L4D2 Level Design: Difference between revisions
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== See also == | == See also == | ||
* [[L4D Level Design Basics Tutorial]] | * [[L4D Level Design Basics Tutorial]] | ||
* [[Left 4 Dead Level Creation]] | |||
* [[Left 4 Dead 2 Level Creation]] | * [[Left 4 Dead 2 Level Creation]] | ||
Revision as of 12:40, 18 July 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
- Tank & Witch Prohibition
- Foot Lockers
- Hard Rain
- Scavenge Finale
- Gauntlet Finale
- Custom Finale
- Detail Prop issues
See also