It is the entity that marks a level change.
It safely changes the level in Left 4 Dead series, and defines the end-of-level safe room. It is unusual as it is a brush entity, where info_* entities are typically point entities. Place an info_landmark in both maps that marks the same location in each map. In Hammer,
info_changelevel will be listed in entity class selection menu when tied to a brush as an entity.
OnLevelChangeoutput to turn on an env_global in the current level. Create a logic_auto entity in the next level that checks for the state set by the env_global.
To control which entities go through the level transition, create one or more trigger_transition entities and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map.
- Name of this landmark.
- New Map Name
- The filename of the next map (without ".bsp").
- Landmark Name
- Changes of positions will take place on transition relative to this landmark.
- 2 : Disable Touch
- 4 : To Previous Chapter
- Fired when the level changes.