Your First Left 4 Dead Map: Difference between revisions

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(Rearanged into chronological order and correced titles)
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== Intro Sequences ==
== Introduction ==
* <code>logic_choreographed_scene</code>
* <code>logic_choreographed_scene</code>
* <code>point_viewcontrol_survivor</code>
* <code>point_viewcontrol_survivor</code>
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== The initial spawn area ==
== Spawn area ==
* <code>info_survivor_position</code>
* <code>info_survivor_position</code>
* <code>weapon_first_aid_kit_spawn</code>
* <code>weapon_first_aid_kit_spawn</code>
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* <code>info_director</code>
* <code>info_director</code>


== Building the navigation mesh ==


== Item and Weapon Catches ==
=== Basic ===
This should only be used for testing. A nav mesh should be thoroughly examined and edited.
:<code>nav_edit 1</code>
:<code>nav_generate</code>
:<code>nav_analyze</code>
:<code>nav_edit 0</code>
 
=== Advanced ===
:This tutorial does not cover advanced mesh creation. Please refer to [[Navigation Meshes]]
 
== Item and weapon caches ==
Set spawn flags to randomize
Set spawn flags to randomize
* <code>weapon_molotov_spawn</code>
* <code>weapon_molotov_spawn</code>
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== Rescue Closets ==
== Rescue closets ==
Bringing dead players back into the game.
Bringing dead players back into the game.
* <code>info_survivor_rescue</code>
* <code>info_survivor_rescue</code>
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== Panic Events ==
== Panic events ==
Triggering the info_director and summoning the horde.
Triggering the info_director and summoning the horde.
* <code>info_game_event_proxy</code>
* <code>info_game_event_proxy</code>
* <code>ambient_generic</code>
* <code>ambient_generic</code>
* <code>logic_timer</code>
* <code>logic_timer</code>
 
<br>
* '''Examples'''
* '''Examples'''
** Car alarms
** Car alarms
** Metal detectors
** Metal detectors


== Crescendo Events ==
== Crescendo events ==
Intermediate objectives
Intermediate objectives
* <code>func_button</code>
* <code>func_button</code>
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== Safe Houses ==
== Safe houses ==
* <code>prop_door_rotating_checkpoint</code>
* <code>prop_door_rotating_checkpoint</code>




== Changing between levels inside a campaign ==
== Changing levels ==
* <code>info_landmark</code>
* <code>info_landmark</code>
* <code>info_changelevel</code>
* <code>info_changelevel</code>




== The Finale ==
== Finale ==
Ending the campaign.
'''Work in progress'''
 
 
== Building the NAV mesh ==
 
=== Basic ===
:<code>nav_edit 1</code>
:<code>nav_generate</code>
:<code>nav_analyze</code>
:<code>nav_edit 0</code>
 
=== Advanced ===
:This tutorial does not cover advanced mesh creation. Please refer to [[Navigation Meshes]]


== Notes ==
== Notes ==

Revision as of 23:42, 28 November 2008

This tutorial will cover the basics of Left 4 Dead map creation. It will explain the required entities, such as the director, weapons, and spawns. It will also answer some of the questions that Left 4 Dead mappers will have. This tutorial is not intended for new mappers: Basic level construction is already covered in other topics.


Tut title.png


Introduction

  • logic_choreographed_scene
  • point_viewcontrol_survivor
  • point_viewcontrol_multiplayer
  • env_fade


Spawn area

  • info_survivor_position
  • weapon_first_aid_kit_spawn
  • weapon_ammo_spawn
  • weapon_smg_spawn
  • weapon_pumpshotgun_spawn


The Director

Creating areas for the infected to spawn.

  • info_director

Building the navigation mesh

Basic

This should only be used for testing. A nav mesh should be thoroughly examined and edited.

nav_edit 1
nav_generate
nav_analyze
nav_edit 0

Advanced

This tutorial does not cover advanced mesh creation. Please refer to Navigation Meshes

Item and weapon caches

Set spawn flags to randomize

  • weapon_molotov_spawn
  • weapon_pipe_bomb_spawn
  • weapon_pistol_spawn
  • weapon_pain_pills_spawn
  • weapon_ammo_spawn
  • weapon_smg_spawn
  • weapon_first_aid_kit_spawn
  • weapon_hunting_rifle_spawn
  • weapon_rifle_spawn
  • weapon_autoshotgun_spawn
  • weapon_pumpshotgun_spawn


Rescue closets

Bringing dead players back into the game.

  • info_survivor_rescue
    • rescueEyePos


Panic events

Triggering the info_director and summoning the horde.

  • info_game_event_proxy
  • ambient_generic
  • logic_timer


  • Examples
    • Car alarms
    • Metal detectors

Crescendo events

Intermediate objectives

  • func_button
  • filter_activator_team
  • info_game_event_proxy


Safe houses

  • prop_door_rotating_checkpoint


Changing levels

  • info_landmark
  • info_changelevel


Finale

Work in progress

Notes

Doors

Type: prop_door_rotating
Frame Dimensions: width: 56, height: 104
World Model: models/props_doors/doormainmetal01.mdl


FAQ

Common issues

  • How do I make the infected spawn?


  • Why won't the survivor bots move?


  • Why is the molotov fire / Smoker's smoke not visible in-game?
    • (not answered)


  • Why won't my rescue closets work?
    • (not answered)


Error messages

  • NAV ERRORS - Map is unplayable!
    • Missing nav file.
    • The nav file was built for an older compile.


  • Missing Battlefield check found N areas
  • WARN: CL4DBasePanel::UpdateProgressBar called outside of level loading, discarded!
  • GetGoalArea: Cannot find SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area.
  • GetGoalArea: Cannot find end area - no checkpoint or finale located.
  • ComputeFlowDistances: ERROR - Cannot compute flow.

See also