Edited Nav Mesh Collection #4 - Payload

Edited Nav Mesh Collection #4 - Payload r10

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Katsu! :3

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Jul 30, 2021
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Katsu! :3 submitted a new resource:

Edited Nav Mesh Collection #4 - Payload - What's more fun than 7 people on the cart?

Hey Everyone! This is a continuation of my nav mesh collection series that actually started at collection #3! Can't you believe it? Anyway, this particular nav mesh is exclusively for Payload and like, 1 or 2 other maps of variants of normal PL. You get the idea. Hope you enjoy!!!

Nav Mesh Notes:

pl_badcoastbarnward_a5
- Unless the BLU team rolls last, they will always get stuck after their first forward spawn. Physically unfixable, play at your own loss.
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Katsu! :3

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Zeus

Not a Krusty Krab
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Oct 15, 2014
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Just gonna say: Badcoastbarnward is a joke map; i do not expect it to play well or be without bugs haha
 

Katsu! :3

Veteran Cat
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Jul 30, 2021
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Katsu! :3

Veteran Cat
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Jul 30, 2021
947
653

Katsu! :3

Veteran Cat
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Jul 30, 2021
947
653

Katsu! :3

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Jul 30, 2021
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CTV1225

L1: Registered
Nov 28, 2022
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Sorry to bring up an old thread… but thanks for working on the navmeshes!
I just want to point out that door of the second spawn on badcoastbarnward can be fixed by selecting the navmesh under the door to tf_mark DOOR_NEVER_BLOCKS. RED bots will never attempt to enter that area under normal gameplay even when it is marked as unblocked so there is no issue with doing this.

I probably should have brought this up a lot earlier. I also worked on my own navmeshes including this map around the same period as you did but never shared them anywhere so I can confirm it worked, at least back then… Sorry about that.