L4D2 Level Design/Gauntlet Finale: Difference between revisions
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Gauntlet Finales were introduced | {{LanguageBar}} | ||
{{L4D2 level intro menu}} | |||
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{{l4d2}} Gauntlet Finales were introduced in The Parish campaign. Rather than having the player holdout in an enclosed arena, gauntlets force players to run to the end of the level, where the rescue vehicle is already waiting for them. In The Parish, the players must run across a bridge to make it to a rescue helicopter. | |||
You may wish to follow along with the [[Decompiling Maps|decompiled map]] this article is based off of, c5m5_bridge.vmf. | |||
== | == Overview == | ||
A gauntlet mainly consists of [[L4D Level Design/Finale Events Part 1|standard finale components]] with a few new additions and modifications: | |||
*The [[trigger_finale]] uses "Gauntlet" as Finale Type setting. | |||
*A [[info_target]], named "nav_flow_target" at the end of the map close to the rescue vehicle, but not on navmesh marked with [[List_of_L4D_Series_Nav_Mesh_Attributes|Rescue_Vehicle]]. Else it will be blocked and Nav Flow won't generate. | |||
*Rescue closets are usually absent but should work if they are added. Consider adding one if there is combat before reaching the finale area. | |||
*Finales depend on director_gauntlet.nuc vscript by default, even without setting the "Script File" field.<br> | |||
{{note|Defining a different script in the "Script File" field will first run the default director_gauntlet and second it will launch whatever script you defined.}} | |||
The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale. | |||
== director_gauntlet.nuc == | |||
This is the original Gauntlet Finale script, should you want to tweak it for your own purposes. | |||
<source lang=js> | |||
Msg("Initiating Gauntlet\n"); | |||
DirectorOptions <- | |||
{ | |||
PanicForever = true | |||
PausePanicWhenRelaxing = true | |||
=== | IntensityRelaxThreshold = 0.99 | ||
RelaxMinInterval = 25 | |||
RelaxMaxInterval = 35 | |||
RelaxMaxFlowTravel = 400 | |||
LockTempo = 0 | |||
SpecialRespawnInterval = 20 | |||
PreTankMobMax = 20 | |||
ZombieSpawnRange = 3000 | |||
ZombieSpawnInFog = true | |||
MobSpawnSize = 5 | |||
CommonLimit = 5 | |||
GauntletMovementThreshold = 500.0 | |||
GauntletMovementTimerLength = 5.0 | |||
GauntletMovementBonus = 2.0 | |||
GauntletMovementBonusMax = 30.0 | |||
= | // length of bridge to test progress against. | ||
BridgeSpan = 20000 | |||
MobSpawnMinTime = 5 | |||
MobSpawnMaxTime = 5 | |||
MobSpawnSizeMin = 5 | |||
MobSpawnSizeMax = 20 | |||
minSpeed = 50 | |||
maxSpeed = 200 | |||
= | speedPenaltyZAdds = 15 | ||
CommonLimitMax = 30 | |||
function RecalculateLimits() | |||
{ | |||
//Increase common limit based on progress | |||
local progressPct = ( Director.GetFurthestSurvivorFlow() / BridgeSpan ) | |||
if ( progressPct < 0.0 ) progressPct = 0.0; | |||
if ( progressPct > 1.0 ) progressPct = 1.0; | |||
MobSpawnSize = MobSpawnSizeMin + progressPct * ( MobSpawnSizeMax - MobSpawnSizeMin ) | |||
//Increase common limit based on speed | |||
local speedPct = ( Director.GetAveragedSurvivorSpeed() - minSpeed ) / ( maxSpeed - minSpeed ); | |||
if ( speedPct < 0.0 ) speedPct = 0.0; | |||
if ( speedPct > 1.0 ) speedPct = 1.0; | |||
=== | MobSpawnSize = MobSpawnSize + speedPct * ( speedPenaltyZAdds ); | ||
CommonLimit = MobSpawnSize * 1.5 | |||
if ( CommonLimit > CommonLimitMax ) CommonLimit = CommonLimitMax; | |||
} | |||
} | |||
function Update() | |||
{ | |||
DirectorOptions.RecalculateLimits(); | |||
} | |||
</source> | |||
=== Tips === | |||
==== Bridge Span Value ==== | |||
The script has a "BridgeSpan" Setting which determines how long the Gauntlet area will be, which is used to calculate progression in Versus.<br> | |||
This Value is in units, which can easily be taken in [[Hammer]] by just creating a brush entity with one side at the [[trigger_finale]] while the other is where the rescue vehicle will be.<br> | |||
As seen in the picture below, this brush entity will be 20096.0 units wide. So the script is set to 20000 units to make the numbers round. | |||
[[File:Gauntlet bridge span helper.png|1500px|left]] | |||
{{clr}} | |||
==See also== | |||
[[L4D2 Level Design]] | |||
{{NavBar|L4D2 Level Design/Scavenge Finale|L4D2 Level Design|L4D2 Level Design/Custom Finale}} | |||
[[Category:Left 4 Dead 2]] |
Latest revision as of 18:53, 5 August 2025

Remember to check for any notes left by the tagger at this article's talk page.
Gauntlet Finales were introduced in The Parish campaign. Rather than having the player holdout in an enclosed arena, gauntlets force players to run to the end of the level, where the rescue vehicle is already waiting for them. In The Parish, the players must run across a bridge to make it to a rescue helicopter.
You may wish to follow along with the decompiled map this article is based off of, c5m5_bridge.vmf.
Overview
A gauntlet mainly consists of standard finale components with a few new additions and modifications:
- The trigger_finale uses "Gauntlet" as Finale Type setting.
- A info_target, named "nav_flow_target" at the end of the map close to the rescue vehicle, but not on navmesh marked with Rescue_Vehicle. Else it will be blocked and Nav Flow won't generate.
- Rescue closets are usually absent but should work if they are added. Consider adding one if there is combat before reaching the finale area.
- Finales depend on director_gauntlet.nuc vscript by default, even without setting the "Script File" field.

The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale.
director_gauntlet.nuc
This is the original Gauntlet Finale script, should you want to tweak it for your own purposes.
Msg("Initiating Gauntlet\n");
DirectorOptions <-
{
PanicForever = true
PausePanicWhenRelaxing = true
IntensityRelaxThreshold = 0.99
RelaxMinInterval = 25
RelaxMaxInterval = 35
RelaxMaxFlowTravel = 400
LockTempo = 0
SpecialRespawnInterval = 20
PreTankMobMax = 20
ZombieSpawnRange = 3000
ZombieSpawnInFog = true
MobSpawnSize = 5
CommonLimit = 5
GauntletMovementThreshold = 500.0
GauntletMovementTimerLength = 5.0
GauntletMovementBonus = 2.0
GauntletMovementBonusMax = 30.0
// length of bridge to test progress against.
BridgeSpan = 20000
MobSpawnMinTime = 5
MobSpawnMaxTime = 5
MobSpawnSizeMin = 5
MobSpawnSizeMax = 20
minSpeed = 50
maxSpeed = 200
speedPenaltyZAdds = 15
CommonLimitMax = 30
function RecalculateLimits()
{
//Increase common limit based on progress
local progressPct = ( Director.GetFurthestSurvivorFlow() / BridgeSpan )
if ( progressPct < 0.0 ) progressPct = 0.0;
if ( progressPct > 1.0 ) progressPct = 1.0;
MobSpawnSize = MobSpawnSizeMin + progressPct * ( MobSpawnSizeMax - MobSpawnSizeMin )
//Increase common limit based on speed
local speedPct = ( Director.GetAveragedSurvivorSpeed() - minSpeed ) / ( maxSpeed - minSpeed );
if ( speedPct < 0.0 ) speedPct = 0.0;
if ( speedPct > 1.0 ) speedPct = 1.0;
MobSpawnSize = MobSpawnSize + speedPct * ( speedPenaltyZAdds );
CommonLimit = MobSpawnSize * 1.5
if ( CommonLimit > CommonLimitMax ) CommonLimit = CommonLimitMax;
}
}
function Update()
{
DirectorOptions.RecalculateLimits();
}
Tips
Bridge Span Value
The script has a "BridgeSpan" Setting which determines how long the Gauntlet area will be, which is used to calculate progression in Versus.
This Value is in units, which can easily be taken in Hammer by just creating a brush entity with one side at the trigger_finale while the other is where the rescue vehicle will be.
As seen in the picture below, this brush entity will be 20096.0 units wide. So the script is set to 20000 units to make the numbers round.