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 15:41, 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_gamemodecan 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