Category:Zh/Level Design: Difference between revisions
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{{ | {{LanguageBar|title = 分类:关卡设计}} | ||
{{ | {{back|SDK Docs/zh|Source SDK开发文档}} | ||
{{category newcolumn|rowspan= | [[File:Source-logo.png|200px|link=|Source]] <b>欢迎来到Source地图编辑</b> | ||
{{category header}} | |||
{{category newcolumn|rowspan=5|width=50%}} | |||
* | == 入门指南 == | ||
* | |||
* | *{{L|Level Design Overview|关卡编辑概述}} | ||
*{{L|Your First Map|创建你的第一张地图}} | |||
*{{L|Inputs and Outputs|实体输入与输出}} | |||
== | == Hammer编辑器 == | ||
* | * {{LCategory|Hammer|Hammer参考资料}} | ||
== 概要 == | == 概要 == | ||
* | * {{L|Dimensions|尺寸}} | ||
* | * {{L|Optimization/Level_Design|优化}} | ||
* | * {{L|Hammer Face Edit Dialog|表面编辑}} | ||
* | * {{L|Displacement|置换表层(地形)}} | ||
* | * {{L|Prop Types Overview|道具类型概述}} | ||
* | * {{L|Skybox (2D)|2D天空盒}} | ||
* | * {{L|Grouping and VisGrouping|组与可见组}} | ||
* | * {{L|Entity Hierarchy (parenting)|实体层级(依赖关系)}} | ||
* | * {{L|Filter Applications|应用过滤}} | ||
* | * {{L|List of entities|实体列表}} | ||
* | * {{L|Prefab|创建和使用预制库}} | ||
* {{L|Instances|实例}} | |||
* {{L|Adding Water|添加水}} | |||
* {{L|Trigger Events Between Levels|跨关卡触发事件}} | |||
== | == 光照 == | ||
* | * {{L|Lighting|光照}} | ||
* | * {{L|HDR Lighting Basics|高动态范围光照基础(HDR)}} | ||
* | * {{L|Intermediate Lighting|中级光照}} | ||
* {{L|Advanced_Lighting|高级光照}} | |||
== 连接区域 == | == 连接区域 == | ||
* {{L|Doors|门}} | |||
* {{L|Working Ladders|可用的梯子}} | |||
* | * {{L|Elevators|升降机}} | ||
* {{L|Teleporters|传送门}} | |||
* {{L|Creating a Curved Hallway|弯曲的走廊}} | |||
* | * {{L|Creating Angled Geometry|有角度的几何体}} | ||
== 细节 == | == 细节 == | ||
* | * {{L|Environmental Lighting, Sun, Weather, & Outdoors|环境灯光、太阳、天气和室外}} | ||
* | * {{L|Displacement Grass|置换草地}} | ||
* | * {{L|Glass & Windows|玻璃和窗户}} | ||
* | * {{L|Cables and Ropes|电缆和绳索}} | ||
* | * {{L|Sound and Music|声音和音乐}} | ||
* {{L|Complex Brush Creation|复杂笔刷}} | |||
== 特殊效果 == | == 特殊效果 == | ||
* {{L|Physics|物理}} | |||
* {{L|Physics Entity Overview|物理实体概述}} | |||
* | * {{L|Trains|火车}} | ||
* | * {{L|Beams and Lasers|光线和激光}} | ||
* | * {{L|Explosions|爆炸}} | ||
* | * {{L|Dust, Fog, & Smoke|沙尘、雾和烟}} | ||
* | * {{L|Color_Correction|色彩校正}} | ||
* {{L|Sprite|Sprite图片}} | |||
* | * {{L|Lists of Special Effects in level design|特殊效果列表}} | ||
{{ | |||
{{ | |||
{{ | |||
{{ | ==NPC与AI== | ||
* {{L|Introduction_to_AI|介绍AI}} | |||
* {{L|Nodegraph|节点图构造}} | |||
{{ | {{category newcolumn|rowspan=1|width=50%}} | ||
{{ | == 具体游戏 == | ||
===Source 2 引擎=== | |||
:{{S&box}} {{L|S&box}} | |||
:{{HL:A}} {{L|Half-Life: Alyx Workshop Tools/Level Design|Half-Life: Alyx 关卡设计}} | |||
:{{dota2}}{{L|Dota_2_Workshop_Tools/Level_Design|Dota 2 关卡创作}} | |||
===Source 引擎=== | |||
:{{source}} {{L|Source Mods Level Creation|Source Mods}} | |||
:{{as}} {{LCategory|Alien Swarm|异形丛生 关卡创作}} | |||
:{{csgo}} {{L|Counter-Strike: Global Offensive Level Creation|反恐精英:全球攻势 关卡创作}} | |||
:{{css}} {{L|Counter-Strike: Source Level Creation|反恐精英:起源 关卡创作}} | |||
:{{dm}} {{L|Dark Messiah Level Creation|黑暗弥塞亚 关卡创作}} | |||
:{{dods}} {{L|Day of Defeat: Source Level Creation|胜利之日:起源 关卡创作}} | |||
:{{hl2}} {{LCategory|Half-Life 2 level design|半条命2 关卡创作}} | |||
:{{INFRA}} {{L|INFRA Level Creation|基建危机 关卡创作}} | |||
:{{l4d}} {{L|Left 4 Dead Level Creation|求生之路 关卡创作}} | |||
:{{l4d2}} {{L|Left 4 Dead 2 Level Creation|求生之路2 关卡创作}} | |||
:{{portal}} {{LCategory|Portal Level Creation|传送门 关卡创作}} | |||
:{{portal2}} {{LCategory|Portal 2 Level Design|传送门2 关卡创作}} | |||
:{{Sin Emergence}} {{L|SiN Episodes Level Creation|原罪前传 关卡创作}} | |||
:{{ship}} {{L|The Ship Level Creation|幽灵船 关卡创作}} | |||
:{{tf2}} {{L|Team Fortress 2 Level Creation|军团要塞2 关卡创作}} | |||
:{{vtmb}} {{L|Vampire The Masquerade - Bloodlines Level Creation|吸血鬼:避世血族 关卡设计}} | |||
{{ | ===GoldSource引擎=== | ||
:{{cs}} {{L|Counter-Strike Level Creation|反恐精英 关卡创作}} | |||
:{{HL1}} {{L|Half-Life Level Creation|半条命1 关卡创作}} | |||
:{{ricochet}} {{L|Ricochet Level Creation|跳跃袭击 关卡创作}} | |||
:{{TFC}} {{L|Team Fortress Classic Level Creation|军团要塞 关卡创作}} | |||
:{{dod}} {{L|Day of Defeat Levels|胜利之日关卡}} | |||
== | == 最后收尾 == | ||
* | * {{L|3D Skybox|3D 天空盒}} | ||
* | * {{L|Cubemaps|立方体贴图(Cubemaps)}} | ||
* | * {{L|Optimization (level design)|优化}} | ||
* | * {{L|Expert compile mode|专家编译模式}} | ||
* | * {{L|Bspzip|Bspzip (地图嵌入自定义内容, 即打包)}} | ||
* | * {{L|Pre-publication evaluation|发布前的考虑}} | ||
* {{L|Static_Props_show_up_black|修复静态物体上的光照}} | |||
* {{L|Level Transitions|关卡转换}} | |||
== 设计原理 == | == 设计原理 == | ||
* | * {{L|Single-Player Mapping Tips|单人地图设计提示}} | ||
* | * {{L|Bounce (level design)|回溯(关卡设计)}} | ||
* | * {{L|Loops (level design)|循环(关卡设计)}} | ||
* {{L|Push Gameplay|强制推进(关卡设计)}} | |||
{{ | * {{L|Map Compiling Theory|地图编译原理}} | ||
* {{L|How to Develop a Map That Works|如何构建一张成功的地图}} | |||
* {{L|Adding More Detail to a map|为地图添加更多细节}} | |||
* {{L|Color Theory in Level Design|关卡设计的颜色原理}} | |||
* {{L|Decompiling Maps|反编译地图}} | |||
== 解决问题 == | == 解决问题 == | ||
* | * {{L|Troubleshooting Level Design|解决关卡设计问题}} | ||
* | * {{LCategory|Level Design FAQ|关卡设计FAQ}} | ||
* | * {{L|Showbudget|使用显示预算面板}} | ||
* | * {{L|Compile Errors|编译错误}} | ||
* | * {{L|Source SDK FAQ|Source SDK 疑难解答}} | ||
{{category cell|width=50%|background-color=white|border-color=lightgray}} | {{category cell|width=50%|background-color=white|border-color=lightgray}} | ||
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== 外部链接 == | == 外部链接 == | ||
* | * {{L|Level Design Video Tutorials|关卡设计视频教程}}——有关起源引擎地图制作的视频教程列表 | ||
* | * {{L|Mapping Sites|制图网站}}——关于地图制作的网站,包括教程、文章 | ||
* | * {{L|General Sites|普通网站}}——涉及包括地图制作的多种话题的网站 | ||
* | * {{L|Map Archive Sites|地图档案网站}}——可以下载V社游戏地图的网站 | ||
* | * {{L|File Hosting Sites|文件托管网站}}——可靠的自定义地图发布网站列表 | ||
* | * {{L|Image Hosting Sites|图像托管网站}}——可靠的自定义地图截图分享网站列表 | ||
* | * {{L|News Site List|新闻网站列表}}——宣传与讨论网站列表 | ||
{{category end}} | {{category end}} | ||
__NOTOC__ | __NOTOC__ | ||
{{cleanup|Not easy to use with 526 direct links or redirects}} | |||
{{ACategory|Modding}} | |||
{{ACategory|Entry pages}} |
Latest revision as of 02:18, 28 June 2025
欢迎来到Source地图编辑
入门指南Hammer编辑器概要光照连接区域
细节特殊效果NPC与AI |
具体游戏Source 2 引擎Source 引擎
GoldSource引擎最后收尾设计原理解决问题 |
外部链接 |

This article or section needs to be cleaned up to conform to a higher standard of quality because:
Not easy to use with 526 direct links or redirects
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.Subcategories
This category has the following 21 subcategories, out of 21 total.
A
- Zh/Abstract Mapping (30 P)
D
- Zh/Displacements (2 P)
E
H
- Zh/Half-Life 2 level design (empty)
I
- Zh/Internal entities (1 P)
L
- Zh/Level Design FAQ (3 P)
- Zh/Level Design Tutorials (3 P)
P
- Zh/Point entities (77 P)
- Zh/Portal level design (empty)
R
- Zh/Regions & Atmospheres (4 P)
S
- Zh/Skybox (12 P)
- Zh/Sound System (12 P)
关
- Zh/Dark Messiah level design (empty)
- Zh/Day of Defeat Level Design (empty)
- Zh/Half-Life Level Design (empty)
- Zh/Ricochet Level Design (empty)
- Zh/The Ship level design (empty)
Pages in category "Zh/Level Design"
The following 170 pages are in this category, out of 170 total.
A
C
- Zh/Choosing Player Models
- Zh/Clip texture
- Zh/Color Correction
- Zh/Color Theory in Level Design
- Zh/Compile Errors
- Zh/Compile Pal
- Zh/Controlling portals
- Zh/Counter-Strike: Global Offensive Level Creation
- Zh/Counter-Strike: Global Offensive/Game Modes/Arms Race
- Zh/Counter-Strike: Global Offensive/Game Modes/Demolition
- Zh/Counter-Strike: Source Level Creation
- Zh/Creating a Curved Hallway
- Zh/Creating a portal/object fizzler
- Zh/Creating a Room
- Zh/Creating a wake-up bed
- Zh/Creating a working mini-map
- Zh/Creating An Auto Portal
- Zh/Creating Angled Geometry
- Zh/Creating Brush Entities
- Zh/Creating multiple buttons for one door
- Zh/CSTVIS
- Zh/Cubemaps (Source 2)
- Zh/Cubemaps
D
G
H
L
- Zh/L4D Level Design Basics Tutorial
- Zh/L4D Level Design/Additional Finale Components
- Zh/L4D Level Design/Advanced Nav Editing
- Zh/L4D Level Design/Breakable Walls
- Zh/L4D Level Design/Checkpoint Rooms
- Zh/L4D Level Design/Checkpoints
- Zh/L4D Level Design/Clip Brushes
- Zh/L4D Level Design/Elevators
- Zh/L4D Level Design/Finale Events Part 1
- Zh/L4D Level Design/Finale Events Part 2
- Zh/L4D Level Design/Finale Events Part 3
- Zh/L4D Level Design/Getting Started
- Zh/L4D Level Design/Ladders
- Zh/L4D Level Design/Level Organization
- Zh/L4D Level Design/Level Standards
- Zh/L4D Level Design/Nav Flow
- Zh/L4D Level Design/Nav Meshes
- Zh/L4D Level Design/Outdoor Levels
- Zh/L4D Level Design/Panic Events
- Zh/L4D Level Design/Versus Maps
- Zh/L4D Level Design/Visibility
- Zh/L4D Level Design/Your First L4D Level
- Zh/L4D2 Level Design/Hard Rain
- Zh/L4D2 Level Design/VMF Instances
- Zh/Leak
- Zh/Left 4 Dead 2 Level Creation
- Zh/Left 4 Dead 2 Sky List
- Zh/Left 4 Dead 2/Scripting/Expanded Mutation System
- Zh/Left 4 Dead Infected Populations
- Zh/Left 4 Dictionary
- Zh/Level Design Overview
- Zh/Level Design Video Tutorials
- Zh/Level Transitions
- Zh/Lighting
- Zh/List of entities
- Zh/List of HL2 entities
- Zh/List of L4D Series Nav Mesh Attributes
- Zh/List of L4D2 Entities
- Zh/List of L4D2 Soundscapes
- Zh/List of Portal 2 Entities
- Zh/List of Portal entities
- Zh/List of Portal soundscapes
- Zh/List of Skyboxes
M
P
T
V
关
- Zh/3D model
- Zh/Adding More Detail to a map
- Zh/Advanced Lighting
- Zh/Bonus Maps
- Zh/Bounce (level design)
- Zh/Box dropper
- Zh/Cables and Ropes
- Zh/Complex Brush Creation
- Zh/Counter-Strike/Level Design
- Zh/Doors
- Zh/Filter Applications
- Zh/Instance
- Zh/Intermediate Lighting
- Zh/Logic gate
- Zh/Loops (level design)
- Zh/Map Analyst
- Zh/Map Resource Extractor
- Zh/Mapping Sites
- Zh/Nodegraph
- Zh/Packbsp
- Zh/Prefab
- Zh/Projected tractor beam entity
- Zh/Push Gameplay
- Zh/SiN Episodes Level Creation
- Zh/Single-Player Mapping Tips
- Zh/Sprite
- Zh/Trigger Events Between Levels
- Zh/VIS optimization
- Zh/Visleaf
- Zh/VMF (Valve Map Format)
- Zh/World brush