Dissection of Official L4D2 Campaigns: Difference between revisions
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! Entity Name !! m1_hotel !! m2_streets !! m3_mall !! m4_atrium !! {{l4d}} !! {{l4d2}} !! class="unsortable" | Notes | ! Entity Name !! m1_hotel !! m2_streets !! m3_mall !! m4_atrium !! {{l4d}} !! {{l4d2}} !! class="unsortable" | Notes | ||
|- | |- | ||
| [[ambient_generic]] || 40 || 9 || | | [[ambient_generic]] || 40 || 9 || 3 || - || || || This is a test table. | ||
|- | |- | ||
| [[beam_spotlight]] || - || 21 || | | [[beam_spotlight]] || - || 21 || 40 || - || | ||
|- | |- | ||
| [[color_correction]] || 4 || 2 || | | [[color_correction]] || 4 || 2 || 2 || - || | ||
|- | |- | ||
| [[env_cubemap]] || 84 || 27 || | | [[env_cubemap]] || 84 || 27 || 40 || - || | ||
|- | |- | ||
| [[env_entity_maker]] || - || 2 || | | [[env_entity_maker]] || - || 2 || 181 || - || | ||
|- | |- | ||
| [[env_explosion]] || - || 1 || - || - || | | [[env_explosion]] || - || 1 || - || - || | ||
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| [[env_fade]] || 2 || - || - || - || | | [[env_fade]] || 2 || - || - || - || | ||
|- | |- | ||
| [[env_fog_controller]] || 9 || 2 || | | [[env_fog_controller]] || 9 || 2 || 2 || - || | ||
|- | |- | ||
| [[env_microphone]] || - || 1 || - || - || | | [[env_microphone]] || - || 1 || - || - || | ||
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| [[env_shake]] || 24 || 1 || - || - || | | [[env_shake]] || 24 || 1 || - || - || | ||
|- | |- | ||
| [[env_soundscape]] || 62 || 29 || | | [[env_soundscape]] || 62 || 29 || 28 || - || | ||
|- | |- | ||
| [[env_sprite]] || 9 || 18 || | | [[env_sprite]] || 9 || 18 || 1 || - || | ||
|- | |- | ||
| [[env_sun]] || 1 || 1 || - || - || | | [[env_sun]] || 1 || 1 || - || - || | ||
|- | |- | ||
| [[env_tonemap_controller]] || 1 || 1 || | | [[env_tonemap_controller]] || 1 || 1 || 1 || - || | ||
|- | |- | ||
| [[env_tonemap_controller_ghost]] || 1 || 1 || | | [[env_tonemap_controller_ghost]] || 1 || 1 || 1 || - || | ||
|- | |- | ||
| [[env_tonemap_controller_infected]] || 1 || 1 || | | [[env_tonemap_controller_infected]] || 1 || 1 || 1 || - || | ||
|- | |- | ||
| [[filter_activator_model]] || - || 1 || - || - || | | [[filter_activator_model]] || - || 1 || - || - || | ||
|- | |- | ||
| [[ | | [[filter_activator_name]] || - || - || 1 || - || | ||
|- | |- | ||
| [[fog_volume]] || 15 || 8 || | | [[filter_activator_team]] || 3 || 1 || 2 || - || | ||
|- | |||
| [[filter_damage_type]] || - || - || 1 || - || | |||
|- | |||
| [[filter_melee_damage]] || - || - || 1 || - || | |||
|- | |||
| [[filter_multi]] || - || - || 1 || - || | |||
|- | |||
| [[fog_volume]] || 15 || 8 || 2 || - || | |||
|- | |- | ||
| [[func_block_charge]] || - || 2 || - || - || | | [[func_block_charge]] || - || 2 || - || - || | ||
|- | |- | ||
| [[func_breakable]] || 8 || 12 || | | [[func_breakable]] || 8 || 12 || 431 || - || | ||
|- | |- | ||
| [[func_brush]] || 195 || 30 || | | [[func_brush]] || 195 || 30 || 36 || - || | ||
|- | |- | ||
| [[func_button]] || 2 || 1 || | | [[func_button]] || 2 || 1 || 1 || - || | ||
|- | |- | ||
| [[func_clip_vphysics]] || - || 50 || - || - || | | [[func_clip_vphysics]] || - || 50 || - || - || | ||
|- | |- | ||
| [[func_detail]] || 701 || 747 || | | [[func_detail]] || 701 || 747 || 1830 || - || | ||
|- | |- | ||
| [[func_door]] || - || 1 || - || - || | | [[func_door]] || - || 1 || - || - || | ||
|- | |||
| [[func_door_rotating]] || - || - || 9 || - || | |||
|- | |- | ||
| [[func_illusionary]] || - || 1 || - || - || || || A legacy brush entity still used today. | | [[func_illusionary]] || - || 1 || - || - || || || A legacy brush entity still used today. |
Revision as of 19:59, 20 July 2010
Another way to help understand L4D2 level creation is to see what makes up an official one. This does not mean that developers are limited to only these elements in a L4D2 map, but these maps can be very good examples to start with.
Todo: Organize, interpret, tabulate, compact... celebrate!
Compiling
Some Observations / Interpretations
- sky_camera is in every map. A L4D2 map without a 3D skybox will give graphical glitches in-game.