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L4D: Creating a Level/Map Change Part 1

Category: Source: L4D1
June 22, 2009

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.

Notes:

1. Entity tool and place a prop_door_rotating_checkpoint prop. Name it checkpoint_exit.

Also set body = 1 and spawn position = closed

L4D: Creating a Level/Map Change Part 1

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

L4D: Creating a Level/Map Change Part 1

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

Name: landmark_A

L4D: Creating a Level/Map Change Part 1

4. Create a Safe House location.

Insert prop_door_rotating_checkpoint entity into the safe house's doorway.

name: checkpoint_entrance

L4D: Creating a Level/Map Change Part 1

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

L4D: Creating a Level/Map Change Part 1

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.

L4D: Creating a Level/Map Change Part 1

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.

L4D: Creating a Level/Map Change Part 1

Updated & Revised - Preproduction Blueprint: How to Plan Your Game Environments and Level Designs

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