Left 4 Dead 2

All of the following L4D2 test maps include the compiled map (.BSP) and source file (.VMF). They all should work, but most are far from proper application like in official maps. Any additional files needed for that particular test map are also included.
Contact me for any questions, comments, complaints.

  • info_ambient_mob (604.52 KB) [?]
    • Note: This is experimental. Wanted to test info_ambient_mob. Still not sure.
  • Splitting Maps (868.77 KB) [?]
    • Simply put, when the survivors successfully enters a saferoom, there is a chance to change to more than one level.
    • Note: This is just a proof of concept. It needs further play-testing to see how players respond to it.
  • Embedded Sound (26.76 MB) [?]
    • Update (April 22, 2010): As of "The Passing" Update, embedded sounds are no longer needed but the new sound system isn't complete yet.
    • Custom sounds for L4D2 seem to be less buggy than L4D.
    • Includes a song, song loop, and three sounds.
    • Play/Stop sounds manually via soundscript entries with console commands
      • playgamesound
      • stopsound
    • Embedded sounds can be extracted with BSPZIP or third-party programs like GCFScape.
    • Also used: soundscriptsenv_instructor_hint and func_button.
    • Note: Would consider it experimental. Edit the wiki for any inaccuracies or new techniques.
  • Scavenge Finale (95.44 KB) [?]
    • Replicates the Scavenge Finale in official coop campaign finale Dead Center.
    • Nav mesh is necessary. It is also included.
    • Note: There could be other ways to get this done.
    • Note 2: This test map is not proper. The community recently figured out how to properly implement a Scavenge Finale in coop mode.
    • Note 3: Should be (mostly) properly implemented in Badwater Basin, version dev 1.
  • Survival Game Mode (94.4 KB) [?]
    • I had trouble building survival mode when I was starting off. This is a basic, no-frills survival map.
    • Nav mesh is necessary. It is also included.
    • Also used: info_gamemode.
    • Note: The OBSCURED attribute was used only because the size of the map is small. There is no safe place to spawn for the infected!