Your First Left 4 Dead Map: Difference between revisions
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This tutorial will cover the basics of [[Left 4 Dead]] | This tutorial will cover the basics of [[Left 4 Dead]] map creation. It will explain the required entities, such as the director, weapons, and spawns. It will also answer some of the questions that Left 4 Dead mappers will have. | ||
This tutorial is not intended for new mappers: [[Your_First_Map|Basic level construction]] is already covered in other topics. | |||
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== Intro Sequences == | == Intro Sequences == | ||
* logic_choreographed_scene | * <code>logic_choreographed_scene</code> | ||
* point_viewcontrol_survivor | * <code>point_viewcontrol_survivor</code> | ||
* point_viewcontrol_multiplayer | * <code>point_viewcontrol_multiplayer</code> | ||
* env_fade | * <code>env_fade</code> | ||
== The initial spawn area == | == The initial spawn area == | ||
* info_survivor_position | * <code>info_survivor_position</code> | ||
* weapon_first_aid_kit_spawn | * <code>weapon_first_aid_kit_spawn</code> | ||
* weapon_ammo_spawn | * <code>weapon_ammo_spawn</code> | ||
* weapon_smg_spawn | * <code>weapon_smg_spawn</code> | ||
* weapon_pumpshotgun_spawn | * <code>weapon_pumpshotgun_spawn</code> | ||
== The Director == | == The Director == | ||
Creating areas for the infected to spawn. | Creating areas for the infected to spawn. | ||
* info_director | * <code>info_director</code> | ||
== Item and Weapon Catches == | == Item and Weapon Catches == | ||
Set spawn flags to randomize | |||
* weapon_molotov_spawn | * <code>weapon_molotov_spawn</code> | ||
* weapon_pipe_bomb_spawn | * <code>weapon_pipe_bomb_spawn</code> | ||
* weapon_pistol_spawn | * <code>weapon_pistol_spawn</code> | ||
* weapon_pain_pills_spawn | * <code>weapon_pain_pills_spawn</code> | ||
* weapon_ammo_spawn | * <code>weapon_ammo_spawn</code> | ||
* weapon_hunting_rifle_spawn | * <code>weapon_smg_spawn</code> | ||
* weapon_autoshotgun_spawn | * <code>weapon_first_aid_kit_spawn</code> | ||
* <code>weapon_hunting_rifle_spawn</code> | |||
* <code>weapon_rifle_spawn</code> | |||
* <code>weapon_autoshotgun_spawn</code> | |||
* <code>weapon_pumpshotgun_spawn</code> | |||
== Rescue Closets == | == Rescue Closets == | ||
Bringing dead players back into the game. | Bringing dead players back into the game. | ||
* info_survivor_rescue | * <code>info_survivor_rescue</code> | ||
** rescueEyePos | ** <code>rescueEyePos</code> | ||
== | == Panic Events == | ||
Triggering the info_director and summoning the horde. | Triggering the info_director and summoning the horde. | ||
* info_game_event_proxy | * <code>info_game_event_proxy</code> | ||
* ambient_generic | * <code>ambient_generic</code> | ||
* logic_timer | * <code>logic_timer</code> | ||
* '''Examples''' * | |||
* Car alarms | ** Car alarms | ||
* Metal detectors | ** Metal detectors | ||
== Crescendo Events == | == Crescendo Events == | ||
Intermediate objectives | Intermediate objectives | ||
* func_button | * <code>func_button</code> | ||
* filter_activator_team | * <code>filter_activator_team</code> | ||
* info_game_event_proxy | * <code>info_game_event_proxy</code> | ||
== Safe Houses == | == Safe Houses == | ||
* prop_door_rotating_checkpoint | * <code>prop_door_rotating_checkpoint</code> | ||
== Changing between levels inside a campaign == | == Changing between levels inside a campaign == | ||
* info_landmark | * <code>info_landmark</code> | ||
* info_changelevel | * <code>info_changelevel</code> | ||
Revision as of 23:34, 28 November 2008
This tutorial will cover the basics of Left 4 Dead map creation. It will explain the required entities, such as the director, weapons, and spawns. It will also answer some of the questions that Left 4 Dead mappers will have. This tutorial is not intended for new mappers: Basic level construction is already covered in other topics.

Intro Sequences
logic_choreographed_scene
point_viewcontrol_survivor
point_viewcontrol_multiplayer
env_fade
The initial spawn area
info_survivor_position
weapon_first_aid_kit_spawn
weapon_ammo_spawn
weapon_smg_spawn
weapon_pumpshotgun_spawn
The Director
Creating areas for the infected to spawn.
info_director
Item and Weapon Catches
Set spawn flags to randomize
weapon_molotov_spawn
weapon_pipe_bomb_spawn
weapon_pistol_spawn
weapon_pain_pills_spawn
weapon_ammo_spawn
weapon_smg_spawn
weapon_first_aid_kit_spawn
weapon_hunting_rifle_spawn
weapon_rifle_spawn
weapon_autoshotgun_spawn
weapon_pumpshotgun_spawn
Rescue Closets
Bringing dead players back into the game.
info_survivor_rescue
rescueEyePos
Panic Events
Triggering the info_director and summoning the horde.
info_game_event_proxy
ambient_generic
logic_timer
- 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
The Finale
Ending the campaign.
Building the NAV mesh
Basic
nav_edit 1
nav_generate
nav_analyze
nav_edit 0
Advanced
- This tutorial does not cover advanced mesh creation. Please refer to Navigation Meshes
Notes
Doors
- Type: prop_door_rotating
- Frame Dimensions: width: 56, height: 104
- World Model: models/props_doors/doormainmetal01.mdl
FAQ
Common issues
- How do I make the infected spawn?
- Your map must have a info_director that is enabled.
- Why won't the survivor bots move?
- The most likely cause is a faulty or missing .nav file. See Navigation Meshes
- Why is the molotov fire / Smoker's smoke not visible in-game?
- (not answered)
- Why won't my rescue closets work?
- (not answered)
Error messages
- NAV ERRORS - Map is unplayable!
- Missing nav file.
- The nav file was built for an older compile.
- 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.
- GetGoalArea: Cannot find end area - no checkpoint or finale located.
- ComputeFlowDistances: ERROR - Cannot compute flow.