If your zombies aren't spawning in very well, it's likely your nav mesh.
While most guides will tell you otherwise, I find any attempt to let the
game auto-create a nav mesh end in disaster, more or less, for a bunch of
reasons.  Anymore if I want the game to generate a nav for an area, I'll
use the radius generation instead so I can continue doing the majority
manually.

Since I've changed navmesh methods, my zombies have always been
hyper-aggressive and will absolutely pour out from any location you can't
see, and I've had a drastically, drastically better time getting my flows
to work on any given map.

Give it a shot in a small sample area of the map (creating a nav from
scratch) and see if it helps things.


On Mon, Sep 30, 2013 at 12:00 PM,
<l4dmapper-requ...@list.valvesoftware.com>wrote:

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>    1. Tell the director where to spawn zombies? (Steffen Walliser)
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> ----------------------------------------------------------------------
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> Message: 1
> Date: Mon, 30 Sep 2013 20:13:43 +0200
> From: Steffen Walliser <andur...@incounterstrike.de>
> To: l4dmapper@list.valvesoftware.com
> Subject: [L4Dmapper] Tell the director where to spawn zombies?
> Message-ID: <5249bf57.3060...@incounterstrike.de>
> Content-Type: text/plain; charset=ISO-8859-1
>
> Hi there,
> currently I'm working on my old L4D2 Survival / Scavenge Map. I want to
> update it and then bring it to the workshop. But it still has some
> gameplay flaws, in survival mode it's too easy if you got a good spot. I
> must admit this is partly because of the map layout, but I can't change
> that anymore or I would have to rework big parts of the map which is not
> worth the time.
>
> I tried to compensate the layout flaws by creating some extra rooms
> especially for zombie spawns. The problem is: It seems like the AI
> director doesn't use these spawn areas very much. I already marked the
> nav areas as "obscured" but maybe this isn't useful in survival mode. So
> is there anything else I can do to tell the director where he should
> spawn zombies?
>
>
>
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> End of L4Dmapper Digest, Vol 54, Issue 5
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