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Tutorials to Becoming the Best Level Designer and Game Environment Artist (since 2008)

L4D: Creating a Level/Map Change Part 1

Category: Source: L4D 1 & 2
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

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About World of Level Design

My name is AlexG. I am self-taught level designer, game environment artist and the creator of World of Level Design.com. I've learned everything I know from personal experimentation and decades of being around various online communities of fellow environment artist and level designers. On World of Level Design you will find tutorials to make you become the best level designer and game environment artist.

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