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L4D: Creating a Level/Map Change Part 1June 22, 2009
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In the following tutorial I cover all the aspects needed in creating a map change within a L4D editor. Perfect when creating campaigns. The tutorial is lengthy and comes in 2 parts. Make sure to take notes.
L4D Mapping: Creating a Level/Map Change Part 1 - Video Tutorial
Notes:
1. Entity tool and place a prop_door_rotating_checkpoint prop. Name it checkpoint_exit.
Also set body = 1 and spawn position = closed

2. Make sure the exit sign on the door and the lock hatch faces into the spawn position.

3. Insert info_landmark into your spawn room in your room, close to the ceiling.
Name: landmark_A

4. Create a Safe House location.
Insert prop_door_rotating_checkpoint entity into the safe house's doorway.
name: checkpoint_entrance

5. Make sure the picture of the house on the door is facing out, away from the safe house room.

6. Place info_landmark and
name: landmark_B
7. Create a brush with no_draw texture on it and surround the inside of your safe house room with it.

Select the brush and press CNTRL+T. Tie to brush and set class to trigger_level_change.
New Map Name: your next map name that it will change to.
Landmark Name: landmark_B or the name of the landmark that is inside your Safe House.

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Comments
Curtis 05 Dec 2009, 13:08
What about the "trigger_changelevel" for the Finale?
Or would the Finale be done differently?
ne_skaju 31 Oct 2009, 13:18
Why landmark has to be on top of room?
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