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 21:17, 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_scenepoint_viewcontrol_survivorpoint_viewcontrol_multiplayerenv_fade
Spawn area
info_survivor_positionweapon_first_aid_kit_spawnweapon_ammo_spawnweapon_smg_spawnweapon_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 1nav_generatenav_analyzenav_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_spawnweapon_pipe_bomb_spawnweapon_pistol_spawnweapon_pain_pills_spawnweapon_ammo_spawnweapon_smg_spawnweapon_first_aid_kit_spawnweapon_hunting_rifle_spawnweapon_rifle_spawnweapon_autoshotgun_spawnweapon_pumpshotgun_spawn
Rescue closets
Bringing dead players back into the game.
info_survivor_rescuerescueEyePos
Panic events
Triggering the info_director and summoning the horde.
info_game_event_proxyambient_genericlogic_timer
- Examples
- Car alarms
- Metal detectors
Crescendo events
Intermediate objectives
func_buttonfilter_activator_teaminfo_game_event_proxy
Safe houses
prop_door_rotating_checkpoint
Changing levels
info_landmarkinfo_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.