L4D2 Level Design: Difference between revisions
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Note:This initial set of guided tutorials currently describes some of the features found in L4D2. Due to limited official documentation, additional community derived articles and external sources have been added. New features and changes will become available as the game continues to evolve. Once familiar with the articles covered here, please see Left 4 Dead 2 Level Creation for an overview of the current state of L4D2.
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* A new <code>[[info_gamemode]]</code> 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. | * A new <code>[[info_gamemode]]</code> 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. | ||
{{todo|There are other new features that should be added here.}} | {{todo|There are other new features that should be added here.}} right here yes here | ||
== Tutorials == | == Tutorials == |
Revision as of 09:40, 21 August 2011
This page summarizes new editing features in L4D2.
If you're new to creating levels for the Left 4 Dead series, 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.
Todo: There are other new features that should be added here.
right here yes here
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