Zh/Left 4 Dead Level Creation: Difference between revisions

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== 地图构建元素 ==
== 地图构建元素 ==
* [[Ladders#Placing_a_Ladder_Model|Ladders]] | [[L4D_Level_Design/Versus_Maps#Making Infected Ladders Visible|Infected-only Ladders]]
* [[Ladders#Placing_a_Ladder_Model|Ladders|梯子]] | [[L4D_Level_Design/Versus_Maps#Making Infected Ladders Visible|Infected-only Ladders|感染者专用梯子]]
* [[L4D_Level_Design/安全室|Checkpoints and Safe Rooms]]
* [[L4D_Level_Design|Checkpoints and Safe Rooms|安全门与安全室的制作]]
* [[L4D_Level_Design/Elevators|Elevators]] | [[Sorting_out_navigation_flow#Elevators|Elevators and Nav Mesh]]
* [[L4D_Level_Design/Elevators|Elevators|电梯]] | [[Sorting_out_navigation_flow#Elevators|Elevators and Nav Mesh|电梯与导航网格]]
* [[L4D_Level_Design/Panic_Events|Panic Events]]
* [[L4D_Level_Design/Panic_Events|Panic Events|尸潮暴动]]
* [[L4D_Level_Design/Breakable_Walls|Breakable Walls]] | [[L4D_Level_Design/Versus_Maps#Making_the_visible_cue_for_breakable_walls|Visible Cue for Breakable Walls]]
* [[L4D_Level_Design/Breakable_Walls|Breakable Walls|可打破的墙壁]] | [[L4D_Level_Design/Versus_Maps#Making_the_visible_cue_for_breakable_walls|Visible Cue for Breakable Walls|可打破墙壁上的提示阴影]]
* Finales
* 救援关
: [[L4D_Level_Design/Finale_Events_Part_1|Standard Finale]] | [[L4D2 Level Design/Gauntlet Finale|Gauntlet Finale]] | [[L4D2 Level Design/Scavenge Finale|Scavenge Finale]] | [[L4D2 Level Design/Custom Finale|Custom Finale]] | [[L4D2 Level Design/Custom Finale#Sacrifice finale|Sacrifice Finale]]  
: [[L4D_Level_Design/Finale_Events_Part_1|Standard Finale|标准救援关]] | [[L4D2 Level Design/Gauntlet Finale|Gauntlet Finale|长途救援关]] | [[L4D2 Level Design/Scavenge Finale|Scavenge Finale|清道夫终关]] | [[L4D2 Level Design/Custom Finale|Custom Finale|自制终关]] | [[L4D2 Level Design/Custom Finale#Sacrifice finale|Sacrifice Finale|牺牲终关]]  


* [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]]
* [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets|救人小黑屋]]
* [[Fog_volume|Cinematic Effects]]
* [[Fog_volume|Cinematic Effects|雾效果|电影效果]]
: [[Postprocess_controller|Post Processing (Film Grain, Vignette, Local Contrast)]] | [[Color_correction|Color Correction]]
: [[Postprocess_controller|后处理控制器实体|Post Processing |后处理(Film Grain, Vignette, Local Contrast|胶片颗粒,装饰图案,当前对比)]] | [[Color_correction|Color Correction|色彩校正]]


* [[L4D2_Level_Design/Legacy_Assets|Legacy Assets]]
* [[L4D2_Level_Design/Legacy_Assets|Legacy Assets|遗留资产]]
* [[L4D2_Level_Design/VMF_Instances|VMF Instances]]
* [[L4D2_Level_Design/VMF_Instances|VMF Instances|使用vmf例子]]
* [[L4D2_Level_Design/Weapon_and_Item_Spawning|Weapon, Item, and Melee spawns]]
* [[L4D2_Level_Design/Weapon_and_Item_Spawning|Weapon, Item, and Melee spawns武器,物品,近战制作]]
* [[L4D2_Level_Design/Director_Queries|Director Queries]]
* [[L4D2_Level_Design/Director_Queries|Director Queries|logic_director_query实体的应用]]
* [[L4D2_Level_Design/Wandering_Witch|Wandering Witch]] | Witch Bride
* [[L4D2_Level_Design/Wandering_Witch|Wandering Witch|游荡的witch]] | Witch Bride|新娘witch
* [[L4D2_Level_Design/Instructor_Hints|Instructor Hints]]
* [[L4D2_Level_Design/Instructor_Hints|Instructor Hints|游戏提示]]
* [[L4D2_Level_Design/Boss_Prohibition|Tank & Witch Prohibition]]
* [[L4D2_Level_Design/Boss_Prohibition|Tank & Witch Prohibition|大boss禁止产生]]
* [[L4D2_Level_Design/Hard_Rain|Hard Rain Storm]]
* [[L4D2_Level_Design/Hard_Rain|Hard Rain Storm|暴风骤雨效果]]
* [[L4D2 Level Design/Foot Lockers|Foot Lockers]]
* [[L4D2 Level Design/Foot Lockers|Foot Lockers|储物柜]]
* [[L4D2_Level_Design/Choreographed Scenes|Choreographed Scenes]]
* [[L4D2_Level_Design/Choreographed Scenes|Choreographed Scenes|情景对话]]
* L4D1 Survivor Bots | L4D1 Survivor Players
* L4D1 Survivor Bots | L4D1 Survivor Players|一代生还者
* [[L4D2 Vscripts|Scripting (vscripts)]]{{sq}}| '''[[L4D2 Vscript Examples|Example vscripts]]'''
* [[L4D2 Vscripts|Scripting (vscripts)]]{{sq}}| '''[[L4D2 Vscript Examples|Example vscripts]]'''
: Entity Manipulation | Custom Panic Events | Custom Finales | Scavenge Finale | [[L4D2_Director_Scripts|Director  Scripts]] | Onslaughts | [[L4D2_Vscripts#Decrypting NUC files|Official vscripts]] | [[List_of_L4D2_Script_Functions| Script Classes and Functions]]
: Entity Manipulation | Custom Panic Events | Custom Finales | Scavenge Finale | [[L4D2_Director_Scripts|Director  Scripts]] | Onslaughts | [[L4D2_Vscripts#Decrypting NUC files|Official vscripts]] | [[List_of_L4D2_Script_Functions| Script Classes and Functions]]

Revision as of 18:12, 7 November 2014

Template:Otherlang2

求生之路2 这个页面是关于[求生之路2]]非官方地图制作的。Level Design.

另外Left 4 Dead的非官方地图制作教程是与求生之路2通用,教程就不重复发布,请看Left 4 Dead Level Creation

如果你是中国的求生之路玩家,想制作非官方地图的话,欢迎加入QQ群130180007 和 216266213 ,求生之路地图讨论群,里面有大神可以教导你们,也欢迎关注百度贴吧求生之路地图制作吧。中国求生之路2非官方地图制作者的聚集地。

开始

设计理论

地图构建元素

Standard Finale|标准救援关 | Gauntlet Finale|长途救援关 | Scavenge Finale|清道夫终关 | Custom Finale|自制终关 | Sacrifice Finale|牺牲终关
后处理控制器实体|Post Processing |后处理(Film Grain, Vignette, Local Contrast|胶片颗粒,装饰图案,当前对比) | Color Correction|色彩校正
Entity Manipulation | Custom Panic Events | Custom Finales | Scavenge Finale | Director Scripts | Onslaughts | Official vscripts | Script Classes and Functions

游戏模式

自制游戏元素

Breakable Props | Cinematic Physics | Weapons | Melee Weapons | Intro/Outro Camera | Procedurally Deforming Foliage
Soundscripts | Soundscapes

地图制作完成最后的打包

addonimage.jpg | Campaign Poster | Map Thumbnail Previews | Outtro Background
Official Map Mission Files | Example Mission Files (Deadline 1 & 2)

参考信息

VBSP | VVIS | VRAD

导航网格

General

导航网格制作

其他资源

网站