Your First Left 4 Dead Map: Difference between revisions

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m (rearranged layout again...)
Line 105: Line 105:
* The nav file for mapname.bsp is built from an old version of the map
* The nav file for mapname.bsp is built from an old version of the map
* Missing Battlefield check found N areas
* Missing Battlefield check found N areas
 
* WARN: CL4DBasePanel::UpdateProgressBar called outside of level loading, discarded!
* GetGoalArea
** Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area.
** Cannot find end area - no checkpoint or finale located.
* ComputeFlowDistances: ERROR - Cannot compute flow.


== See also ==
== See also ==
* [[Left 4 Dead Level Creation]]
* [[Left 4 Dead Level Creation]]
* [[Navigation Meshes]]
* [[Navigation Meshes]]

Revision as of 17:59, 26 November 2008

This tutorial will cover the basics of Left 4 Dead mapping. It will go in specifics on the entities, the director, weapons and spawns. Do note that it will not be for new mappers: the setting up of hammer and extreme basics are already covered in tutorials.



Tut title.png

The Director

  • info_director


Intro Sequences

  • logic_choreographed_scene
  • point_viewcontrol_survivor
  • point_viewcontrol_multiplayer
  • env_fade


The initial spawn area

  • info_survivor_position
  • point_viewcontrol_survivor
  • weapon_first_aid_kit_spawn
  • weapon_ammo_spawn
  • weapon_smg_spawn
  • weapon_pumpshotgun_spawn


Item and Weapon Catches

Setting the flags for random spawn locations

  • weapon_molotov_spawn
  • weapon_pipe_bomb_spawn
  • weapon_pistol_spawn
  • weapon_pain_pills_spawn
  • weapon_ammo_spawn
  • weapon_hunting_rifle_spawn
  • weapon_autoshotgun_spawn


Rescue Closets

Bringing dead players back into the game.

  • info_survivor_rescue
    • rescueEyePos


Creating Panic Events

Triggering the info_director and alerting the horde.

  • info_game_event_proxy
  • ambient_generic
  • logic_timer

In-game examples

  • Car alarms
  • Metal detectors


Crescendo Events

Intermediate objectives

  • func_button
  • filter_activator_team
  • info_game_event_proxy


Safe Houses

  • prop_door_rotating_checkpoint


Changing between levels inside a campaign

  • info_landmark
  • info_changelevel


Building the NAV mesh

Basic

nav_edit 1
nav_generate
nav_analyze
nav_edit 0

Advanced

Notes

Doors

Type: prop_door_rotating
Frame Dimensions: width: 56, height: 104
World Model: models/props_doors/doormainmetal01.mdl


FAQ

Common questions and problems

  • How do I make the infected spawn?
  • Why won't the survivor bots move?
  • Why is the molotov fire / Smoker's smoke not visible in-game?
  • Why won't my rescue closets work?


Error messages and what they mean

  • NAV ERRORS - Map is unplayable!
  • Missing nav file for mapname.bsp
  • The nav file for mapname.bsp is built from an old version of the map
  • Missing Battlefield check found N areas
  • WARN: CL4DBasePanel::UpdateProgressBar called outside of level loading, discarded!
  • GetGoalArea
    • Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area.
    • Cannot find end area - no checkpoint or finale located.
  • ComputeFlowDistances: ERROR - Cannot compute flow.

See also