L4D2 Level Design/Scavenge Finale
Jump to navigation
Jump to search
This page will teach you how to make a scavenge finale. keep in mind of the amount of space needed to create a genuinely fun experience for the player.
The Map
This needs to be farely large not the size of a gauntlet finale but enough to where the cans are spread so you have to run many different ways to reach your goal.
Essentials
The Weapons: Consider that they need starting weapons for when they reach the finale. They still nead to be able to stock up for the challenge ahea of them. Their should also be weapons and items on the way so that survivors can hold out for a bit to heal or resupply. Their will be many different ways someone playing your map will go, for example someone that likes to take their time compared to someone that sparatically runs through your map to try and quickly grab the cans to escape. The Design: It's totaly up to you how you want to make your map but these are just some ideas to bear in mind. -Make branching paths so that the survivors can duck in and out of buildings for supplies or even gascans for the finale. -always keep in mind players dont constantly want to have to go down narrow hallways make open areas for large combat scenarios where the survivors can go down a street for example but be attacked by infected spawning in nearby building or special infected attacking them from rooftops. -make long areas so the survivors cant just walk ten feet and put the cans into whatever you using as the gas collector, they need a good and hard run, plus it has the added effect of making them feel accomplished.
The necessary entities
-Firstly you will need a trigger_finale so they can start the finale. In that entity you will find various settings one of these is the finale type it's default is set to standard you will want to change this to scavenge. for now leave the use delay the same but change the first use delay to five seconds so the survivors know what their doing by making a sound play that tells them what to do. (this is not necessary but it does help) -Second you want to place a game_scavenge_progress_display and inside it you can change the max value to whatever you want for the purpose of this tutorial I will make it 8. Then change its name to something unique for mine it will be scav_progshower. Next you will need a math_counter change its name property to scav_counter. then leave its initial value to 0 but make its max the max that you made so for this tutoial it was 8 and leave it's min value to 0. -Third you will need to make the place where you will fill up this can be anything that looks like a nozzle of some kind, in fact their is a model with this in mind. You will need to place a prop_dynamic then in its model field look up radio_generator_fillup or just generator and look for the model that looks like a nozzle. place this within reachable distance from the player so not too high or not too low. For this tutorial i will just use a simple plane that was used in one of the original left 4 dead campaigns. -fourth you will need to place a prop_use_target on the nozzle.![]()