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L4D: Creating Geometry

May 21, 2009
Category: Left 4 Dead Mapping

<--L4D: Installing Authoring Tools and SketchUp

L4D: Texturing Basics-->

Let's create a basic room in Hammer. This tutorial covers creating brushes in Left 4 Dead editor.

Additional notes are below.

 

L4D Mapping: Geometry Part 1 - Interface Overview Video Tutorial

 

 

L4D Mapping: Geometry Part 2 - Basic Room Creation Video Tutorial

 

L4D Mapping: Geometry Part 3 - Two Rooms and a Hallway Video Tutorial

 

Notes:

1. File-->New and Save As

2. In the Texture Browser, filter and select developer textures. It will make it simpler for you to focus on blocking in your maps and keeping everything to scale.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

3. Pay attention to grid size and snapping. Work with 16 unit grid to begin with when you are blocking in your levels.

Use [ ] keys to size up/down between the grid spacing.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

4. Become familiar with the Block Tool. It is the main tool you will use to create geometry for your level.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

Don't forget, you are not bounded by the basic block. You are able to create various geometric shapes.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

5. Viewport Navigation:

Space Bar + LMB

Pan around the 2D viewport

Shift + Z

Maximize the window

Mouse Wheel

Zooms In/Out

Z

3d viewport World View, move around by using A S W D keys and Mouse Look

[ ]

Grid spacing up/down

Select Item and Shift+Drag

Duplicate

 

6. 3D viewport allows to have many shading options:

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

7. Insert Scale Model by going to Entity tool and selecting info_survivor_position:

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

8. When building your world, do not have intersection brushes.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

9. Do not have any gaps into the void of the blackness. Your world, room has to be completely blocked off from the void.

You will have leaks if you don't. Leaks are basically errors.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

10. Selecting the brushes and then Shift+Drag will duplicate it.

11. Selecting a brush, then clicking on it again, will allow you to rotate it.

l4d mapping, left 4 dead, left 4 dead map tutorials, hammer, source

 

 

 

Comments are Closed.

Please Join & Discuss this post in the World of Level Design Forums

Comments

Ian
29 Oct 2009, 17:28
Hey, me again. When I press "enter" to make it a solid it just stays yellow lines how do I do this?
AlexG
03 Oct 2009, 15:52
Martyn,

use info_player_start instead of info_survivor_position.

or

follow this tutorial if you need to use info_surivivor_position:

http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-force-su rvivor-position-spawn.php
Martyn
03 Oct 2009, 05:25
When i place survivor postions into my map, and then test them in game. The survivors and thep layer are under the maps geometry.

So your under the map, it seems that the survivors have fallen to the bottom of the skybox.

How can i stop this?
Left4Dead by talent
10 Sep 2009, 23:41
I don't know 3D nor action/shooter level design and I haven't seen the movies, but I don't think levels are big rooms. Openings to outside must be different from the gaps to void in some way, my guess is...
Donkey
15 Aug 2009, 03:38
so if im making a map, the whole map is actually a HUGE room?? since u said that the black area outside will create errors. and im kind of curious about what kind of jobs you have...sorry if this question is off topic, i just want to set a goal for myself or something like that. :P great tutorials by the way!! FANTASTIC!! xD
AlexG
29 Jun 2009, 07:46
Hey Frags,

It offers more clean geometry, more control over your brushes and ultimately cleaner map and better optimized.
frags
29 Jun 2009, 06:36
I was wondering. What is the advantage of manually building rooms like this as opposed to using the hollow tool to hollow a block?
Angeirax
28 Jun 2009, 12:36
Nevermind, i fixed the problem
Angeirax
28 Jun 2009, 12:25
I have a problem, i open hammer, and when i try to make a block, it doesn't, there's just an invisible square there

Please help

 

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