Last Stand Finale Nav Fixes

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Author: Fusion

Last revision: 30 May, 2021 at 08:36 UTC

File size: 983.29 KB

On Steam Workshop

Description:

Replaces the default Nav Mesh made by the TLS team with custom hand made navigation by Archangel.
Note: Has to be used on a local server from Lobby for it to work unless you plan to install it on your own servers.

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Key Changes
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– Improved navigation all around the level "as all of it is handmade with no auto generation used at all.

– Reduced the nav file size from 15,048KB to 960KB (Roughly 15.05MB to 0.9MB)

– Improved navigation on all vehicles, including the truck to the left of the drop of the finale entrance from the watch tower. Previously bots could not even jump onto there "Specifically Survivor and Infected bots "meaning everything but Commons, Witches, and AI Tanks"

– Improved navigation on all the large rocks and boulders on the map for survivor bots to get onto, pointless in path finding around the level but needed for if a player went down on them.

– Improved navigation in the lighthouse around and on the spiral staircase, even allowing bots to jump from the staircase railing to the window for faster pathing.

– Added line up navigation for AI going to use ladders, this will help decrease the chance of them moving to far past the ladder when approaching from the side, this will force them to come in from a proper direction and get on with ease.

– Improved navigation for the coastal staircase leading to the escape vehicle, Bots will now drop from a angle to get down faster, and will only go up the stairs if needing to get up. Reason this was done was due to the horrible angle the stair case was made at, and the horrible clipping done by the developers of the map. I spent hours trying to come up with a solution where the bots would be fine going both ways on the stairs with the drop being optional but it wasn’t possible unless I made nav on the stairs in a way that made the bots get down them just as slow as the default nav mesh.

– Messed around with spawn points of hordes in the finale area, this applies to all modes. "Note, the 2 tanks that spawn in the finale with the "Metal Tank Theme" do not spawn by normal means, they spawn in via vscript that spawns them from a very limited pre-placed spawns using Commentary Zombie Spawners. The tanks will never spawn from the coast or behind the lighthouse, this is why they always take so long to reach the survivors at the lighthouse even on the default mesh.

– There is 1 large rock I could not get bots to get onto due to how the map is designed, it’s just not possible from what I’d tried with the limitations of the bots currently, it’s the large rock to the left of the drop of the finale entrance, and between both trucks. If a player were to go down here a bot would not be able to revive them. If a clip brush was added just for a easy spot to jump, then it’d be possible.

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Feedback
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I don’t make these meshes to make the game play how I want it to, I just try to improve the path finding and tune it to a more fun but challenging experience, Any feed back on how it performs would be great as I can only test it so much alone. Survival feedback from the Survival Community would be great as I try to get the nav and spawns on maps to be more fair, fun, but also a challenge to where you actually have to work for Gold "10 Minute" times and above. Because in all reality it’s not fun to play or even watch a survival run that lasts over an hour with the team just sitting in one place on auto pilot shooting things without even moving around much.