Dissection of Official L4D2 Campaigns: Difference between revisions
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{| class="wikitable sortable" border="1" style="font-size: small; text-align: center; width: auto;" | {| class="wikitable sortable" border="1" style="font-size: small; text-align: center; width: auto;" | ||
|+ '''Dead Center''' | |+ '''Dead Center''' | ||
! 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 !! Category | ||
|- | |- | ||
| [[ambient_generic]] || 40 || 9 || 3 || 5 || || || This is a test table. | | [[ambient_generic]] || 40 || 9 || 3 || 5 || || || This is a test table. || Audio and Choreography | ||
|- | |- | ||
| [[beam_spotlight]] || - || 21 || 40 || - || | | [[beam_spotlight]] || - || 21 || 40 || - || || || || Lighting and Visual Effects | ||
|- | |- | ||
| [[color_correction]] || 4 || 2 || 2 || 3 || | | [[color_correction]] || 4 || 2 || 2 || 3 || || || || Lighting and Visual Effects | ||
|- | |- | ||
| [[env_cubemap]] || 84 || 27 || 40 || 28 || | | [[env_cubemap]] || 84 || 27 || 40 || 28 || | ||
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| [[env_explosion]] || - || 1 || - || - || | | [[env_explosion]] || - || 1 || - || - || | ||
|- | |- | ||
| [[env_fade]] || 2 || - || - || 6 || | | [[env_fade]] || 2 || - || - || 6 || || || Usually for intro and outtro. || Lighting and Visual Effects | ||
|- | |- | ||
| [[env_fog_controller]] || 9 || 2 || 2 || 2 || | | [[env_fog_controller]] || 9 || 2 || 2 || 2 || |
Revision as of 21:36, 20 July 2010
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.