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ID: 55178
Joined: 4 years ago
Location: san diego ca
Customization/Dev Skills: 3D Art & Rendering, Concept Art, Graphic Design, Project Management, Video Production, Server Administration
Alignment: Chaotic Good
Consoles Owned: PlayStation 2
Games Played: CS:S
First Game: cz
Favorite Game: css
Favorite Weapon: m16
Favorite Map: fy_funtimes
Coke Or Pepsi: Pepsi
Cat Or Dog: Dog
Sonic or Mario: Umm...
FPS Hero: Umm...
Gamer Type: Hardcore
Favorite Quote:

This is dedicated to the memory of Squeak
The best best friend you could ever have RIP

If you give a woman a free hand she'll grab something else

The only times in life you are pronounced anything is;
Dead on Arrival and Husband and Wife
Homepage: ?
Server IP: 69.13.214.143:27015
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4 days ago



Lol, such as (Y) and (.Y.) :D


Guiding the blade down the line...
6 days ago



Weird, I don't know what's that crib of fifth :P Anyway, glad that you're ok


Guiding the blade down the line...
6 days ago



This guys are musicians of KoRn :D


Guiding the blade down the line...
6 days ago



Just great :D Having fun and such, waiting for KoRn concert in Moscow :D


Guiding the blade down the line...
10 days ago



Hey, how are you doing? Do you feel ok? I hope you're good there :D


Guiding the blade down the line...
16 days ago



Roftl!

Yeah, think I need to loose some too. And indeed drinking its cool, but its bad for you (and me... lol)

But beer and whisky taste so good... :D


Resistance is Useless !!!!
16 days ago



So how are you mate?

Feeling better?

Been off on vacations. Hope all is ok with you ;)


Resistance is Useless !!!!
18 days ago



Haha no problem. :D


Jolie > everyone


Vote me POM! - HOLY SHIT THEY JIGGLE!!!
19 days ago
danteisbrutal



:O your avatar is just sick !!!


i want my fucking hud baaack
19 days ago
Mastergun



Well shit
my bird took off out the door today
might be it for her

what you been up to chiz man


run, gun, reload
739 records
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Blogs (4)
Category:
before you begin
    Things to do
2 commentsPosted: 1 year ago
Before you begin naving here are some things to do

I would like to thank everyone from whom most of this information was garnered. My only regret is that when I was putting all this info together it was only for me saved on a big text file and the names of some of authors were not copied. This info was originally on public forums so if I don't give all the names credit, I do at least one thing the authors intended, which is putting this info back out for the general publics use.

I would like to thank the good folks at csnavcentral.com[link] They are the nav gurus as far back as Condition Zero. Most of my information comes from their forum via Valve and Turtle rock studios.

This is a work in progress so don't expect any coherence until it is completed along with the videos that it is meant to enhance.

do not try editing navigation files from a public server.

Use a listen server or your computer.

To start, from the console [how to turn on the console] type; sv_cheats 1 and then type; nav_edit 1 . To turn the editor off reverse this process, type; nav_edit 0 and then type; sv_cheats 0 ...
Each of the following Nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. It is recommended that these commands be bound to keys for ease of use while editing.
CAUTION: There is no "undo" operation. Save your navigation mesh often.


Part 1: Navigation Editing
========================== {in the works an illustrated nav_edit list}
sv_cheats 0 / 1
Must be set to 1 to enable navigation tuning.

nav_quicksave 0/1
Set to 1 to skip the time consuming phases of the analysis. Useful for data collection and testing.

WARNING: Must be set to 0 for final nav_analyze

nav_generate
Generate a Navigation Mesh for the current map and save it to disk.

nav_analyze
Re-analyze the current Navigation Mesh and save it to disk.

nav_edit 0/1
Set to 1 to interactively edit the Navigation Mesh. Set to 0 to leave edit mode.

nav_mark_walkable
Mark the current location as a walkable position. These positions are used as seed locations when sampling the
map to generate a Navigation Mesh.

nav_clear_walkable_marks
Erase any previously placed walkable positions.

nav_load
Loads the Navigation Mesh for the current map.

nav_save
Saves the current Navigation Mesh to disk.

NOTE: Recommend saving often. Just in case editing causes CSS to crash.

nav_mark
Marks the Area under the cursor for manipulation by subsequent editing commands.

nav_corner_lower
Lower the selected corner of the currently marked Area.

nav_corner_raise
Raise the selected corner of the currently marked Area.

nav_corner_select
Select a corner of the currently marked Area. Use multiple times to access all four corners.

nav_begin_area
Defines a corner of a new Area. To complete the Area, drag the opposite corner to the desired location and issue
a 'nav_end_area' command.

nav_end_area
Defines the second corner of a new Area and creates it.

nav_connect
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command.
Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection,
also connect the second area to the first.

nav_disconnect
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command.
This will remove all connections between the two Areas.

nav_crouch
Toggles the 'must crouch in this area' flag used by the AI system.

nav_delete
Deletes the currently highlighted Area.
WARNING: Do not delete a nav area a bot is standing on, or the system will crash!

nav_jump
Toggles the 'traverse this area by jumping' flag used by the AI system.

nav_merge
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it,
and invoke the merge command.

nav_no_jump
Toggles the 'dont jump in this area' flag used by the AI system.

nav_precise
Toggles the 'dont avoid obstacles' flag used by the AI system.

nav_show_approach_points
Show Approach Points in the Navigation Mesh.

nav_show_danger
Show current 'danger' levels.

nav_splice
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
WARNING: Improper use of the 'splice' tool can cause degenerate nav meshes

nav_split
To split an Area into two, align the split line using your cursor and invoke the split command.
WARNING: Do not split a nav area a bot is standing on, or the system will crash!

nav_strip
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.


Part 2: Navigation Bot Controls
==============================
bot_crouch: 0/1
Label a marked nav area as a forced crouching point.

bot_debug: 0/1
Used for debugging info of bot behavior.

bot_freeze: 0/1
Used to freeze all bots; 1 is on, 0 is off.

bot_goto_mark
Sends a bot to the selected nav area (for editing nav meshes)

bot_show_nav: 0/1
Shows the bot's nav mesh.

bot_stop: 0/1
Same as bot_freeze?

bot_traceview: 0/1
See the bot's field of view while navigating a map.

bot_traceview_extended: 0/1
New command...

bot_walk: 0/1
Force the bots to walk.

bot_zombie: 0/1
Used for playtesting navmeshes. Turns of the AI so you can move the bot manually


Part 3: Place Painting
=======================
nav_toggle_place_mode
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.

nav_toggle_place_painting
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.

nav_place_floodfill
Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas.
Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.

nav_place_pick
Sets the current Place to the Place of the Area under the cursor.

nav_use_place
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.

nav_mark_unnamed
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.


Part 4: New Navigation Editing cvars
==========================
nav_area_bgcolor
RGBA color to draw as the background color for nav areas while editing.

nav_check_floor
Updates the blocked/unblocked status for every nav area.

nav_clear_walkable_marks
Erase any previously placed walkable positions.

nav_compress_id
Re-orders area and ladder ID's so they are continuous.

nav_coplanar_slope_limit
Metric to determine whether adjacent walkable samples are planar and can be used to create a single planar nav area. If the dot product of two adjacent candidate's unit normals is equal to or greater than value, they are considered co-planar and can be merged. Therefore, value can range from 0 to 1.

nav_corner_place_on_ground
Places the selected corner of the currently marked Area on the ground.

nav_ladder_flip
Flips the selected ladder's direction.

nav_mark_walkable
Mark the current location as a walkable position. These positions are used as seed locations when sampling
the map to generate a Navigation Mesh.

nav_show_area_info
Duration in seconds to show nav area ID and attributes while editing

nav_slope_limit
The ground unit normal's Z component must be greater than this for nav areas to be generated.

nav_snap_to_grid
Snap to the nav generation grid when creating new nav areas

nav_split_place_on_ground
If true, nav areas will be placed flush with the ground when split.

nav_transient
Toggles the 'area is transient and may become blocked' flag used by the AI system.

nav_update_blocked
Updates the blocked/unblocked status for every nav area.


Part 5: New Navigation Bot Controls
==========================
nav_avoid
Toggles the 'avoid this area when possible' flag used by the AI system.

nav_dont_hide
Toggles the 'area is not suitable for hiding spots' flag used by the AI system.

nav_run
Toggles the 'traverse this area by running' flag used by the AI system.

nav_stand
Toggles the 'stand while hiding' flag used by the AI system.

nav_warp_to_mark
Warps the player to the marked area.



-----------------------



nav_save
- (saves your work) A final save must have a completed nav_analyze using nav_quicksave 0.
*** You can save a nav's place painting without having to re-analyze the map.

nav_load
- Reverts changes since last save


- Upon completion of nav editing a map's nav file, enter in console: nav_quicksave 0;nav_analyze
- This command processes what you have done so far and adds all the danger, camping, encounter, hiding, & sniping spots (etc.) to your .nav.

*** Be sure to re-analyze after any changes are made to the nav areas to avoid errors.
*** Always restart or reload the map after analyzing a map to avoid any crashes that may occur using changelevel css_mapname.




{this is the edit config I use}[when I press F11 it comes on F12 shuts off edit cfg and switches back to my play cfg]

sv_cheats 1 /must be on 1 to go to nav_edit
nav_edit 1 /turn on navigation editor
mp_timelimit 0 / so map doesn't change while editing
bot_zombie 1 / for docile T or CT to send around map for testing
mp_autoteambalance 0 /for testing
bot_join_after_player 0 /no bots while you edit
nav_show_area_info 5 /shows area info for 5 seconds

bind "UPARROW" "nav_jump" /toggles 'traverse area by jumping' flag
bind "DOWNARROW" "nav_crouch" /toggles 'must crouch in area' flag
bind "LEFTARROW" "nav_no_jump" /toggles 'dont jump in area' flag
bind "RIGHTARROW" "nav_precise" /toggles 'dont avoid obstacles' flag
bind "i" "bot_goto_mark" /for testing nav mesh
bind "k" "nav_split" /splits the white line under the curser in two
bind "-" "nav_merge" / make 2 same sized areas into one
bind "INS" "nav_splice" / splices one area to another
bind "*" "nav_connect" /use to connect ajacent marked area
bind "l" "nav_disconnect" / disconnects ajacent areas
bind "DEL" "nav_delete" /deletes highlighted area
bind "HOME" "nav_begin_area" /first half of make area command
bind "END" "nav_end_area" /second half of make area command
bind "ENTER" "nav_mark" /marks area for subsequent editing
bind "BACKSPACE" "nav_unmark" /unmarks area
bind "[" "nav_mark_walkable" /use to seed a map then when done F6
bind "]" "nav_check_connectivity" /use sparinly has issues
bind "/" "mat_fullbright 1" /turns dark area to day time light
bind "\" "+jump" /check for jump hight
bind "spacebar" "crouch+jump" /check for crouchjump command
bind "t" "nav_toggle_place_mode" /turn on / off ability to place-paint
bind "p" "nav_toggle_place_painting" /on/off name place under crosshair
bind "f" "nav_place_floodfill"
bind "KP_MINUS" "nav_corner_lower"/use after corner is selected
bind "KP_PLUS" "nav_corner_raise" /use after corner is selected
bind "KP_UPARROW" "nav_corner_raise;nav_corner_raise;nav_corner_raise;nav_corner_raise;nav_corner_raise" /mark then raise entire area
bind "KP_DOWNARROW" "nav_corner_lower;nav_corner_lower;nav_corner_lower;nav_corner_lower;nav_corner_lower" /mark then lower entire area
bind "KP_ENTER" "nav_corner_select" /slects corner for subseqent editing
bind "KP_INS" "nav_snap_to_grid 1;say SNAP TO GRID On" /I don't use
bind "KP_DEL" "nav_snap_to_grid 0;say SNAP TO GRID Off" /I don't use
bind "KP_HOME" "nav_build_ladder" /makes ladder if crosshair is green
bind "KP_END" "nav_compress_id" /reorders map areas & ladders
bind "9" "nav_restart_after_analysis 1;say RESTART AFTER ANALYSIS On"
bind "0" "nav_restart_after_analysis 0;say RESTART AFTER ANALYSIS Off"
bind "n" "nav_place_pick"
bind "b" "nav_avoid" /toggles 'avoid if possible' flag for AI
bind "h" "nav_dont_hide" /toggles 'area not siutable for hiding' AI flag
bind "r" "nav_run" /toggles 'traverse area by running' flag for AI
bind "u" "nav_stand" /toggles 'stand while hiding' flag for AI
bind "y" "nav_walk" /toggles 'traverse area by walking' flag for AI
bind "e" "+use" /use key same as in game
bind "q" "nav_corner_place_on_ground" / to flaten mesh angeled up
bind "z" "nav_create_place_on_ground 0" /I don't use this
bind "x" "nav_create_place_on_ground 1" /I don't use this
bind "c" "nav_no_hostages" /toggles 'hostages cant use this area' flag
bind "F10" "nav_save;say NAV Saved" /use often
bind "F9" "nav_load;say NAV Loaded" / i don't use this
bind "F11" "exec edit;say NAV EDIT On" / to switch to edit mode
bind "F12" "exec play;say NAV EDIT Off" / to switch back to play config
bind "F4" "nav_quicksave 1;nav_generate" /i dont use this
bind "F6" "nav_quicksave 1;nav_generate_incremental" /seedmap use this
bind "F7" "nav_quicksave 1;nav_analyze" /i don't use this
bind "F8" "nav_quicksave 0;nav_analyze" /use when done final command
[end of my edit cfg]


Here are some other bind options I found. I never tried any of these, but here they are incase you may want to try them..


Nav_edit "1"

bind y nav_mark_walkable //Before auto-generating, this makes sure the spot will be walkable
bind o nav_quicksave 0 //Turn quicksave off
bind p nav_quicksave 1 //Turn quicksave on
bind f9 nav_generate //Creates the initial navigation file for editing (may take a long time)

bind mouse1 nav_begin_area //Click to start defining a new nav area
bind mouse2 nav_end_area //Click to finish creation of new nav area
bind mouse3 nav_delete //Click to delete a nav area

bind m nav_mark //Mark or unmark a nav area (use with other commands below)

bind v nav_split //Splits a nav area at the white line in your line of sight
bind b nav_merge //Merges a marked nav area with the one in your line of sight
bind n nav_splice //Splices a marked nav area with the one in your line of sight

bind 1 nav_avoid //These number keys set or unset areas for bot activities
bind 2 nav_crouch
bind 3 nav_dont_hide
bind 4 nav_jump
bind 5 nav_no_jump
bind 6 nav_precise
bind 7 nav_run
bind 8 nav_stand
bind 9 nav_transient
bind 0 nav_walk

bind e nav_corner_select //Toggle selection of nav area corner in marked area
bind r nav_corner_raise //Raises selected nav area corner
bind l nav_corner_lower //Lowers selected nav area corner

bind c nav_connect //Connects a marked nav area with the one in your line of sight
bind x nav_disconnect //Disconnects a marked nav area fromthe one in your line of sight

bind f6 nav_save //Saves nav file
bind f7 nav_analyze //Necessary as a final step

bind g nav_toggle_place_painting //It is not practical to bind all the possible placenames;
//You'll have to type the individual command





Nav_edit "1"
nav_toggle_place_painting

bind mouse1 nav_begin_area //Begin dragging a new nav area
bind mouse2 nav_end_area //Creates the dragged area
bind mouse3 nav_delete //Deletes an Area

bind v nav_split //Splits the nav area you are looking at, at the white line
bind c nav_merge //Select a nav area using e (nav_mark) and highlight another
//(looking) then hit this key to merge them together

//bind 3 nav_crouch //Used for bots
//bind 3 nav_jump //Used for bots

//bind 1 nav_mark_walkable
//bind 2 nav_clear_walkable_marks

bind e nav_mark //Selects a nav area
bind t nav_corner_select //Selects corner on the selected nav area, press to toggle
bind f nav_corner_lower //lowers selected corner
bind r nav_corner_raise //raises selected corner

bind m nav_generate //AutoGenerate Nav file, you have to do this first and then
//edit apparently, else it crashes when you try to make a
//nav area

bind x nav_disconnect //When a nav area is selected look "highlight" another and
//press this key to disconnect the two

bind z nav_connect //When a nav area is selected look "highlight" another and
//press this key to connect the two

bind f6 nav_save //Saves Nav file


--------------------------------------------------------------------------------
Remember to place hostages at least 16 units off the ground or they will be stuck as well as spawnpoint
====================================

Point to your area, and type nav_make_sniper_spots and you see your sniper spot has been divided into a lot of litle areas
Then you write nav_save to save the changes, dont forget that or you might lose your work!
And type nav_edit 0 to go back in normal game Then have fun!

=======================================================
Other Commands

nav_check_file_consistency
Scans the maps directory and reports any missing/out-of-date navigation files. [has errors]

nav_check_connectivity
Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map.

nav_update_blocked
Updates the blocked/unblocked status for every nav area. nav_check_floor
Updates the blocked/unblocked status for every nav area.

nav_remove_unused_jump_areas
Removes jump areas with at most 1 connection to a ladder or non-jump area.

nav_strip
Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh.

nav_warp_to_mark
Warps the player to the marked area.

nav_ladder_flip
Flips the selected ladder's direction.

nav_compress_id
Re-orders area and ladder ID's so they are continuous. [has errors]

nav_show_ladder_bounds
Draws the bounding boxes of all func_ladders in the map.

==================================================

Console Variables
nav_area_bgcolor R G B A
RGBA color to draw as the background color for nav areas while editing.

nav_create_place_on_ground (0 or 1)
If set to 1, nav areas will be placed flush with the ground when created by hand.

nav_draw_limit count
The maximum number of areas to draw in edit mode

nav_restart_after_analysis (0 or 1)
If set to 1, when nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation.

nav_show_approach_points (0 or 1)
Show Approach Points in the Navigation Mesh.

nav_show_area_info duration
Duration in seconds to show nav area ID and attributes while editing

nav_show_danger (0 or 1)
Show current 'danger' levels.

nav_show_player_counts (0 or 1)
Show current player counts in each area.[moot, you nav without players]

nav_slope_limit Z
The ground unit normal's Z component unfamiliar must be greater than this for nav areas to be generated.

nav_snap_to_grid (0 or 1)
If set to 1, snap to the nav generation grid when creating new nav areas



[explain; what the different mesh separate elements mean ==link to nav_commands

link to , =valve nav tutorial, =link to wikipeidea link to=my videos

use a config-discus = insert example , edit.config===play.config]

NAV FILES
0 commentsPosted: 1 year ago
Just ask if you want any ...Read More
Maps using my navs
1 commentPosted: 1 year ago
Here is a list with links to all the maps and mappers using my nav files:
PLEASE BRING IT TO MY ATTENTION if you fail to see your map on the list???


  1. de_alley_cat_v02      sublifer
    with much thanks to   sudden   for nav help

  2. de_fastline      Dukeblooders

  3. de_dark_storm2      Drimp

  4. de_complexo      hastalavistabraulio

  5. de_kowloon_b4      ryuudog

  6. de_fusion      collector

  7. de_crazyfights_2      Mastergun

  8. de_control      swatmat

  9. de_cityfever      term!nator525

  10. de_phoenix_steel      WKD_Wraith

  11. cs_atafaris+      cokie

  12. de_abzynth1      abzynth

  13. de_countryretreat      Manix

  14. de_fr33k      fr33k

  15. de_monte      kaka^

  16. de_barrel      sirk666

  17. cs_motel      soctom

  18. cs_office2008      akathesharkerfr

  19. fy_hexic      Goombus

    nav is in dropbox not with the map or get it from me
  20. de_marijuan_bust      Robtronic

  21. cs_office2008pro      akathesharkerfr

  22. fy_ladder_man_v3      Mitchello

  23. de_apathy_v2      Nexolate

    nav is here not on the banana
  24. de_boskoop      catfood

  25. cs_tenacity_v1      Nexolate

  26. de_roma_aimstyle      UZY

  27. fy_aicw_ultimateworld      =(a.i.c.w)=

  28. de_vegas_css      SM Sith Lord

  29. cs_dualism      catfood

  30. de_vegas_lite      SM Sith Lord

  31. cs_bistro      aliceschain

  32. de_fr33k_v1      fr33k

  33. de_space_dust      craziestdan

  34. de_nightlight v3      mobbdeep500

  35. de_backyard      sawo

  36. knas_speedcastle_css_expanded      Dragoon

  37. fy_desert_combat_v2      Mastergun

  38. fy_weaver-floor7      Weaver

  39. de_kanal      SIR_halyavshik

  40. fy_weaver-closecombat      Weaver

  41. fy_weaver-cubed      Weaver

  42. ft_aztec_underpass      Mastergun

  43. cs_suburb_beta15a      augustburnsred

  44. de_mothership      Misto

  45. de_dust2_xt_beta      ATIX

  46. aim_aztec_v2      Mastergun

  47. gta_construction_final      Mastergun

  48. scout_aztec      Mastergun

  49. aim_aztec_v3      Mastergun

  50. scout_onebridgewinter      Robot_Chicken

  51. awp_onebridgewinter      Robot_Chicken

  52. scout_onebridge      Robot_Chicken

  53. fy_orange_rush      offroad

  54. cs_resort      Goombus

  55. de_vacant1      gangstakill

  56. de_transition      Seonnut

  57. de_understreet      SIR_halyavshik

  58. cs_rio_source_v2      fmpfmp

  59. fy_chilly      cc_fight

  60. de_abzynth1      abzynth

  61. fy_doom2_grosse      offroad

  62. cs_eglan_final      HAMSTER

  63. de_08_desert      oObin

  64. cs_wpndepot      co2gamer

  65. de_rsvtrain      metal_manson62

  66. cs_small_office      Aivot-on

  67. de_grey_fast      MNtMzng

  68. de_rechport_css      Fr33k

  69. de_tpoint_gss      Fr33k

  70. de_rechport_fr33k      Fr33k

  71. de_dustvillage      NoZTriX

  72. de_ruined apartment      ban-tyo

  73. de_evilmuppet_pro      evilmuppet

  74. fy_palms      fr33k

  75. cs_gerudo_valley      MISTO

  76. aim_acidhouse_rc      Robot_chicken

  77. de_sand_city      M-aT

  78. td_water_town      M-aT

  79. gg_rocking      skillor

  80. de_lostdust_fixed      coolesrat

  81. fy_rocking      skiller

  82. de_teatro      Nick Mapper

  83. de_cod4_vacant      blackops7799

  84. cs_newoffice_b1      zzdd

  85. de_oilfine      fmpfmp

  86. de_mx_siege      skeet94

  87. td_de_dusty_arena_v2      M-at

  88. cs_ancient_arctic_ruins_v1      Redclaws

  89. gg_grasslandz      coolesrat

  90. wbc_glassmaze      coolesrat

  91. fy_fireworld_v2      Mastergun

  92. cs_mount2008      Hai

  93. de_pacman      (=Faithless=)

  94. fy_newoldes      coolesrat

  95. de_cold_town      Moribus

  96. cs_bunked_b1      gigpop

  97. de_residentevil2_v3      Dukeblooders

  98. de_dust_markets      Luddaw

  99. aim_combat_arena_v2      Mastergun

  100. gg_marblebox      coolesrat

  101. scout_walkyard      coolesrat

  102. de_arkanos_css      [FPSB]AGRESSOR

  103. de_pacman_v2      (=Faithless=)

  104. de_sewernetwork      Starving Hobo

  105. fy_ggw_desert      TwistedKiller

  106. de_orchid_beta      Boogle and Foogi

  107. gg_sex_fix      (=Faithless=)

  108. de_firztusan     UNЯEAL

  109. de_halflandia_beta      serg

  110. gta_alley_v3      Mastergun

  111. de_shishi2008_v2      shishi

  112. gg_island_arena      (=Faithless=)

  113. gg_arkanos_css      [FPSB]AGRESSOR

  114. de_cathedrill_pro      Dinus Saurus

  115. fy_circles      TwistedKiller

  116. cs_executive      jakobjj

  117. de_hiekka      icsx

  118. gg_paint      [FPSB]AGRESSOR

  119. gg_another_place      [FPSB]AGRESSOR

  120. fy_another_place_inside      [FPSB]AGRESSOR

  121. de_portucal_unreal     UNЯEAL

  122. de_maze_1     nOrb3rg

  123. de_shipment     Peavy

  124. de_halflandia      serg

  125. gg_0pti_v2      VoGon

  126. de_storehouse_neatt      neatt

  127. de_mini_battle_b2      Blah_

  128. de_train_interception      Somegod

  129. de_operation_groundhog      tsaweeos

  130. de_wrhm_oasis      {wrhm panzerV}

  131. de_coliseum      DocRock

  132. de_wrhm_underground      {wrhm panzerV}

  133. de_kitkat_essence      DocRock

  134. cs_newoffice_final      zzdd

  135. de_frigid_b3      mrm

  136. cs_hangar_v2      noobkiller12

  137. de_junk_fleav2      Kfu

  138. de_dmitrydonskoy      evilmuppet

  139. de_kitkat_station      DocRock

  140. de_ocean_shishi      shishi

  141. de_hydroco      sk3tch

  142. de_beersheba_conflict      shark62808

  143. de_dustvillage      NoZTriX

  144. aim_pool      !n$pectOr

  145. de_ww2_final      golden_awp3000

  146. cs_movingin_v2      Manix

  147. gg_vg_space_final_v1      VoGon

  148. de_streamline      Mastergun

  149. fy_underground_beta      Mastergun

  150. de_cybers_b      M-at

  151. de_recon      RA7

  152. gg_square_lego_ggn      VoGon

  153. gg_streamline      Mastergun

  154. gg_fr33k_v1      fr33k

  155. gg_space_ggn      VoGon

  156. gg_natal_xmas     unrea1

  157. gg_rgb_ggn      VoGon

  158. fy_nature_x      [FPSB]AGRESSOR

  159. gg_cillage_ggn      VoGon

  160. gg_warehouse_m      m-_^

  161. css_unic_doubleassault      theunicgold

  162. gg_minesweeper_ggn      cheebs

  163. gg_forestfun_ggn      cheebs

  164. gg_green_arena2      cheebs

  165. de_greece      Gnipper

  166. de_nohn_final      Reset Fuss

  167. de_ocean_2009      shishi

  168. de_dust_afterSource      Rumpelbumpel

  169. cs_calleberg2009      WormholeProject

  170. iceworld_swamp_2009      HARRISON BRTN

  171. de_horseshoe_2009      Rick_0_Shay

  172. de_urban      th3HAWKER

  173. de_balaklava      Longsight

  174. gg_smooth_b1      bclose

  175. gg_bkh_harbor      The BucKeT

  176. de_highrise      X-tr3m3r

  177. cs_complexo2_v2      hastalavistabraulio

  178. de_dust_small      D4RKSL4Y3R

  179. cs_oldcity      UZY

  180. de_boston      Sk3tch

  181. de_outlaws      propaganda

  182. fy_scorpion_deagle      VitKorob

  183. cs_snowed_in      tsaweeos

  184. de_oam2      tsaweeos

  185. fy_greyhall      tsaweeos

  186. de_dust_small_final      D4RKSL4Y3R

  187. de_favela      hastalavistabraulio

  188. de_batttlezone_css_v2      DoublemintDM





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    Bot_brained
2 commentsPosted: 1 year ago
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