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L4D: Creating a Level/Map Change Part 2

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. For map change level to work you must have the next map created and compiled.

2. All the navigation meshes need to be built.

3. Must include a mark PLAYER_START and mark CHECKPOINT.

Checkpoint attribute for nav mesh needs to be located inside the Safe House.

See this tutorial for how to set up navigation meshes.

4. In console type in the following commands:

nav_edit 1
z_debug 1
nav_mark_walkable
nav_generate_incremental

5. Create marks for Player Start and/or Checkpoint.

mark PLAYER_START

mark CHECKPOINT

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

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