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]]
* [[Working Ladders#Brush Ladders|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]]

Revision as of 20:12, 9 October 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 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