Dissection of Official L4D2 Campaigns: Difference between revisions

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! Entity Name !! m1_hotel !! m2_streets !! m3_mall !! m4_atrium !! {{l4d}} !! {{l4d2}} !! class="unsortable" | Notes
! Entity Name !! m1_hotel !! m2_streets !! m3_mall !! m4_atrium !! {{l4d}} !! {{l4d2}} !! class="unsortable" | Notes
|-
|-
| [[ambient_generic]] || 40 || 9 || - || - || || || This is a test table.
| [[ambient_generic]] || 40 || 9 || 3 || - || || || This is a test table.
|-
|-
| [[beam_spotlight]] || - || 21 || - || - ||
| [[beam_spotlight]] || - || 21 || 40 || - ||
|-
|-
| [[color_correction]] || 4 || 2 || - || - ||
| [[color_correction]] || 4 || 2 || 2 || - ||
|-
|-
| [[env_cubemap]] || 84 || 27 || - || - ||
| [[env_cubemap]] || 84 || 27 || 40 || - ||
|-
|-
| [[env_entity_maker]] || - || 2 || - || - ||
| [[env_entity_maker]] || - || 2 || 181 || - ||
|-
|-
| [[env_explosion]] || - || 1 || - || - ||
| [[env_explosion]] || - || 1 || - || - ||
Line 35: Line 35:
| [[env_fade]] || 2 || - || - || - ||
| [[env_fade]] || 2 || - || - || - ||
|-
|-
| [[env_fog_controller]] || 9 || 2 || - || - ||
| [[env_fog_controller]] || 9 || 2 || 2 || - ||
|-
|-
| [[env_microphone]] || - || 1 || - || - ||
| [[env_microphone]] || - || 1 || - || - ||
Line 43: Line 43:
| [[env_shake]] || 24 || 1 || - || - ||
| [[env_shake]] || 24 || 1 || - || - ||
|-
|-
| [[env_soundscape]] || 62 || 29 || - || - ||
| [[env_soundscape]] || 62 || 29 || 28 || - ||
|-
|-
| [[env_sprite]] || 9 || 18 || - || - ||
| [[env_sprite]] || 9 || 18 || 1 || - ||
|-
|-
| [[env_sun]] || 1 || 1 || - || - ||
| [[env_sun]] || 1 || 1 || - || - ||
|-
|-
| [[env_tonemap_controller]] || 1 || 1 || - || - ||
| [[env_tonemap_controller]] || 1 || 1 || 1 || - ||
|-
|-
| [[env_tonemap_controller_ghost]] || 1 || 1 || - || - ||
| [[env_tonemap_controller_ghost]] || 1 || 1 || 1 || - ||
|-
|-
| [[env_tonemap_controller_infected]] || 1 || 1 || - || - ||
| [[env_tonemap_controller_infected]] || 1 || 1 || 1 || - ||
|-
|-
| [[filter_activator_model]] || - || 1 || - || - ||
| [[filter_activator_model]] || - || 1 || - || - ||
|-
|-
| [[filter_activator_team]] || 3 || 1 || - || - ||
| [[filter_activator_name]] || - || - || 1 || - ||
|-
|-
| [[fog_volume]] || 15 || 8 || - || - ||
| [[filter_activator_team]] || 3 || 1 || 2 || - ||
|-
| [[filter_damage_type]] || - || - || 1 || - ||
|-
| [[filter_melee_damage]] || - || - || 1 || - ||
|-
| [[filter_multi]] || - || - || 1 || - ||
|-
| [[fog_volume]] || 15 || 8 || 2 || - ||
|-
|-
| [[func_block_charge]] || - || 2 || - || - ||
| [[func_block_charge]] || - || 2 || - || - ||
|-
|-
| [[func_breakable]] || 8 || 12 || - || - ||
| [[func_breakable]] || 8 || 12 || 431 || - ||
|-
|-
| [[func_brush]] || 195 || 30 || - || - ||
| [[func_brush]] || 195 || 30 || 36 || - ||
|-
|-
| [[func_button]] || 2 || 1 || - || - ||
| [[func_button]] || 2 || 1 || 1 || - ||
|-
|-
| [[func_clip_vphysics]] || - || 50 || - || - ||
| [[func_clip_vphysics]] || - || 50 || - || - ||
|-
|-
| [[func_detail]] || 701 || 747 || - || - ||
| [[func_detail]] || 701 || 747 || 1830 || - ||
|-
|-
| [[func_door]] || - || 1 || - || - ||
| [[func_door]] || - || 1 || - || - ||
|-
| [[func_door_rotating]] || - || - || 9 || - ||
|-
|-
| [[func_illusionary]] || - || 1 || - || - || || || A legacy brush entity still used today.
| [[func_illusionary]] || - || 1 || - || - || || || A legacy brush entity still used today.

Revision as of 19:59, 20 July 2010

Left 4 Dead 2 Another way to help understand L4D2 level creation is to see what makes up an official one. This does not mean that developers are limited to only these elements in a L4D2 map, but these maps can be very good examples to start with.

Todo: Organize, interpret, tabulate, compact... celebrate!

Compiling

Some Observations / Interpretations

  • sky_camera is in every map. A L4D2 map without a 3D skybox will give graphical glitches in-game.

Example: Dead Line 2

c1: Dead Center

Light settings

Entities

Audio and Choreography

Lighting and Visual Effects

Logic

Props

Trigger

Weapons

Other

Dead Center
Entity Name m1_hotel m2_streets m3_mall m4_atrium Left 4 Dead Left 4 Dead 2 Notes
ambient_generic 40 9 3 - This is a test table.
beam_spotlight - 21 40 -
color_correction 4 2 2 -
env_cubemap 84 27 40 -
env_entity_maker - 2 181 -
env_explosion - 1 - -
env_fade 2 - - -
env_fog_controller 9 2 2 -
env_microphone - 1 - -
env_physexplosion - 1 - -
env_shake 24 1 - -
env_soundscape 62 29 28 -
env_sprite 9 18 1 -
env_sun 1 1 - -
env_tonemap_controller 1 1 1 -
env_tonemap_controller_ghost 1 1 1 -
env_tonemap_controller_infected 1 1 1 -
filter_activator_model - 1 - -
filter_activator_name - - 1 -
filter_activator_team 3 1 2 -
filter_damage_type - - 1 -
filter_melee_damage - - 1 -
filter_multi - - 1 -
fog_volume 15 8 2 -
func_block_charge - 2 - -
func_breakable 8 12 431 -
func_brush 195 30 36 -
func_button 2 1 1 -
func_clip_vphysics - 50 - -
func_detail 701 747 1830 -
func_door - 1 - -
func_door_rotating - - 9 -
func_illusionary - 1 - - A legacy brush entity still used today.
func_elevator 1 - - -
func_ladder - 77 - -
func_movelinear 4 - - -
func_nav_attribute_region 1 23 - -
func_nav_blocker 9 17 - -
func_orator 1 1 - -
func_precipitation 1 - - -
func_playerinfected_clip - 57 - -
func_rotating - 1 - -
info_changelevel 1 2 - -
info_director 1 1 - -
info_elevator_floor 2 - - -
info_game_event_proxy 5 8 - -
info_gamemode - 3 - -
info_landmark 1 2 - -
info_map_parameters 1 1 - -
info_map_parameters_versus 1 1 - -
info_overlay 156 348 - -
info_particle_system 145 8 - -
info_particle_target 166 12 - -
info_player_start 4 - - -
info_projecteddecal 10 - - -
info_remarkable 16 16 - -
info_survivor_position 4 - - -
info_survivor_rescue 6 12 - -
info_target 2 1 - -
info_zombie_spawn 26 - - -
infodecal 14 - - -
keyframe_rope 31 59 - -
light 95 15 - -
light_directional 1 1 - -
light_environment 1 1 - -
light_spot 69 30 - -
logic_auto 6 22 - -
logic_branch - 2 - -
logic_case 76 13 - -
logic_choreographed_scene 1 - - -
logic_director_query 3 1 - -
logic_relay 43 15 - -
logic_script - 1 - -
logic_timer 10 12 - -
math_counter 4 - - -
move_rope 10 20 - -
path_track 14 1 - - Could be decompile error of info_lighting.
player_weaponstrip - 1 - -
point_hurt 1 - - -
point_prop_use_target - 1 - -
point_template 47 5 - -
point_viewcontrol_survivor 4 - - -
postprocess_controller 4 2 - -
prop_car_alarm - 2 - -
prop_car_glass - 4 - -
prop_door_rotating 29 13 - -
prop_door_rotating_checkpoint 1 2 - -
prop_dynamic 72 55 - -
prop_health_cabinet - 1 - -
prop_physics 314 230 - -
prop_static 1748 2193 - -
shadow_control 1 1 - -
sky_camera 1 1 - -
trigger_active_weapon_detect - 1 - -
trigger_hurt 51 5 - -
trigger_hurt_ghost 7 - - -
trigger_look 1 - - -
trigger_multiple 5 2 - -
trigger_once 19 7 - -
trigger_push 38 4 - -
upgrade_spawn - 17 - -
weapon_ammo_spawn 1 7 - -
weapon_autoshotgun_spawn - 7 - -
weapon_chainsaw_spawn 3 - - -
weapon_first_aid_kit_spawn 9 12 - -
weapon_hunting_rifle_spawn - 4 - -
weapon_item_spawn 51 100 - -
weapon_melee_spawn 8 14 - -
weapon_pain_pills_spawn 1 - - -
weapon_pistol_magnum_spawn 1 2 - -
weapon_pistol_spawn 3 5 - -
weapon_pumpshotgun_spawn - 4 - -
weapon_rifle_ak47_spawn - 5 - -
weapon_rifle_desert_spawn - 4 - -
weapon_rifle_spawn - 6 - -
weapon_shotgun_chrome_spawn 3 2 - -
weapon_shotgun_spas_spawn - 4 - -
weapon_smg_silenced_spawn 1 3 - -
weapon_smg_spawn - 2 - -
weapon_sniper_military_spawn - 2 - -
weapon_spawn 6 13 - -

c6: The Passing

c2: Dark Carnival

c3: Swamp Fever

c4: Hard Rain

c5: The Parish