Your First Left 4 Dead Map
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_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
- Console commands
director_stopdirector_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_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
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 1nav_edit 1nav_mark_walkablenav_generatenav_analyzenav_edit 0sv_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
These usually result with a message of "NAV ERRORS - Map is unplayable!" displayed in game when the map is loaded.
- Missing nav file.
- The nav file was built for an older compile.
- Missing Battlefield check found N areas
- 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.
Others
- WARN: CL4DBasePanel::UpdateProgressBar called outside of level loading, discarded!
- Error: Find model Null name