Left 4 Dead 2 Level Creation: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
|||
Line 1: | Line 1: | ||
{{lang | {{lang}} | ||
{{l4d2}} This page contains articles relating to [[Level Design]] for [[Left 4 Dead 2]]. | {{l4d2}} This page contains articles relating to [[Level Design]] for [[Left 4 Dead 2]]. | ||
Line 25: | Line 25: | ||
== Tutorials and Constructing Elements == | == Tutorials and Constructing Elements == | ||
* [[Ladders#Placing_a_Ladder_Model|Ladders]] | [[L4D Level Design/ | * [[Ladders#Placing_a_Ladder_Model|Ladders]] | [[L4D Level Design/Versus Maps#Making Infected Ladders Visible|Infected-only Ladders]] | ||
* [[L4D Level Design/Checkpoints|Checkpoints and Safe Rooms]] | * [[L4D Level Design/Checkpoints|Checkpoints and Safe Rooms]] | ||
* [[L4D Level Design/Elevators|Elevators]] | [[ | * [[L4D Level Design/Elevators|Elevators]] | [[Sorting out navigation flow#Elevators|Elevators and Nav Mesh]] | ||
* [[L4D Level Design/Panic Events|Panic Events]] | * [[L4D Level Design/Panic Events|Panic Events]] | ||
* [[L4D Level Design/Breakable Walls|Breakable Walls]] | [[L4D Level Design/Versus_Maps#Making_the_visible_cue_for_breakable_walls|Visible Cue for Breakable Walls]] | * [[L4D Level Design/Breakable Walls|Breakable Walls]] | [[L4D Level Design/Versus_Maps#Making_the_visible_cue_for_breakable_walls|Visible Cue for Breakable Walls]] | ||
Line 34: | Line 34: | ||
* [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]] | * [[L4D Level Design/Additional Finale Components#Creating a Rescue Closet|Rescue Closets]] | ||
* [[ | * [[fog_volume|Cinematic Effects}} | ||
: [[ | : [[postprocess_controller|Post Processing (Film Grain, Vignette, Local Contrast)}} | [[Color correction|Color Correction]] | ||
* [[L4D2 Level Design/Legacy_Assets|Legacy Assets]] | * [[L4D2 Level Design/Legacy_Assets|Legacy Assets]] | ||
Line 49: | Line 49: | ||
* [[info_l4d1_survivor_spawn|L4D1 Survivor Bots]] | [[L4D2_Mission_Files#Base_Mission_File|L4D1 Survivor Players]] (survivor_set - Missionfile) | [[Info_director|Forcing Survivor Positions]] | * [[info_l4d1_survivor_spawn|L4D1 Survivor Bots]] | [[L4D2_Mission_Files#Base_Mission_File|L4D1 Survivor Players]] (survivor_set - Missionfile) | [[Info_director|Forcing Survivor Positions]] | ||
* [[L4D2 Vscripts|Scripting (vscripts)]]{{sq}}| '''[[L4D2 Vscript Examples|Example vscripts]]''' | * [[L4D2 Vscripts|Scripting (vscripts)]]{{sq}}| '''[[L4D2 Vscript Examples|Example vscripts]]''' | ||
: Entity Manipulation | Custom Panic Events | Custom Finales | Scavenge Finale | [[ | : Entity Manipulation | Custom Panic Events | Custom Finales | Scavenge Finale | [[L4D2 Director Scripts|Director Scripts]] | Onslaughts | [[L4D2 Vscripts#Decrypting NUC files|Official vscripts]] | [[List_of_L4D2_Script_Functions| Scripting API]] | ||
*[[L4D2 EMS/Intro|Extended Mutation System]] | *[[L4D2 EMS/Intro|Extended Mutation System]] | ||
* [[L4D2_Mission_Files#Revisiting_maps|Revisitable maps]], as seen in Hard Rain. | * [[L4D2_Mission_Files#Revisiting_maps|Revisitable maps]], as seen in Hard Rain. |
Revision as of 09:50, 14 February 2023
This page contains articles relating to Level Design for Left 4 Dead 2.
For Left 4 Dead level creation articles, see Left 4 Dead Level Creation.