L4D2 Level Design/Gauntlet Finale: Difference between revisions

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Gauntlet Finales were introduced into Left 4 Dead 2 with The Parish campaign. Rather than having the player holdout at a specific location, the Gauntlet forces to player to hurry to the end of the level, where the rescue vehicle is already waiting for them. In The Parish, the players must run across a bridge to make it to the evac helicopter. This article will demonstrate how to successfully create a working Gauntlet Finale, and customize it to your liking.
Gauntlet Finales were introduced into Left 4 Dead 2 with The Parish campaign. Rather than having the player holdout in an enclosed arena, gauntlets force players to run to the end of the level, where the rescue vehicle is already waiting for them. In The Parish, the players must run across a bridge to make it to a rescue helicopter.


The article assumes that you have a good grasp of working in Hammer and are familiar with the way Left 4 Dead entities work.
You may wish to follow along with the [[Decompiling Maps|decompiled map]] this article is based off of, c5m5_bridge.vmf.


==Safe Room==
== Overview ==
A gauntlet mainly consists of [[L4D Level Design/Finale Events Part 1|standard finale components]] with a few new additions and modifications:


This is where you'll begin your gauntlet, it all begins with a simple safe room. It's highly recommended you use an adequate amount of medkits, as well as throwables and secondary medical items. In The Parish, there are 8 medkits in the saferoom, four throwables, and one melee weapon.
*trigger_finale set to gauntlet
 
*info_target, targetname "nav_flow_target"
[[Image:l4d_hammer_checkpoint_08.jpg|thumb|right|320px|A simple safe room.]]
*Rescue closets are absent but should work if they are added. Consider adding one if there is combat before reaching the finale area.
 
*A custom vscript with modifications to director_gauntlet.nut
===Map Layout===
----
 
[[Image:Footlocker02.png|thumb|A Simple Safe Room.]]
 
This is the most important part of the finale, the path the players take to their escape. It's important to keep in mind that the map needs many obstacles or walls for the infected to spawn behind, otherwise the finale will not function as intended. It's also important to keep in mind that players need help to know where they're going; either the map can be directionally linear such as The Parish Gauntlet, or it can be dynamic to your likings, just be sure to give the player hints where to go.
 
 
===The Entities===
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Aside from basic Left4dead entities such as the director and weapons, we'll begin with the entity that starts the finale. The input to begin the gauntlet can be achieved in several ways,
 
 
===The Rescue Vehicle===
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The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale.


==See also==


===The Navigation Mesh===
----
===Custom Gauntlets===
----
==See also==
{{NavBar|L4D2 Level Design/Scavenge Finale|L4D2 Level Design|L4D2 Level Design/Custom Finale}}
{{NavBar|L4D2 Level Design/Scavenge Finale|L4D2 Level Design|L4D2 Level Design/Custom Finale}}


[[Category:Left 4 Dead 2]]
[[Category:Left 4 Dead 2]]

Revision as of 22:02, 4 October 2011

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Gauntlet Finales were introduced into Left 4 Dead 2 with The Parish campaign. Rather than having the player holdout in an enclosed arena, gauntlets force players to run to the end of the level, where the rescue vehicle is already waiting for them. In The Parish, the players must run across a bridge to make it to a rescue helicopter.

You may wish to follow along with the decompiled map this article is based off of, c5m5_bridge.vmf.

Overview

A gauntlet mainly consists of standard finale components with a few new additions and modifications:

  • trigger_finale set to gauntlet
  • info_target, targetname "nav_flow_target"
  • Rescue closets are absent but should work if they are added. Consider adding one if there is combat before reaching the finale area.
  • A custom vscript with modifications to director_gauntlet.nut

The gauntlet finale structure is not very flexible and workarounds should be taken into consideration. Only one tank is allowed before the escape vehicle is ready. director_debug 1 shows that it is considered an escape sequence by the second time GauntletStopPanic is fired at trigger_finale.

See also