Your First Left 4 Dead Map: Difference between revisions
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'''This article is currently a work in progress''' | |||
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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 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: [[Your_First_Map|Basic level construction]] is already covered in other topics. | This tutorial is not intended for new mappers: [[Your_First_Map|Basic level construction]] is already covered in other topics. | ||
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== Introduction == | == Introduction sequences == | ||
* <code>logic_choreographed_scene</code> | * <code>logic_choreographed_scene</code> | ||
* <code>point_viewcontrol_survivor</code> | * <code>point_viewcontrol_survivor</code> | ||
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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> | ||
:<code>director_stop</code> | |||
:<code>director_start</code> | |||
The director will spawn zombies that are out of the | The director will spawn zombies that are out of the line of sight. 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. | ||
== Item and weapon caches == | == Item and weapon caches == | ||
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* <code>ambient_generic</code> | * <code>ambient_generic</code> | ||
* <code>logic_timer</code> | * <code>logic_timer</code> | ||
* '''Examples''' | * '''Examples''' | ||
** Car alarms | ** Car alarms | ||
** Metal detectors | ** Metal detectors | ||
== Crescendo events == | == Crescendo events == | ||
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* <code>info_landmark</code> | * <code>info_landmark</code> | ||
* <code>info_changelevel</code> | * <code>info_changelevel</code> | ||
== Building the navigation mesh == | |||
Save building the navigation mesh until after the map's layout is complete. The build sequence below should only be used for testing. A nav mesh should be thoroughly examined and edited before releasing a map. | |||
:<code>sv_cheats 1</code> | |||
:<code>nav_edit 1</code> | |||
:<code>nav_mark_walkable</code> | |||
:<code>nav_generate</code> | |||
:<code>nav_analyze</code> | |||
:<code>nav_edit 0</code> | |||
:<code>sv_cheats 0</code> | |||
For more advanced mesh creation and editing, please refer to [[Navigation Meshes]]. | |||
== Finale == | == Finale == | ||
Ending the campaign. | |||
== Notes == | == Notes == | ||
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== FAQ == | == FAQ == | ||
* How do I make the infected spawn? | * How do I make the infected spawn? | ||
** Your map must have a [[info_director]] that is enabled. | ** Your map must have a [[info_director]] that is enabled. | ||
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== Error messages and what they mean == | |||
* NAV ERRORS - Map is unplayable! | * NAV ERRORS - Map is unplayable! | ||
* Missing [[Navigation Meshes|nav file]]. | |||
* The nav file was built for an older compile. | |||
* Missing Battlefield check found N areas | * Missing Battlefield check found N areas | ||
* WARN: CL4DBasePanel::UpdateProgressBar called outside of level loading, discarded! | * 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 SPAWN_RESCUE_CLOSET area in FINALE, thus cannot guarantee reachability of goal area. | ||
* GetGoalArea: Cannot find end area - no checkpoint or finale located. | * GetGoalArea: Cannot find end area - no checkpoint or finale located. | ||
* ComputeFlowDistances: ERROR - Cannot compute flow. | * ComputeFlowDistances: ERROR - Cannot compute flow. | ||
== See also == | == See also == | ||
* [[Left 4 Dead Level Creation]] | * [[Left 4 Dead Level Creation]] | ||
* [[Navigation Meshes]] | * [[Navigation Meshes]] |
Revision as of 19:03, 30 November 2008
This article is currently a work in progress
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 sequences
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
director_stop
director_start
The director will spawn zombies that are out of the line of sight. 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.
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
Save building the navigation mesh until after the map's layout is complete. The build sequence below should only be used for testing. A nav mesh should be thoroughly examined and edited before releasing a map.
sv_cheats 1
nav_edit 1
nav_mark_walkable
nav_generate
nav_analyze
nav_edit 0
sv_cheats 0
For more advanced mesh creation and editing, please refer to Navigation Meshes.
Finale
Ending the campaign.
Notes
Doors
- Type: prop_door_rotating
- Frame Dimensions: width: 56, height: 104
- World Model: models/props_doors/doormainmetal01.mdl
FAQ
- 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 and what they mean
- 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.