Zh/L4D2 Level Design
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如果你对求生之路系列的地图制作还很陌生,请先前往L4D关卡制作基础教程。在求生之路一代和二代中,基本的地图编辑技巧非常相像,因此下面的内容集中在L4D2新增的特性中。
对于已经制作好了一代地图,想移植到二代的作者们,你们来对地方了。你们的地图基本只需要做一点点改动就能够正常运行了,另外还有一些有用的二代功能,可以好好加以运用。
New features overview
- External VMF reference/instance capability allows you to organize your map as multiple VMF files.
- Additional entities, such as for spawning weapons, items, and upgrades with or without A.I. Director control.
- Director querying allows your map to do better adapt to your players. You can change paths, change appearance, create a rainstorm, etc., all based on how well players are doing and therefore how "angry" the director is.
- A new
info_gamemode
can be used to more easily create a single .BSP map that can change appearance, arrangement, item placement, etc., depending on the game mode being played. - VScripts provide fine control over the director and simplifies implementation of complex tasks.
待完善: There are other new features that should be added here.
Tutorials
- 遗留资产
- VMF 实例
- 武器和物品的生成
- 导演查询机制
- 多游戏模式支持
- 清道夫地图
- 游荡的 Witch
- 提示信息
- 附加组件备注
- Tank 和 Witch 的禁用
- 储物柜
- 雷暴效果
- 清道夫结局
- 长途救援结局
- 自定义结局
- 细节道具问题
See also