Your First Left 4 Dead Map
Jump to navigation
Jump to search
This tutorial will cover the basics of Left 4 Dead mapping. It will go in specifics on the entities, the director, weapons and spawns. Do note that it will not be for new mappers: the setting up of hammer and extreme basics are already covered in tutorials.

The Director
- info_director
Intro Sequences
- point_viewcontrol_survivor
The initial spawn area
- info_survivor_position
- point_viewcontrol_survivor
- weapon_first_aid_kit_spawn
- weapon_ammo_spawn
- weapon_smg_spawn
- weapon_pumpshotgun_spawn
Item Catches
Setting the flags for random spawn locations
- weapon_molotov_spawn
- weapon_pipe_bomb_spawn
- weapon_pistol_spawn
- weapon_pain_pills_spawn
- weapon_ammo_spawn
- weapon_hunting_rifle_spawn
- weapon_autoshotgun_spawn
Creating Panic Events
Triggering the info_director and alerting the horde.
- info_game_event_proxy
- ambient_generic
- logic_timer
In-game examples
- Car alarms
- Metal detectors
Rescue Closets
Bringing dead players back into the game.
- info_survivor_rescue
- rescueEyePos
Crescendo Events
Intermediate objectives
- func_button
- filter_activator_team
- info_game_event_proxy
Safe Houses
- prop_door_rotating_checkpoint
Changing between levels inside a campaign
- info_landmark
- info_changelevel
Building the NAV mesh
Basic
- nav_edit 1
- nav_generate
- nav_analyze
- nav_edit 0
Advanced
Notes
Doors
- Type: prop_door_rotating
- Frame Dimensions: width: 56, height: 104
- World Model: models/props_doors/doormainmetal01.mdl
FAQ
Common problems
- Why are the molotov flames not visible in-game?
- Why won't my rescue closets work?
Error messages and what they mean
- NAV ERRORS - Map is unplayable!
- Missing nav file for mapname.bsp
- The nav file for mapname.bsp is built from an old version of the map
- Missing Battlefield check found N areas