User:Brandished/Sandbox 1: Difference between revisions

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For this tutorial we will be making a simple 2 level campaign that never ends.  Sounds fun, right?  Well, maybe not, but the purpose really isn't to have a full campaign, but to explain the basics of level construction in L4D.
Thumbnails and image scaling.


First, lets cover what our L4D campaign will need to work right:
== Pixel scaling, no thumb tags, no align ==
* A director
[[File:nav_edit.jpg|200px|Before split]]
* A starting point
[[File:nav_split.jpg|200px|After split]]
* 2 safe house doors
[[File:nav_mark.jpg|200px|Marked first area]]
* Some weapons, ammo, and health
{{clr}}
* A rescue closet
== Thumb tags, default align ==
* A change-level
[[File:nav_edit.jpg|200px|thumb|Before split]]
* A fog controller
[[File:nav_split.jpg|200px|thumb|After split]]
[[File:nav_mark.jpg|200px|thumb|Marked first area]]
{{clr}}
== Thumb tags, left align ==
[[File:nav_jump.jpg|200px|thumb|left|'''Jump areas''' (marked with green X's) tell bots that they must jump to reach the higher connected area, and that this area is not usable as a hiding/sniping spot.]]
[[File:nav_crouch.jpg|200px|thumb|left|'''Crouch areas''' (marked with a blue diagonal slash) force bots to crouch when moving through this area.]]
[[File:nav_end_area.jpg|200px|thumb|left|Area created]]
{{clr}}
== Thumb tags, right align ==
[[File:nav_begin_area.jpg|200px|thumb|right|Start dragging area at first corner]]
[[File:nav_drag_area.jpg|200px|thumb|right|Drag area extent]]
[[File:nav_end_area.jpg|200px|thumb|right|Area created]]
{{clr}}
== Thumb tags, center align ==
[[File:nav_edit.jpg|200px|thumb|center|Before split]]
[[File:nav_split.jpg|200px|thumb|center|After split]]
[[File:nav_mark.jpg|200px|thumb|center|Marked first area]]
{{clr}}
== Thumb tags, left, center, right align ==
[[File:nav_edit.jpg|200px|thumb|left|Before split]]
[[File:nav_split.jpg|200px|thumb|center|After split]]
[[File:nav_mark.jpg|200px|thumb|right|Marked first area]]
{{clr}}
== Gallery tags ==
<gallery>
Image:nav_edit.jpg|Before split
Image:nav_split.jpg|After split
Image:nav_mark.jpg|Marked first area
</gallery>
{{clr}}
== Table enclosure ==
=== Model Description ===


Here's the map's layout and set up. 
'''Skins'''
 
{|
After running nav_generate we no longer have the nav error message on the screen when the map loads. Lets take a look at what nav_generate did:
| [[File:Doormain01 handle1 skin1.jpg|none|thumb|50px|Skin 1]]
 
| [[File:Doormain01 handle1 skin2.jpg|none|thumb|50px|Skin 2]]
: select_with_attribute DOOR
| [[File:Doormain01 handle1 skin3.jpg|none|thumb|50px|Skin 3]]
: select_with_attribute CHECKPOINT
| [[File:Doormain01 handle1 skin4.jpg|none|thumb|50px|Skin 4]]
: select_with_attribute RESCUE_CLOSET
|}
: select_with_attribute ESCAPE_ROUTE

Latest revision as of 02:38, 7 January 2024

Thumbnails and image scaling.

Pixel scaling, no thumb tags, no align

Before split After split Marked first area

Thumb tags, default align

Before split
After split
Marked first area

Thumb tags, left align

Jump areas (marked with green X's) tell bots that they must jump to reach the higher connected area, and that this area is not usable as a hiding/sniping spot.
Crouch areas (marked with a blue diagonal slash) force bots to crouch when moving through this area.
Area created

Thumb tags, right align

Start dragging area at first corner
Drag area extent
Area created

Thumb tags, center align

Before split
After split
Marked first area

Thumb tags, left, center, right align

Before split
After split
Marked first area

Gallery tags

Table enclosure

Model Description

Skins

Skin 1
Skin 2
Skin 3
Skin 4