L4D2 Level Design: Difference between revisions
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Note:Once familiar with these articles, you may wish to visit Left 4 Dead 2 Level Creation for a broad overview of L4D2 level design.
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{{l4d2}} This page summarizes new editing features in L4D2. | {{l4d2}} This page summarizes new editing features in L4D2. | ||
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For those of you who have existing maps and are looking to update and recompile, you've come to the right place. Your maps will likely need a little bit of tweaking to get running properly, and there are several useful additions to L4D2 mapping that you'll likely want to take advantage of. | For those of you who have existing maps and are looking to update and recompile, you've come to the right place. Your maps will likely need a little bit of tweaking to get running properly, and there are several useful additions to L4D2 mapping that you'll likely want to take advantage of. | ||
{{note| | {{note|Once familiar with these articles, you may wish to visit [[Left 4 Dead 2 Level Creation]] for a broad overview of L4D2 level design.}} | ||
== New | |||
== New Features Overview == | |||
* External VMF reference/instance capability allows you to organize your map as multiple VMF files. | * External VMF reference/instance capability allows you to organize your map as multiple VMF files. | ||
* Additional entities for spawning weapons, items, and upgrades with or without A.I. Director control. | * [[List_of_L4D2_Entities#New|Additional entities]], such as for spawning weapons, items, and upgrades with or without A.I. Director control. | ||
* Director querying allows your map to do better adapt to your players. You can change paths, change appearance, create a rainstorm, etc., all based on how well players are doing and therefore how "angry" the director is. | * Director querying allows your map to do better adapt to your players. You can change paths, change appearance, create a rainstorm, etc., all based on how well players are doing and therefore how "angry" the director is. | ||
* A new | * A new {{ent|info_gamemode}} can be used to more easily create a single BSP map that can change appearance, arrangement, item placement, etc., depending on the game mode being played. | ||
* [[VScript]]s provide fine control over the director and simplifies implementation of complex tasks. | |||
* Water now has a new shader, allowing it to flow realistically. | |||
== Tutorials == | == Tutorials == | ||
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* [[L4D Level Design Basics Tutorial]] | * [[L4D Level Design Basics Tutorial]] | ||
* [[Left 4 Dead Level Creation]] | * [[Left 4 Dead Level Creation]] | ||
* [[Left 4 Dead 2 Level Creation]] | * [[Left 4 Dead 2 Level Creation]] | ||
* [[L4D2 Campaign Add-on Tutorial]] | |||
* [[Dissection of Official L4D2 Campaigns]] | |||
{{NavBar|L4D Level Design/Versus Maps|L4D2 Level Design|L4D2 Level Design/Legacy Assets}} | {{NavBar|L4D Level Design/Versus Maps|L4D2 Level Design|L4D2 Level Design/Legacy Assets}} | ||
<!-- NOTE!! | <!-- NOTE!! | ||
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Menu can be found at Template:L4D2 level intro menu | Menu can be found at Template:L4D2 level intro menu | ||
--!> | --!> | ||
[[Category:Left_4_Dead]] | |||
[[Category:Left_4_Dead_2]] | |||
[[Category:Level_Design]] |
Latest revision as of 07:42, 12 July 2024
This page summarizes new editing features in L4D2.
If you're new to creating levels for the Left 4 Dead series, be sure to check out the L4D Level Design Basics Tutorial. The basics of authoring levels are pretty similar between L4D1 and L4D2, and this section focuses on Left 4 Dead 2-specific features.
For those of you who have existing maps and are looking to update and recompile, you've come to the right place. Your maps will likely need a little bit of tweaking to get running properly, and there are several useful additions to L4D2 mapping that you'll likely want to take advantage of.

New Features Overview
- External VMF reference/instance capability allows you to organize your map as multiple VMF files.
- Additional entities, such as for spawning weapons, items, and upgrades with or without A.I. Director control.
- Director querying allows your map to do better adapt to your players. You can change paths, change appearance, create a rainstorm, etc., all based on how well players are doing and therefore how "angry" the director is.
- A new info_gamemode can be used to more easily create a single BSP map that can change appearance, arrangement, item placement, etc., depending on the game mode being played.
- VScripts provide fine control over the director and simplifies implementation of complex tasks.
- Water now has a new shader, allowing it to flow realistically.
Tutorials
- Legacy Assets
- VMF Instances
- Weapon and Item Spawning
- Director Queries
- Multi-Gamemode Support
- Scavenge Maps
- Wandering Witch
- Instructor Hints
- Add-on Notes
- Tank & Witch Prohibition
- Foot Lockers
- Hard Rain
- Scavenge Finale
- Gauntlet Finale
- Custom Finale
- Detail Prop issues
See also