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The map is the same size as gm_flatgrass, and it's not possible to make it larger due to map size limits (which is the reason we have to make stupid 3D skyboxes instead of actually making a huge area). I guess it can feel smaller since it contains both grass and water, but it's as large as the limit allows.
I can't do much about the flicker that occurs on the water edge on the beach. The source water shader seems to have trouble rendering properly and doesn't always know where the edge is supposed to be.. so it kind of flickers a bit at certain angles (usually only seen when you're up in the sky). This is more noticeable when there's an angled transition into the water, so the only way to minimize the flicker is getting rid of the beach to water transition, and making a sharp 90 degree edge into the water (like a pool).
There's also some slight underwater edge flicker sometimes, which is also caused by the ♥♥♥♥♥♥ water shader leaking the skybox through.
I spent lots and lots of hours researching that glitch, and found a "fix" for it which decreases the flicker to a minimum.
(here's how much flicker that was seen through the water surface before the fix: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=251409256 )
Does gm_flatgrass even have functional AI nodes?
Seems to me that AI nodes work better in smaller spaces, and not in huge open fields like this. I think nodes have a maximum distance they can be from each other for NPCs to understand they can use them. So I can imagine hundreds of nodes would be needed on a map as large and open as this. But I'll look into it.
Another way is to add in props in this map yourself to mark the edges (for example 1 huge prop in each map corner for visual reference).
If you set those props to persist, they will automatically spawn every time you load the map, so you would only need to place them once. (Hold C, right click prop, click "Persist")
gm_flatgrass does have nodes in it, but the result is worse than having no nodes at all. The nodes on gm_flatgrass do not connect properly between each other and it makes the AI even dumber when trying to navigate towards you. It works alright for construct because it's a smaller map with more geometry for the NPC to navigate on.
Here's a short video of what the AI nodes look like in gm_flatgrass and how the NPCs use them:
https://www.youtube.com/watch?v=7pq01LafmW4
The AI and AI nodes used by gmod were designed specifically for the map design of Half-Life 2, in which the player follows a linear path to progress. Thus, the AI is designed to follow the nodes very strictly, even if there are no obstacles between the player and the NPC. In the map design, the nodes are meant to be placed fairly close together.
The result in a large open environment, without any "correct" path to take, is that the NPC will most likely confusedly walk the wrong way, or walk back and forth trying to reach it's target. If you stand perfectly still, sure it will eventaully reach you. But when you're moving around with nodes in an open area, the NPC will keep calculating a new path towards you and act extremely stupid.
This page have all the detils about nodes: https://developer.valvesoftware.com/wiki/Nodegraph
If all this hasn't put anyone off from having AI nodes in a map like this.. feel free to make them! Anyone can place nodes in maps from within the game using a few basic console commands to place and connect them. At one point during the development of this map I spent around 15-20 hours placing, connecting and optimizing nodes as well as humanly possible, and while the result was better than what you see in gm_flatgrass (since i used the in-game editor to perfect the nodes), the result still was not worth uploading.
also, what if there was a huge underground area?
TL;DR: If you want to play with AI, I would suggest doing that on a map with more pathways and structures, they're more likely to have better AI support.
I suggest watching the video above to see how AI acts when they have paths to follow in an open area. Even if they have straight line of sight to you, they'll stupidly follow the path until you get very close to them. There's not really any good solutions using AI nodes for an extremely large, flat, open area (which is why the nodes in Flatgrass are so bad too).
I will not add AI nodes, but as mentioned before, the node file is separate from the map file, so anyone can create them in-game with console commands (bind the commands to keys for easy node creation).
I did that once 5 years ago, and while the nodes connections looked really good on paper, in practice the AI basically over-uses the nodes rather than walk straight to you when they have line of sight. So this map just doesn't work well with AI nodes.
Imo, fixing the Source engine AI pathfinding with a lua-based mod would probably be the best solution, since the vanilla AI pathfinding restricts AI too harshly to their nodes.