Category:Zh/Level Design: Difference between revisions
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* {{LCategory|Hammer|Hammer参考资料}} | * {{LCategory|Hammer|Hammer参考资料}} | ||
== 概要 == | == 概要 == | ||
* {{L|Dimensions|尺寸}} | * {{L|Dimensions|尺寸}} | ||
* {{L|Optimization | * {{L|Optimization/Level_Design|优化}} | ||
* {{L|Hammer Face Edit Dialog|表面编辑}} | * {{L|Hammer Face Edit Dialog|表面编辑}} | ||
* {{L|Displacement|置换表层(地形)}} | * {{L|Displacement|置换表层(地形)}} | ||
Line 65: | Line 65: | ||
* {{L|Explosions|爆炸}} | * {{L|Explosions|爆炸}} | ||
* {{L|Dust, Fog, & Smoke|沙尘、雾和烟}} | * {{L|Dust, Fog, & Smoke|沙尘、雾和烟}} | ||
* {{L| | * {{L|Color_Correction|色彩校正}} | ||
* {{L|Sprite|Sprite图片}} | * {{L|Sprite|Sprite图片}} | ||
* {{L|Lists of Special Effects in level design|特殊效果列表}} | * {{L|Lists of Special Effects in level design|特殊效果列表}} | ||
Line 91: | Line 91: | ||
:{{INFRA}} {{L|INFRA Level Creation|基建危机 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}} | :{{l4d}} {{L|Left 4 Dead Level Creation|求生之路 关卡创作}} | ||
:{{l4d2}} {{L|Left 4 Dead Level Creation|求生之路2 关卡创作}} | :{{l4d2}} {{L|Left 4 Dead 2 Level Creation|求生之路2 关卡创作}} | ||
:{{portal}} {{ | :{{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}} | :{{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}} | :{{Sin Emergence}} {{L|SiN Episodes Level Creation|原罪前传 关卡创作}} | ||
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== 最后收尾 == | == 最后收尾 == | ||
* {{L|3D Skybox|3D 天空盒}} | * {{L|3D Skybox|3D 天空盒}} | ||
* {{L|Cubemaps| | * {{L|Cubemaps|立方体贴图(Cubemaps)}} | ||
* {{L|Optimization (level design)|优化}} | * {{L|Optimization (level design)|优化}} | ||
* {{L|Expert compile mode|专家编译模式}} | * {{L|Expert compile mode|专家编译模式}} | ||
* {{L|Bspzip|Bspzip | * {{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|Pre-publication evaluation|发布前的考虑}} | ||
* {{L| | * {{L|Static_Props_show_up_black|修复静态物体上的光照}} | ||
* {{L|Level Transitions}} | * {{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|Single-Player Mapping Tips|单人地图设计提示}} | ||
* {{L|Bounce (level design)}} | * {{L|Bounce (level design)|回溯(关卡设计)}} | ||
* {{L|Loops (level design)}} | * {{L|Loops (level design)|循环(关卡设计)}} | ||
* {{L|Push Gameplay}} | * {{L|Push Gameplay|强制推进(关卡设计)}} | ||
* {{L|Map Compiling Theory|地图编译原理}} | * {{L|Map Compiling Theory|地图编译原理}} | ||
* {{L|How to Develop a Map That Works}} | * {{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|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|Color Theory in Level Design|关卡设计的颜色原理}} |
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 |

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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 169 pages are in this category, out of 169 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