Navigation Meshes (L4D)

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Left 4 Dead uses the navigation mesh to spawn infected. The director uses the Navigation Mesh when deciding where to spawn infected as well as other factors such as light intensity and line of site. By altering the mesh, it is possible to change the type of infected spawning (such as hospital patients and so on) and the density of their spawn.

Tip.pngTip:The automatically generated navigation mesh looks for objects on a grid of 25 units. If object protrude into this grid it may not generate a navigation block at that location. An easy way to view the grid is to open the Hammer configuration. Under "2D Views" set the "Highlight every 'x' grid lines" to 25 units. Now you can place objects knowing exactly how the navigation grid will be generated around them.

NOTE: This article was written with experimental information and may not be 100% accurate. This article also assumes that you have read and understood the Navigation Meshes article.

Marking

Marking is as important in Left 4 Dead than it is in Counterstrike. While in counterstrike it affects how bots behave, in Left 4 Dead it both controls how they behave and how they spawn. By marking an area with certain attributes certain spawning behaviours can be created. Marking is the same as in Counterstrike, except with extra attributes, such as:

Available attributes for marking areas in Navigation Mesh editing mode.

AVOID
Informs NPCs to avoid the area when possible.
BATTLEFIELD
Designates a region where a planned crescendo event will play out. Mobs will spawn and swarm dynamically inside this area. Should be a large region of the map, capable of containing a BATTLESTATION, and many spawn-friendly/mob-related areas within it. Survivors should be located inside this area at the time of the panic event - it is essential to the effect this attribute is intended to create.
BATTLESTATION
Indicates a strong defensive area that contains supplies/weapons for use during a panic event. Survivor bots will consider this area as important, and will use or protect it as long as other survivors are nearby. It is intended to be used in carefully selected locations of BATTLEFIELD and FINALE regions.
CHECKPOINT
Designates the start/safe-room areas of the map. The round starts when a survivor leaves this area, and ends when the door is closed at the ending checkpoint with only the survivors inside. Infected are prohibited from spawning inside this area at all times.
CROUCH
Indicates that the use of crouch is required to navigate the area. Usually automatically added by the game during a nav_analyze.
CLIFF
Could be used to determine whether falling in this area triggers the hanging script that prevents survivors from falling great heights. Usually marked during automatic generation.
DOOR
Marks areas in which a door is located. Usually located in door frames. Usually automatically added by the game during a nav_analyze.
DONT_HIDE
Marks area unsafe, and ensures that bots travel through the area with minimal hesitation.
EMPTY
Prevents wandering infected from being populated in this location. Useful for places outside the survivors playable area, or any other place you do not want wandering/sleeping infected to spawn (e.g. rooftops & surfaces infected fall off of).
Note.pngNote:Does not affect mobs/special-infected.
ESCAPE_ROUTE
Basic guideline path of map from start to finish by linking spawns/checkpoints to the ending checkpoint/finale. It should be found using the nav_analyze command, and may not work properly if drawn manually. This path helps the game/AI to make decisions based on routes and level progression.
FINALE
Indicates a finale area, and controls the spawning of ALL infected during a Finale Sequence. Once the sequence has been started, only areas marked with FINALE will spawn infected. Should be used extensively across your finale area, and contain a BATTLESTATION within it.
JUMP
(Probably not L4D Specific) One area was found in a map marked as "jump" - on top of a subway car only reachable by infected who could jump. This area likely signifies a place you must jump to somehow in order to reach.
NOT_CLEARABLE
Prevents an area from being cleared, and allows infected to spawn here indefinitely. Used in the outer-most areas survivors are able to attack or have line-of-sight to, but can't really see (e.g. through fog); use in conjunction with OBSCURED.
Note.pngNote:Nav-squares are 'cleared' once survivors view and remove them of all infected. Cleared areas cannot spawn infected.
NO_MOBS
Prevents infected mobs from spawning in this location. Commonly used to help mobs spawn further away from survivors and in more secluded areas of the map. Also used to keep sources of mobs from appearing unnatural or odd, such as spawning on rooftops of certain buildings. A clever example of NO_MOBS is in the "drainage" level of the Death Toll campaign. It is used in the long pipes so that infected must spawn in the upper areas and run at you down the lengths of the pipe, rather than just around the corners.
NO_JUMP
[Todo]
NO_HOSTAGES
[Todo]
NO_MERGE
[Todo]
OBSCURED
Affects the amount and manner of which infected can spawn. This is a very important navigation attribute, use both wisely and with caution. There are two primary uses:
  • Indicates that the area is not viewable by survivors, and allows the director to spawn flowing, or large waves of mobs. It is often used in blocked alleyways and other areas that survivors cannot view. The director can still create effective mobs without the use of OBSCURED, but they will usually be further outside the survivor PVS.
  • Allows infected to spawn even when there is line-of-sight to a survivor. Useful in unreachable areas with heavy fog, or areas with props that don't block line-of-sight in the engine, but still obscure the survivors view on all sides (e.g. bushes & leafy trees). Bot line-of-sight is also blocked to prevent omniscient behavior.
    Tip.pngTip:Props that have collisions disabled are always unable to block line-of-sight and will need the help of OBSCURED
OBSTACLE_TOP
[Todo]
PLAYER_START
This attribute is used in the exact nav mesh area(s) that the players spawn in. This appears to only be used in the very first level of each campaign - likely because after the first level it cannot be guaranteed where a player will spawn into the game (since you load relative to the landmark).
PRECISE
Used to mark narrow pathways such as the ticket counters and exposed support-beams in the subway/generator area of No Mercy.
RESCUE_CLOSET
Marks off the location of rescue closets inside the level. Usually automatically added by the game during a nav_analyze.
RESCUE_VEHICLE
Marks where survivors should go to during rescue. Used only in a Finale sequence and remains locked until "FinaleEscapeVehicleReadyForSurvivors" is fired. Area covered in RESCUE_VEHICLE should be the location of the rescue vehicle once it is in position. In some cases, a lead-in must be made to make the path onto the vehicle navigable (see 'No Mercy' finale).
RUN
[Todo]
STOP_SCAN
Rarely used. Function unknown.
STOP
[Todo]
STAND
[Todo]
STAIRS
[Todo]
TANK_ONLY
This area seems to be exclusively reserved for the tank. Bots won't use it and the flow won't compute through them. Seems to be caused by switching the Breakable By property to Tank only on nearby props.
THREAT
Added automatically by the game during a nav_analyze. Boss Infected (tank & witch) should spawn in these areas.
TRANSIENT
This area may not always be navigable, as it could become blocked.
WALK
[Todo]

As you can see, some of these are obvious, and will require experimentation to create the right amount of spawn density or to discover their function.

Place Names

See also