Your First Left 4 Dead Map: Difference between revisions
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Creating areas for the infected to spawn. | Creating areas for the infected to spawn. | ||
* <code>info_director</code> | * <code>info_director</code> | ||
The director will spawn zombies that are out of the LOS. Sometimes this is outside the normal player boundary. To let the zombies into the playable area, there must be a <code>func_simpleladder</code> (with team set to 2) on the back side of the barrier, for them to climb over. | |||
== Building the navigation mesh == | == Building the navigation mesh == |
Revision as of 22:17, 29 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.

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
The director will spawn zombies that are out of the LOS. Sometimes this is outside the normal player boundary. To let the zombies into the playable area, there must be a func_simpleladder
(with team set to 2) on the back side of the barrier, for them to climb over.
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?
- Your map must have a info_director that is enabled.
- Why won't the survivor bots move?
- The most likely cause is a faulty or missing .nav file. See Navigation Meshes
- 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.