboard. So we
are just gonna get some general locations that are walkable. As in zombies should be
able to walk on it players ect.
So I only did a couple there. So now that I did that.
Im going to go into console and type nav_analyse. And then its gonna do its thing.
We are going to see what just happened. I think I typed the wrong command.
Hold on. Im sorry the command was nav_generate.
My bad. Then we do nav analyse.
Normally im not teaching it so I dont usually mess up like that.
Alright so now that the navigation is generated. Youll notice that in this nav there is a thing
called escape route.
And this is basically, you can look it up on the valve developer page but its basically
the route in which... the director is gonna think/you made the players
go in in order to complete the map. That will be marked for all of the routes
in order to get to the checkpoint. There is a door nav.
More escape route. So we are just gonna run.
We are gonna show you what the end looks like. There is that funky looking door.
Then over here is the checkpoint/escape route end.
This is were the game would end once they reached here and closed the door.
Now... You want some zombies. So we are gonna tell director to turn off
by typing director_stop. and nb_delete_all will get rid of the bots.
Then go into noclip. And then you will notice the navigation up
here. Thats what we wanted.
So...Let mark some areas that the zombies can come from. We are gonna go over here.
We are gonna select by either hovering over it or select the option on the cfg I gave
you. Then type in mark obscured.
Basically what that means is the players cant see it.
A mass amount of zombies can come from. Im going to do it a couple more places.
Then the most important right here. Cause this is where I kinda want them to come
from the most. Make sure there is no issues.
So now that is taken care of... We are going to nav_analyse now.
Thats gonna do its thing again. Hopefully once we start the director again
by typing director_start. So see those little dots out there? Those
are zombies. So zombies are already in effect.
Not very many though. There they are.
Mmm zombies. Yummy.
Zombie. Not anymore. No zombies are coming from up there cause
i dont know the director just doesnt want to.
Which is fine. This is a very simplistic map.
And sense Left 4 Dead 2 is a very semi random/dynamic game you going have a much larger map and
much more options for the director to spawn things from.
Now it seems the director is a little angry that we are wasting time.
He is going to start throwing some uh, specials at us. So ya thats basically how you make
navigation for your map. Do basic navigation.
umm, if you would like specific tutorials on specific parts of navigation let me know.
Thats the basics. This is what you will need to make your maps
get going and working. Alright thanks for watching.
Hope this helped you out. Have a great day.