L4D2 Level Design: Difference between revisions
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* [[L4D2 Level Design/Legacy Assets|Legacy Assets]] | * [[L4D2 Level Design/Legacy Assets|Legacy Assets]] | ||
* [[L4D2 Level Design/VMF | * [[L4D2 Level Design/VMF Instances|VMF Instances]] | ||
* [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]] | * [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]] | ||
* [[L4D2 Level Design/Director Queries|Director Queries]] | * [[L4D2 Level Design/Director Queries|Director Queries]] |
Revision as of 16:41, 15 January 2010
This page summarizes new editing features in L4D2.
If you're new to creating levels for Left 4 Dead, be sure to check out the L4D Level Design Basics Tutorial. The basics of authoring levels are pretty similar between L4D1 and L4D2, and this section focuses on Left 4 Dead 2-specific features.
For those of you who have existing maps and are looking to update and recompile, you've come to the right place. Your maps will likely need a little bit of tweaking to get running properly, and there are several useful additions to L4D2 mapping that you'll likely want to take advantage of.
New features overview
- External VMF reference/instance capability allows you to organize your map as multiple VMF files.
- Additional entities for spawning weapons, items, and upgrades with or without A.I. Director control.
- Director querying allows your map to do better adapt to your players. You can change paths, change appearance, create a rainstorm, etc., all based on how well players are doing and therefore how "angry" the director is.
- A new
info_gamemode
can be used to more easily create a single .BSP map that can change appearance, arrangement, item placement, etc., depending on the game mode being played.
Tutorials
- Legacy Assets
- VMF Instances
- Weapon and Item Spawning
- Director Queries
- Multi-Gamemode Support
- Scavenge Maps
- Wandering Witch
- Instructor Hints
- Add-on Notes