Left 4 Dead 2 Level Creation: Difference between revisions

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== Tutorials and Constructing Elements ==
== Tutorials and Constructing Elements ==
* [[Ladders#Placing_a_Ladder_Model|Ladders]] | [[L4D_Level_Design/Versus_Maps#Making Infected Ladders Visible|Infected-only Ladders]]
* [[Ladders#Placing_a_Ladder_Model|Ladders]] | [[L4D Level Design/Versus_Maps#Making Infected Ladders Visible|Infected-only Ladders]]
* [[L4D_Level_Design/Checkpoints|Checkpoints and Safe Rooms]]
* [[L4D Level Design/Checkpoints|Checkpoints and Safe Rooms]]
* [[L4D_Level_Design/Elevators|Elevators]] | [[Sorting_out_navigation_flow#Elevators|Elevators and Nav Mesh]]
* [[L4D Level Design/Elevators|Elevators]] | [[Sorting_out_navigation_flow#Elevators|Elevators and Nav Mesh]]
* [[L4D_Level_Design/Panic_Events|Panic Events]]
* [[L4D Level Design/Panic Events|Panic Events]]
* [[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]] | [[L4D Level Design/Versus_Maps#Making_the_visible_cue_for_breakable_walls|Visible Cue for Breakable Walls]]
* Finales
* Finales
: [[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]] | [[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/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]]
* [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]]
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: [[Postprocess_controller|Post Processing (Film Grain, Vignette, Local Contrast)]] | [[Color_correction|Color Correction]]
: [[Postprocess_controller|Post Processing (Film Grain, Vignette, Local Contrast)]] | [[Color_correction|Color Correction]]


* [[L4D2_Level_Design/Legacy_Assets|Legacy Assets]]
* [[L4D2 Level Design/Legacy_Assets|Legacy Assets]]
* [[L4D2_Level_Design/VMF_Instances|VMF Instances]]
* [[L4D2 Level Design/VMF Instances|VMF Instances]]
* [[L4D2_Level_Design/Weapon_and_Item_Spawning|Weapon, Item, and Melee spawns]] | [[prop_minigun_l4d1|Mounted Minigun]] | [[prop_mounted_machine_gun|Mounted Machinegun]]
* [[L4D2 Level Design/Weapon and Item Spawning|Weapon, Item, and Melee spawns]] | [[prop_minigun_l4d1|Mounted Minigun]] | [[prop_mounted_machine_gun|Mounted Machinegun]]
* [[L4D2_Level_Design/Director_Queries|Director Queries]]
* [[L4D2 Level Design/Director_Queries|Director Queries]]
* [[L4D2_Level_Design/Wandering_Witch|Wandering Witch]] | [[L4D2_Level_Design/Witch_Bride|Witch Bride]]
* [[L4D2 Level Design/Wandering_Witch|Wandering Witch]] | [[L4D2 Level Design/Witch_Bride|Witch Bride]]
* [[L4D2_Level_Design/Instructor_Hints|Instructor Hints]]
* [[L4D2 Level Design/Instructor_Hints|Instructor Hints]]
* [[L4D2_Level_Design/Boss_Prohibition|Tank & Witch Prohibition]]
* [[L4D2 Level Design/Boss_Prohibition|Tank & Witch Prohibition]]
* [[L4D2_Level_Design/Hard_Rain|Hard Rain Storm]]
* [[L4D2 Level Design/Hard_Rain|Hard Rain Storm]]
* [[L4D2 Level Design/Foot Lockers|Foot Lockers]]
* [[L4D2 Level Design/Foot Lockers|Foot Lockers]]
* [[L4D2_Level_Design/Choreographed Scenes|Choreographed Scenes]] | [[info_remarkable|Character Remarks (Dialogue)]]
* [[L4D2 Level Design/Choreographed Scenes|Choreographed Scenes]] | [[info_remarkable|Character Remarks (Dialogue)]]
* [[info_l4d1_survivor_spawn|L4D1 Survivor Bots]] | [[L4D2_Mission_Files#Base_Mission_File|L4D1 Survivor Players]] (survivor_set - Missionfile) | [[Info_director|Forcing Survivor Positions]]
* [[info_l4d1_survivor_spawn|L4D1 Survivor Bots]] | [[L4D2_Mission_Files#Base_Mission_File|L4D1 Survivor Players]] (survivor_set - Missionfile) | [[Info_director|Forcing Survivor Positions]]
* [[L4D2 Vscripts|Scripting (vscripts)]]{{sq}}| '''[[L4D2 Vscript Examples|Example vscripts]]'''
* [[L4D2 Vscripts|Scripting (vscripts)]]{{sq}}| '''[[L4D2 Vscript Examples|Example vscripts]]'''
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* [[L4D2_Mission_Files#Revisiting_maps|Revisitable maps]], as seen in Hard Rain.
* [[L4D2_Mission_Files#Revisiting_maps|Revisitable maps]], as seen in Hard Rain.
=== Gamemodes ===
=== Gamemodes ===
* [[L4D_Level_Design/Versus_Maps|Versus]]
* [[L4D Level Design/Versus_Maps|Versus]]
* [[Survival Gametype (L4D)|Survival]]
* [[Survival Gametype (L4D)|Survival]]
* [[L4D2 Level Design/Scavenge Maps|Scavenge]]
* [[L4D2 Level Design/Scavenge Maps|Scavenge]]
* [[Mutation Gametype (L4D2)|Mutations]]
* [[Mutation Gametype (L4D2)|Mutations]]
* [[L4D2_Level_Design/Multi-Gamemode_Support|Multi-Gamemode Support]]
* [[L4D2 Level Design/Multi-Gamemode_Support|Multi-Gamemode Support]]


=== Custom Assets ===
=== Custom Assets ===
* [[Creating_a_Material|Custom Materials and Textures]] | [[Left 4 Dead Graffiti Tutorial|Wall Writings and Graffiti]] | [[Water_(shader)#Flow|Water Flow]]
* [[Creating a Material|Custom Materials and Textures]] | [[Left 4 Dead Graffiti Tutorial|Wall Writings and Graffiti]] | [[Water_(shader)#Flow|Water Flow]]
* [[:Category:Modeling|Custom Models and Animation]]
* [[:Category:Modeling|Custom Models and Animation]]
:[[Creating_custom_gibs|Breakable Props]] | [[Cinematic Physics]] | [[Deadline_AddonInfo_File|Weapons (Via addoninfo)]] | [[L4D2_Custom_Melee_Weapons|Melee Weapons]] | [[Point_viewcontrol_survivor|Intro/Outro Camera]]
:[[Creating_custom_gibs|Breakable Props]] | [[Cinematic Physics]] | [[Deadline_AddonInfo_File|Weapons (Via addoninfo)]] | [[L4D2_Custom_Melee_Weapons|Melee Weapons]] | [[Point_viewcontrol_survivor|Intro/Outro Camera]]
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** [[L4D_AddonInfo_Authoring#Info_metadata|addoninfo.txt]] | [[Deadline_AddonInfo_File|Example addoninfo.txt (Deadline 1 & 2)]]
** [[L4D_AddonInfo_Authoring#Info_metadata|addoninfo.txt]] | [[Deadline_AddonInfo_File|Example addoninfo.txt (Deadline 1 & 2)]]
** Add-on Art Assets
** Add-on Art Assets
::[[L4D2_Campaign_Add-on_Tutorial#addonimage.jpg|addonimage.jpg]] | [[L4D2_Campaign_Add-on_Tutorial#Campaign_Poster|Campaign Poster]] | [[L4D2_Campaign_Add-on_Tutorial#Map_Thumbnail_Previews|Map Thumbnail Previews]] | [[L4D2_Campaign_Add-on_Tutorial#Campaign_Poster|Outtro Background]]
::[[L4D2 Campaign Add-on Tutorial#addonimage.jpg|addonimage.jpg]] | [[L4D2 Campaign Add-on Tutorial#Campaign_Poster|Campaign Poster]] | [[L4D2 Campaign Add-on Tutorial#Map_Thumbnail_Previews|Map Thumbnail Previews]] | [[L4D2 Campaign Add-on Tutorial#Campaign_Poster|Outtro Background]]
:* [[L4D2_Mission_Files|Mission File]]
:* [[L4D2_Mission_Files|Mission File]]
:: [[List of L4D2 Missions Files|Official Map Mission Files]] | [[Deadline_Mission_File|Example Mission Files (Deadline 1 & 2)]]
:: [[List of L4D2 Missions Files|Official Map Mission Files]] | [[Deadline_Mission_File|Example Mission Files (Deadline 1 & 2)]]
:* [[L4D2_Campaign_Add-on_Tutorial#Packaging_and_shipping|Packing (into a VPK)]]
:* [[L4D2 Campaign Add-on Tutorial#Packaging_and_shipping|Packing (into a VPK)]]
:* [[L4D2_Campaign_Add-on_Tutorial#Compression|Compressing]]
:* [[L4D2 Campaign Add-on Tutorial#Compression|Compressing]]
* Uploading / Distributing
* Uploading / Distributing
* [[L4D2_Level_Design/Add-on_Notes|Add-on Notes (L4D2)]]
* [[L4D2 Level Design/Add-on Notes|Add-on Notes (L4D2)]]


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* [[Navigation Meshes (L4D)|List of L4D2 Nav Mesh Attributes]]
* [[Navigation Meshes (L4D)|List of L4D2 Nav Mesh Attributes]]
* [[List of L4D2 Particles]]
* [[List of L4D2 Particles]]
* [[List of L4D2 Script Functions]]
* [[Left 4 Dead 2/Script Functions]]
* [[Left 4 Dead 2 Sky List|List of L4D2 Skyboxes]]
* [[Left 4 Dead 2 Sky List|List of L4D2 Skyboxes]]
* [[List of L4D2 Soundscapes]]
* [[List of L4D2 Soundscapes]]
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===Left 4 Dead Series===
===Left 4 Dead Series===
* Basic Nav Editing
* Basic Nav Editing
** [[L4D_Level_Design/Nav_Meshes#Generating a new Nav Mesh|Generating]]
** [[L4D Level Design/Nav Meshes#Generating a new Nav Mesh|Generating]]
** [[L4D_Level_Design/Nav_Meshes#Nav Area selection|Selecting]]
** [[L4D Level Design/Nav Meshes#Nav Area selection|Selecting]]
** '''[[L4D_Level_Design/Nav_Meshes#Nav Config files|Key Binds / Shortcut Keys]]''' | '''[[nav_mode.cfg]]'''
** '''[[L4D Level Design/Nav Meshes#Nav Config files|Key Binds / Shortcut Keys]]''' | '''[[nav_mode.cfg]]'''
** [[L4D_Level_Design/Nav_Meshes#Splitting Nav Areas|Splitting]]
** [[L4D Level Design/Nav Meshes#Splitting Nav Areas|Splitting]]
** [[L4D_Level_Design/Nav_Meshes#Adding Attributes|Adding Attributes]]
** [[L4D Level Design/Nav Meshes#Adding Attributes|Adding Attributes]]
** [[L4D_Level_Design/Nav_Meshes#Deleting nav areas|Deleting]]
** [[L4D Level Design/Nav Meshes#Deleting nav areas|Deleting]]
** '''[[L4D_Level_Design/Nav_Meshes#Analyzing the Nav|Analyzing]]'''
** '''[[L4D Level Design/Nav Meshes#Analyzing the Nav|Analyzing]]'''
** [[L4D_Level_Design/Nav_Meshes#Adding Nav to a Ladder|Ladders]] | [[L4D_Level_Design/Level_Standards#Creating an Infected-Only Ladder|Infected-only Ladders]]
** [[L4D Level Design/Nav Meshes#Adding Nav to a Ladder|Ladders]] | [[L4D Level Design/Level_Standards#Creating an Infected-Only Ladder|Infected-only Ladders]]
** [[L4D_Level_Design/Nav_Meshes#Connecting Nav Areas|Connecting]]
** [[L4D Level Design/Nav Meshes#Connecting Nav Areas|Connecting]]
** [[L4D_Level_Design/Nav_Meshes#Drawing your own Nav areas|Drawing Your Own Nav Areas]]
** [[L4D Level Design/Nav Meshes#Drawing your own Nav areas|Drawing Your Own Nav Areas]]
** [[L4D_Level_Design/Nav_Meshes#Grid snapping when drawing nav|Grid Snapping]]
** [[L4D Level Design/Nav Meshes#Grid snapping when drawing nav|Grid Snapping]]
** [[L4D_Level_Design/Clip_Brushes#Nav Blockers|Nav Blockers]]
** [[L4D Level Design/Clip_Brushes#Nav Blockers|Nav Blockers]]
** [[L4D_Level_Design/Panic_Events#Marking the Nav|Panic Events]]
** [[L4D Level Design/Panic_Events#Marking the Nav|Panic Events]]
** [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]]
** [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]]
** [[L4D_Level_Design/Breakable_Walls#Updating the Nav|Breakable Walls]]
** [[L4D Level Design/Breakable Walls#Updating the Nav|Breakable Walls]]
** '''[[L4D Level Design/Nav Flow|Nav Flow]]'''
** '''[[L4D Level Design/Nav Flow|Nav Flow]]'''
** [[L4D Level Design/Finale Events Part 1|Finale]] and [[L4D_Level_Design/Finale_Events_Part_2#Updating the Nav|Escape Vehicle]]
** [[L4D Level Design/Finale Events Part 1|Finale]] and [[L4D Level Design/Finale Events Part 2#Updating the Nav|Escape Vehicle]]
* Advanced Nav Editing
* Advanced Nav Editing
** [[L4D Level Design/Advanced Nav Editing#Using the OBSCURED Attribute|<code>OBSCURED</code> Attribute]] | '''[[Navigation Meshes (L4D)|L4D Nav Mesh Attributes]]'''
** [[L4D Level Design/Advanced Nav Editing#Using the OBSCURED Attribute|<code>OBSCURED</code> Attribute]] | '''[[Navigation Meshes (L4D)|L4D Nav Mesh Attributes]]'''

Revision as of 08:58, 14 February 2023

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Left 4 Dead 2 This page contains articles relating to Level Design for Left 4 Dead 2.

For Left 4 Dead level creation articles, see Left 4 Dead Level Creation.

Getting Started

Design Theory

Tutorials and Constructing Elements

Standard Finale | Gauntlet Finale | Scavenge Finale | Custom Finale | Sacrifice Finale
Post Processing (Film Grain, Vignette, Local Contrast) | Color Correction
Entity Manipulation | Custom Panic Events | Custom Finales | Scavenge Finale | Director Scripts | Onslaughts | Official vscripts | Scripting API

Gamemodes

Custom Assets

Breakable Props | Cinematic Physics | Weapons (Via addoninfo) | Melee Weapons | Intro/Outro Camera
Soundscripts | Soundscapes

Shipping

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

Reference Information

VBSP | VVIS | VRAD

Navigation Meshes

General

Left 4 Dead Series

Other Resources

Sites