<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-8760033953975536902</id><updated>2011-11-27T17:09:17.368-08:00</updated><category term='Videotutoriales (ING)'/><category term='Videotutoriales (ESP)'/><category term='.L4D-Campañas'/><category term='.L4D-Survival'/><category term='.L4D-Versus'/><category term='Tutoriales (VMF)'/><category term='z - L4D - Skybox'/><category term='Tutoriales (ESP)'/><category term='Tutoriales (ING)'/><category term='z - L4D - Texturas'/><category term='Hammer'/><category term='z - L4D - Sprays'/><title type='text'>Tutoriales Left 4 Dead Mapping</title><subtitle type='html'>Tutoriales para Valve Hammer Editor orientados al l4d y al l4d2.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://left4deadmaps.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default?start-index=101&amp;max-results=100'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>115</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8875907392458325581</id><published>2011-01-27T07:37:00.000-08:00</published><updated>2011-06-06T06:53:18.859-07:00</updated><title type='text'>Tutoriales para el Source Hammer Editor de Valve orientados al left 4 dead. Por ShaunMAD.</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: left;"&gt;&lt;div style="text-align: justify;"&gt;Hola a todos!! Esto es un blog dedicado a tutoriales sobre el Hammer Editor de Valve orientado al Left 4 Dead. Si buscas un tutorial de introducción en español para inciarte en el mundo del editor de niveles, tienes unos tutoriales realizados por mi de introduccion, uno de texturas propias y otro de modelos propios, tambien tengo en proceso un tutorial de iluminacion ademas de mi librito sobre la campaña que he creado "left or right" pero eso en el futuro, cuando lo termine...&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://www.fileserve.com/file/6qvKTzU"&gt;&lt;img style="width: 133px; height: 180px;" alt="http://2.bp.blogspot.com/-nbL_G4gjNbg/Ta7BxOxtOOI/AAAAAAAACwU/seTQXaiDIrU/s400/tuto%2Bintroduccion.jpg" src="http://2.bp.blogspot.com/-nbL_G4gjNbg/Ta7BxOxtOOI/AAAAAAAACwU/seTQXaiDIrU/s400/tuto%2Bintroduccion.jpg" /&gt;&lt;/a&gt;          &lt;a href="http://www.fileserve.com/file/MEQCs94"&gt;&lt;img style="width: 150px; height: 180px;" alt="http://1.bp.blogspot.com/-qDsQNC8_PG4/Ta7BpLLYreI/AAAAAAAACwM/vcQx8nVaLoY/s400/tuto%2Btexturas.jpg" src="http://1.bp.blogspot.com/-qDsQNC8_PG4/Ta7BpLLYreI/AAAAAAAACwM/vcQx8nVaLoY/s400/tuto%2Btexturas.jpg" /&gt;&lt;/a&gt;          &lt;a href="http://www.fileserve.com/file/kb7quvq"&gt;&lt;img style="width: 150px; height: 180px;" alt="http://2.bp.blogspot.com/-blUzOD9a4pM/Ta7BkzBadiI/AAAAAAAACwE/ShK_uRs2T8Y/s400/tuto%2Bmodelos.jpg" src="http://2.bp.blogspot.com/-blUzOD9a4pM/Ta7BkzBadiI/AAAAAAAACwE/ShK_uRs2T8Y/s400/tuto%2Bmodelos.jpg" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-weight: bold; color: rgb(255, 102, 102);"&gt;De izquierda a derecha:&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fileserve.com/file/6qvKTzU"&gt;--&amp;gt;&lt;span style="text-decoration: underline;"&gt;T&lt;/span&gt;&lt;/a&gt;&lt;a href="http://www.fileserve.com/file/6qvKTzU"&gt;utorial completo de introduccion al Hammer editor orientado al left 4 dead&lt;/a&gt;, si es la primera vez que usas esta herramienta, este es tu tutorial!&lt;br /&gt;&lt;a href="http://www.fileserve.com/file/MEQCs94"&gt;--&amp;gt;Tutorial sobre texturas custom volumen 1. &lt;/a&gt; Si quieres hacer tus propias texturas, este tutorial te iniciara en su proceso de creacion!&lt;br /&gt;&lt;a href="http://www.fileserve.com/file/kb7quvq"&gt;--&amp;gt;Tutorial sobre modelos custom volumen 1. &lt;/a&gt;Si quieres aprender a importar modelos estaticos al motor source este es tu tutorial!&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;span id="result_box" class="medium_text"&gt;&lt;span title=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;div style="text-align: center; color: rgb(255, 255, 102); font-weight: bold;"&gt;&lt;span style="color: rgb(255, 255, 255);font-size:180%;" &gt;-------------------------------------------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: rgb(255, 102, 102);"&gt;Nota: &lt;/span&gt;&lt;span style="font-weight: normal; color: rgb(255, 255, 255);"&gt;Estos tutoriales que vienen a continuacion (en inglés y en español), no han sido creados por mi, son una recopilacion de todo el material que he ido encontrando por la red, los tutoriales en ingles no son los mismos que en español y no tienen nada que ver con los tutoriales que os he proporcionado mas arriba.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/tutorials-and-videotutorials-in-english.html"&gt;&lt;span style="font-weight: bold;"&gt; TUTORIALES EN INGLES&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/lista-de-tutoriales-y-videotutoriales.html"&gt;&lt;span style="font-weight: bold;"&gt;TUTORIALES EN ESPAÑOL&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/otras-cosas-other-things.html"&gt;&lt;span style="font-weight: bold;"&gt; OTRAS COSAS&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://steamcommunity.com/groups/shaunmadmappers"&gt;&lt;img alt="http://www.fileden.com/files/2009/2/17/2326245/steaml4d.JPG" src="http://www.fileden.com/files/2009/2/17/2326245/steaml4d.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;-------------------------------------------------------------------------&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="color: rgb(255, 204, 153);"&gt;Buenos Links!&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://www.design3.com/"&gt;&lt;img style="width: 165px; height: 48px;" alt="http://1.bp.blogspot.com/_09zp6q-auPY/TREopGll6qI/AAAAAAAACvM/-f4JS5BV22s/s400/design3.jpg" src="http://1.bp.blogspot.com/_09zp6q-auPY/TREopGll6qI/AAAAAAAACvM/-f4JS5BV22s/s400/design3.jpg" /&gt;&lt;/a&gt;       &lt;a href="http://developer.valvesoftware.com/wiki/Left_4_Dead_Level_Creation"&gt;&lt;img style="width: 198px; height: 48px;" alt="http://3.bp.blogspot.com/_09zp6q-auPY/S2jRoQzvvzI/AAAAAAAAClM/AEglY-Bk2js/S1600-R/valveee.JPG" src="http://3.bp.blogspot.com/_09zp6q-auPY/S2jRoQzvvzI/AAAAAAAAClM/AEglY-Bk2js/S1600-R/valveee.JPG" /&gt;&lt;/a&gt;       &lt;a href="http://www.worldofleveldesign.com/categories/cat_left4dead_mapping.php"&gt;&lt;img style="width: 192px; height: 48px;" alt="http://1.bp.blogspot.com/_09zp6q-auPY/S2jRxP9G6-I/AAAAAAAAClc/S6FIdAI3Dww/S1600-R/worldlvl.JPG" src="http://1.bp.blogspot.com/_09zp6q-auPY/S2jRxP9G6-I/AAAAAAAAClc/S6FIdAI3Dww/S1600-R/worldlvl.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.3denvironmentdesign.com/"&gt;&lt;img style="width: 184px; height: 50px;" alt="http://1.bp.blogspot.com/_09zp6q-auPY/S-bBJJLg9LI/AAAAAAAACm8/YC3Gme8MEv0/S1600-R/environment.JPG" src="http://1.bp.blogspot.com/_09zp6q-auPY/S-bBJJLg9LI/AAAAAAAACm8/YC3Gme8MEv0/S1600-R/environment.JPG" /&gt;&lt;/a&gt;       &lt;a href="http://www.noesisinteractive.com/"&gt;&lt;img style="width: 203px; height: 50px;" alt="http://2.bp.blogspot.com/_09zp6q-auPY/S-bBPj6DP1I/AAAAAAAACnE/9b96PPQPh4I/S1600-R/noesis.JPG" src="http://2.bp.blogspot.com/_09zp6q-auPY/S-bBPj6DP1I/AAAAAAAACnE/9b96PPQPh4I/S1600-R/noesis.JPG" /&gt;&lt;/a&gt;       &lt;a href="http://www.interlopers.net/tutorials/"&gt;&lt;img style="width: 160px; height: 50px;" alt="http://3.bp.blogspot.com/_09zp6q-auPY/TBZKHZRZfgI/AAAAAAAACo8/Q3wijHKTQok/s400/interlop.JPG" src="http://3.bp.blogspot.com/_09zp6q-auPY/TBZKHZRZfgI/AAAAAAAACo8/Q3wijHKTQok/s400/interlop.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamebanana.com/"&gt;&lt;img style="width: 187px; height: 46px;" alt="http://1.bp.blogspot.com/_09zp6q-auPY/S2jRtHd6T2I/AAAAAAAAClU/c_gTPKuMFxA/S1600-R/fpsbanana.JPG" src="http://1.bp.blogspot.com/_09zp6q-auPY/S2jRtHd6T2I/AAAAAAAAClU/c_gTPKuMFxA/S1600-R/fpsbanana.JPG" /&gt;&lt;/a&gt;       &lt;a href="http://www.gaming-models.de/"&gt;&lt;img style="width: 185px; height: 46px;" alt="http://4.bp.blogspot.com/_09zp6q-auPY/S-bCMGp7KmI/AAAAAAAACnM/Y01csNQOoWk/S1600-R/gaming.JPG" src="http://4.bp.blogspot.com/_09zp6q-auPY/S-bCMGp7KmI/AAAAAAAACnM/Y01csNQOoWk/S1600-R/gaming.JPG" /&gt;&lt;/a&gt;       &lt;a href="http://www.editlife.net/"&gt;&lt;img style="width: 181px; height: 46px;" alt="http://2.bp.blogspot.com/_09zp6q-auPY/S-bA6ewkhAI/AAAAAAAACms/OtN7rBGRa7c/S1600-R/editlife.JPG" src="http://2.bp.blogspot.com/_09zp6q-auPY/S-bA6ewkhAI/AAAAAAAACms/OtN7rBGRa7c/S1600-R/editlife.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.wunderboy.org/sourceapps.php"&gt;&lt;img style="width: 208px; height: 48px;" alt="" id="Image12_img" src="http://3.bp.blogspot.com/_09zp6q-auPY/S-bDZr_oQ0I/AAAAAAAACnc/Ularg-PNLo8/S1600-R/wunder.JPG" /&gt;&lt;/a&gt;      &lt;a href="http://www.moddb.com/"&gt;&lt;img style="width: 172px; height: 48px;" alt="http://4.bp.blogspot.com/_09zp6q-auPY/S-bCXZ6ibcI/AAAAAAAACnU/DnuKEZyUaZ0/S1600-R/moddb.JPG" src="http://4.bp.blogspot.com/_09zp6q-auPY/S-bCXZ6ibcI/AAAAAAAACnU/DnuKEZyUaZ0/S1600-R/moddb.JPG" /&gt;&lt;/a&gt;       &lt;a href="http://2.bp.blogspot.com/_09zp6q-auPY/S-bBBQK4dGI/AAAAAAAACm0/Fdi4y1c7Poo/s320/waypc.JPG"&gt;&lt;img style="width: 162px; height: 48px;" alt="http://2.bp.blogspot.com/_09zp6q-auPY/S-bBBQK4dGI/AAAAAAAACm0/Fdi4y1c7Poo/s320/waypc.JPG" src="http://2.bp.blogspot.com/_09zp6q-auPY/S-bBBQK4dGI/AAAAAAAACm0/Fdi4y1c7Poo/s320/waypc.JPG" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;      &lt;/div&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;-----------------------------------------------------------------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8875907392458325581?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8875907392458325581'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8875907392458325581'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/01/el-blog-del-left-4-dead_27.html' title='Tutoriales para el Source Hammer Editor de Valve orientados al left 4 dead. Por ShaunMAD.'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-nbL_G4gjNbg/Ta7BxOxtOOI/AAAAAAAACwU/seTQXaiDIrU/s72-c/tuto%2Bintroduccion.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-319462722883919007</id><published>2010-06-13T14:52:00.000-07:00</published><updated>2010-06-13T14:53:36.225-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Template para Hacer los VPK</title><content type='html'>Hola chicos como les va aca les dejo los templates para que puedan empaquetar sus campañas en VPK sin romperse la cabeza haciendolo ustedes mismos esto les va a facilitar las cosas al hacer un addon que funcione perfectamente y sin complicaciones igualmente si tienen alguna duda cuentenme y se las tratare de solucionar bueno espero que le sea util este aporte &lt;img src="http://l4d.waypc.es/images/smilies/icon_e_biggrin.gif" alt=":D" title="Muy Feliz" /&gt;  &lt;img src="http://l4d.waypc.es/images/smilies/icon_e_biggrin.gif" alt=":D" title="Muy Feliz" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(255, 102, 102); font-weight: bold;"&gt;Links:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;!-- m --&gt;&lt;a class="postlink" href="http://www.megaupload.com/?d=JZR2029U" rel="nofollow" onclick="this.target='_blank';"&gt;http://www.megaupload.com/?d=JZR2029U&lt;/a&gt;&lt;!-- m --&gt;  &lt;-----------Este template es para el Left1&lt;br /&gt;&lt;br /&gt;&lt;!-- m --&gt;&lt;a class="postlink" href="http://www.megaupload.com/?d=8JE0C4MP" rel="nofollow" onclick="this.target='_blank';"&gt;http://www.megaupload.com/?d=8JE0C4MP&lt;/a&gt;&lt;!-- m --&gt; &lt;-----------Este Template es para el Left2&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-319462722883919007?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/319462722883919007'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/319462722883919007'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/template-para-hacer-los-vpk.html' title='Template para Hacer los VPK'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5297929727965252506</id><published>2010-06-12T17:08:00.000-07:00</published><updated>2010-06-14T17:33:14.414-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Tutorial Para crear una secuencia de escapada en helicoptero</title><content type='html'>Tutorial creado a raiz de la respuesta a la duda de Amel.&lt;br /&gt;&lt;br /&gt;Basicamente, lo que entiendo que quieres, es un helicoptero, que llegue por ejemplo despues de unos ataques de zombies finales al final de tu mapa, que baje, abra sus puertas y los supervivientes suban para darse a la escapada.&lt;br /&gt;&lt;br /&gt;Te digo lo primero que es una cosilla mas complicada, pero se puede hacer de manera basta como te lo voy a explicar, pero te digo que no lo he hecho nunca. jeje asi que no te fies mucho, no obstante, estoy seguro que no voy desencaminado.&lt;br /&gt;&lt;br /&gt;Pongamos que el final de tu mapa es la "zona Z", lo que queremos es por ejemplo un helicoptero te recoga en esa zona, para ello, situa en el cielo de tu mapa por la zona del helicoptero un &lt;span style="font-weight: bold; font-style: italic;"&gt;prop_dynamic&lt;/span&gt; (tiene que ser dynamic, no static), llamalo &lt;span style="font-style: italic; font-weight: bold;"&gt;helicoptero_final&lt;/span&gt; por ejemplo. ahora busca un modelo de helicoptero de los que trae el juego, cuando lo encuentres, veras que hay una pestaña de las secuencias animadas que trae el modelo (como por ejemplo, que venga de lejos, y aterrize en el suelo, otra de dar vueltas en el cielo, otra de despegar e irse del escenario...) pues busca la secuencia que mas te mole, por ejemplo una que el helicoptero venga de lejos y baje al suelo para recoger a los supervivientes.&lt;br /&gt;&lt;br /&gt;Ahora se trata de activar todo con triggers y outputs. Basicamente, lo que debes crear es algo para activar el final del escenario, como una radio que llama al helicoptero, para esto, pon una radio por el escenario y rodeala con una textura invisible o nodraw, a ese cubo de textura invisible dale a tie to entity y conviertelo en la entidad &lt;span style="font-weight: bold; font-style: italic;"&gt;func_button&lt;/span&gt;, este boton llamalo por ejemplo &lt;span style="font-weight: bold; font-style: italic;"&gt;boton_final&lt;/span&gt;. Tambien create un&lt;span style="font-weight: bold; font-style: italic;"&gt; logic_timer&lt;/span&gt; (donde dice &lt;span style="font-style: italic;"&gt;start disabled&lt;/span&gt; dile que si y en &lt;span style="font-style: italic;"&gt;refire interval&lt;/span&gt; pon por ejemplo 30 segundos, este sera el tiempo entre hordas antes de que llegue el helicoptero) y llamalo &lt;span style="font-weight: bold; font-style: italic;"&gt;timer_final&lt;/span&gt;. Ahora vamos a poner los outputs:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;OUTPUTS DEL BOTON:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;My Output Named:&lt;/span&gt; onPressed&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Target Entity Named: &lt;/span&gt;timer_final&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Via this Output:&lt;/span&gt; Enable&lt;br /&gt;Ahora tienes que crear el output para que venga el helicoptero, lo puedes crear del mismo modo:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;My Output Named:&lt;/span&gt; OnPressed&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Target Entity Named:&lt;/span&gt; helicoptero_final&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Via this Output:&lt;/span&gt; setAnimation&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;with a parameter override: &lt;/span&gt;aqui pones exactamente el nombre de la secuencia que hayas escogido antes.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;After a delay in seconds of:&lt;/span&gt; 240 (4 minutos por ejemplo)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;OUTPUTS DEL TIMER:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;My Output Named:&lt;/span&gt; Ontimer&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Target Entity Named:&lt;/span&gt; director&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Via this Output:&lt;/span&gt; panicEvent&lt;br /&gt;&lt;br /&gt;Vale ya tenemos los eventos finales y el helicoptero que en 4 minutos aparece y aterriza en el suelo, ya solo tienes que colocar algo para que el juego sepa que en cuanto los supervivientes suban el helicoptero deba partir y el mapa acabar.&lt;br /&gt;&lt;br /&gt;Para esto debes crear un trigger que cubra todo el hueco del helicoptero donde se van a subir los supervivientes. a este brush con textura trigger debes darle a tie to entity y convertirlo en &lt;span style="font-weight: bold; font-style: italic;"&gt;trigger_proximity&lt;/span&gt;, una vez convertido a entidad &lt;span style="font-weight: bold; font-style: italic;"&gt;trigger_proximity,&lt;/span&gt; le pones de nombre &lt;span style="font-weight: bold; font-style: italic;"&gt;trigger_final&lt;/span&gt;, y en &lt;span style="font-weight: bold; font-style: italic;"&gt;start disabled&lt;/span&gt; le marcas que si. ahora toca hacer los outputs del trigger. yo pondria lo siguiente...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;OUTPUTS DEL TRIGGER PROXIMITY:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;My Output Named:&lt;/span&gt; OnStartTouchAll&lt;br /&gt;Target Entity Named: director&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Via this Output: &lt;/span&gt;startintro (de este modo los supervivientes ya no se hacen mas daño, y la I.A. del juego deja de spawnear putos zombies y demas....)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;My Output Named: &lt;/span&gt;OnStartTouchAll&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Target Entity Named: &lt;/span&gt;helicoptero_final&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Via this Output: &lt;/span&gt;setAnimation&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;with a parameter override: &lt;/span&gt;aqui pones exactamente el nombre de la secuencia en la que el helicoptero despegue y se larga de la zona.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;After a delay in seconds of:&lt;/span&gt; 5 (por poner algo...)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Basicamente, esto es todo, te faltarian dos cosas, que ahora no se como explicar bien, una seria poner una camara que se activara dos segundos despues de que finalice la huida y despegue el helicoptero, en un punto en el que se vea guapo como se va el helicoptero del escenario, esta entidad se llama &lt;span style="font-weight: bold;"&gt;point_viewcontrol&lt;/span&gt; y la debes activar por ejemplo con el mismo trigger_proximity, le pones como nombre &lt;span style="font-weight: bold;"&gt;camara_final&lt;/span&gt; y en el trigger creas otro output en el que a los 6 segundos por ejemplo se active la camara, y por otro lado faltaria que el trigger diera fin al mapa, es decir, como si fuera un &lt;span style="font-style: italic;"&gt;saferoom&lt;/span&gt;. pero esto ahora no me acuerdo nada de nada...&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s1600/ShaunMAD.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s400/ShaunMAD.png" alt="" id="BLOGGER_PHOTO_ID_5482790305591606274" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5297929727965252506?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5297929727965252506'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5297929727965252506'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/tutorial-para-crear-una-secuencia-de.html' title='Tutorial Para crear una secuencia de escapada en helicoptero'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s72-c/ShaunMAD.png' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3208503477859082941</id><published>2010-06-12T15:52:00.000-07:00</published><updated>2010-06-17T05:33:57.801-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (VMF)'/><title type='text'>VMF Tutorials</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/skybox-environment-tutorial.html"&gt;Skybox Environment Tutorial&lt;/a&gt;&lt;/span&gt; ShaunMAD&lt;br /&gt;(Este tutorial enseña como se hace el entorno del skybox)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/deadline%20campaign%20tutorial.rar"&gt;&lt;span style="font-size:130%;"&gt;Campaign Tutorial of 2 maps &lt;/span&gt;&lt;/a&gt;Valve&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a href="http://www.l4dmods.com/index.php?option=com_joomloads&amp;amp;controller=package&amp;amp;task=download&amp;amp;Itemid=2&amp;amp;packageId=279"&gt;Particle Map Tutorial&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;(Este VMF contiene un monton de particle Effects para aprender como ponerlos en nuestro mapa)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/intro-camera-tutorial.html"&gt;Intro Camera Tutorial&lt;/a&gt;&lt;/span&gt; SendoX&lt;br /&gt;(Este tutorial muestra como se usa una camara para que siga un camino y asi ver un preview de nuestro mapa)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/10773?path=http://www.serveredirect.com/fpsb/prefabs/204/weapons_template&amp;amp;sectionid=5213848&amp;amp;ext=zip"&gt;&lt;span style="font-size:130%;"&gt;L4D2 Weapon/Item Spawn tutorial&lt;/span&gt;&lt;/a&gt; Ausimus&lt;br /&gt;(Tutorial de Spawn de armas e items en el l4d2)&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s1600/ShaunMAD.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s400/ShaunMAD.png" alt="" id="BLOGGER_PHOTO_ID_5482790305591606274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.fpsbanana.com/members/521705"&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3208503477859082941?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3208503477859082941'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3208503477859082941'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/vmf-tutorials.html' title='VMF Tutorials'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s72-c/ShaunMAD.png' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-328583120042448467</id><published>2010-06-12T15:49:00.000-07:00</published><updated>2010-06-12T15:51:49.357-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (VMF)'/><title type='text'>Intro Camera Tutorial</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/shaun_intro_sendox.vmf"&gt;Tutorial para crear una secuancia de introduccion con una camara al empezar el mapa&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span id="result_box" class="short_text"&gt;&lt;span style="background-color: rgb(235, 239, 249); color: rgb(0, 0, 0);" title=""&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/shaun_intro_sendox.vmf"&gt;Tutorial to create an introductory secuancia with a camera at the beginning of the map&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-328583120042448467?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/328583120042448467'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/328583120042448467'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/intro-camera-tutorial.html' title='Intro Camera Tutorial'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1870233757186994119</id><published>2010-06-12T15:47:00.000-07:00</published><updated>2010-06-14T17:34:14.282-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (VMF)'/><title type='text'>Skybox Environment Tutorial</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/skybox%20tutorial%20vmf%20files.rar"&gt;Tutorial para crear el entorno del cielo usando archivos VMF&lt;/a&gt; (ShaunMAD)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/skybox%20tutorial%20vmf%20files.rar"&gt;Tutorial for creating the environment of the sky using VMF files&lt;/a&gt; (ShaunMAD)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s1600/ShaunMAD.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s400/ShaunMAD.png" alt="" id="BLOGGER_PHOTO_ID_5482790305591606274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1870233757186994119?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1870233757186994119'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1870233757186994119'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/skybox-environment-tutorial.html' title='Skybox Environment Tutorial'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s72-c/ShaunMAD.png' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7390702197487483303</id><published>2010-06-12T12:31:00.000-07:00</published><updated>2010-06-15T12:41:28.457-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hammer'/><title type='text'>mp3 to source 3</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;b&gt;mp3&lt;span style="color:red;"&gt;2&lt;/span&gt;source 3&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;v3.04&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;HLSS es un programa para enviar sonidos por la salida de microfono del Left 4 Dead.. aca el programa que hace todo por ti.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Este programa:&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;Convierte a Wav cualquier Mp3, con las características para ser usado en HLSS con solo elegir el mp3 y la carpeta de destino.&lt;/li&gt;&lt;/ul&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;Instala el HLSS configurado para L4D1 y 2.&lt;/li&gt;&lt;li&gt; Integra el HLSS y L4D (autoexec.cfg) solo.&lt;/li&gt;&lt;li&gt; Bindea la tecla para enviar el sonido.&lt;/li&gt;&lt;li&gt;Se actualiza solo al encontrar una nueva versión.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;img src="http://i577.photobucket.com/albums/ss217/luchex/1-4.png" alt="" onload="NcodeImageResizer.createOn(this);" border="0" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;img src="http://i577.photobucket.com/albums/ss217/luchex/3-3.png" alt="" onload="NcodeImageResizer.createOn(this);" border="0" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;img style="width: 420px; height: 350px;" src="http://i577.photobucket.com/albums/ss217/luchex/2-4.png" alt="" onload="NcodeImageResizer.createOn(this);" border="0" /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt; Al integrar todo, despues solamente van agregando el sonido al HLSS y listo, despues le ponen "Action/Activar" y a webear&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;img style="width: 419px; height: 234px;" src="http://i577.photobucket.com/albums/ss217/luchex/4-2.png" alt="" onload="NcodeImageResizer.createOn(this);" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Link:&lt;br /&gt;&lt;/b&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/Mp3ToSource3.rar"&gt;&lt;span style="font-size:180%;"&gt;&lt;b&gt;mp3&lt;span style="color:red;"&gt;2&lt;/span&gt;source 3&lt;/b&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7390702197487483303?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7390702197487483303'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7390702197487483303'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/mp3-to-source-3.html' title='mp3 to source 3'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8050051466628569258</id><published>2010-06-12T05:29:00.000-07:00</published><updated>2010-06-17T05:32:36.387-07:00</updated><title type='text'>VMF prefabs para el left4dead</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/9495?path=http://css.you4web.de/prefabs/189/barricadeprefab&amp;amp;sectionid=5045632&amp;amp;ext=zip"&gt;Mountable Barricade System&lt;/a&gt;&lt;/span&gt; Theck&lt;br /&gt;(Este VMF contiene un sistema de barricada que se construye en juego)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/9155?path=http://fpsb.djw-hosting.de/prefabs/181/saferoom_prefab_2&amp;amp;sectionid=4883741&amp;amp;ext=zip"&gt;SafeRoom&lt;/a&gt;&lt;/span&gt; simzboy&lt;br /&gt;(Esto es un prefab de un saferoom SIN los cambios de level)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/9938?path=http://www.phwonline.net/fpsb/prefabs/181/weapons-table-full&amp;amp;sectionid=1466202&amp;amp;ext=zip"&gt;Table Full of weapons&lt;/a&gt;&lt;/span&gt; Th3ProphetMan&lt;br /&gt;(Este VMF contiene una mesa llena de armas)&lt;span style="font-size: 130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/8972?path=http://www.streamingfreebies.com/misc/fpsb7/prefabs/181/caralarm_prefab&amp;amp;sectionid=1465191&amp;amp;ext=rar"&gt;Car Alarm Prefab&lt;/a&gt;&lt;/span&gt; Samm5506&lt;br /&gt;(Este tutorial muetra como se hace un coche con alarma)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/zoo_urban_and_interior.vmf"&gt;Zoo_urban_and_interior&lt;/a&gt;&lt;/span&gt; Joseph moreno&lt;br /&gt;(Este VMF contiene trozos prefabricados tipo urbano y de interiores) &lt;span style="font-size: 130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/ubers-breakaway-car-alarm.html"&gt;Breakaway Car Alarm&lt;/a&gt;&lt;/span&gt; Uber&lt;br /&gt;(Este tutorial enseña como hacer un panic event con una alarma de coche)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.l4dmods.com/index.php?option=com_joomloads&amp;amp;controller=package&amp;amp;task=download&amp;amp;Itemid=2&amp;amp;packageId=233"&gt;Explode Truck &lt;/a&gt;&lt;/span&gt;Heartless&lt;br /&gt;(Este tutorial muestra como se hace una explosion, con un camion)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/8931?path=http://fps4.freehostia.de/prefabs/181/breakable_tv&amp;amp;sectionid=1469861&amp;amp;ext=rar"&gt;Breakable TV with sparks&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;(Este tutorial te enseña a hacer una tele que se rompe cuando le disparas)&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8050051466628569258?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8050051466628569258'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8050051466628569258'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/vmf-prefabs-para-el-left4dead.html' title='VMF prefabs para el left4dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5832534819524650566</id><published>2010-06-08T12:26:00.001-07:00</published><updated>2010-06-17T05:33:38.747-07:00</updated><title type='text'>Otras cosas / Other things</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/mp3-to-source-3.html"&gt;&lt;span style=";font-family:georgia;font-size:180%;"  &gt;&lt;span style="font-weight: bold;"&gt;L4D Mp3 To Source&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://left4deadmaps.blogspot.com/search/label/z%20-%20L4D%20-%20Texturas"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Left4Dead Textures&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/search/label/z%20-%20L4D%20-%20Sprays"&gt;&lt;span style="font-size:180%;"&gt;Left4Dead Sprays&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/vmf-prefabs-para-el-left4dead.html"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Left4Dead Prefabs&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/search/label/z%20-%20L4D%20-%20Skybox"&gt;&lt;span style="font-size:180%;"&gt;Left4Dead Skybox&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;------------------------------------------------------------------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 255); font-style: italic; font-weight: bold;font-family:courier new;font-size:180%;"  &gt;Campaigns:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/dead-before-dawn.html"&gt;Dead Before Dawn&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/death-aboard.html"&gt;Death Aboard&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/death-row.html"&gt;Death Row&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/escape-from-toronto-new-nightmare.html"&gt;Escape from Toronto: A new nightmare&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/fly-gabe-campaign.html"&gt;Fly Gabe Campaign&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/ilogic-city-of-dead.html"&gt;Ilogic city of the dead&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt; By &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://steamcommunity.com/id/skarmentus"&gt;&lt;span&gt;Skarmentus&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/left-4-deadcity-campaign.html"&gt;Left 4 Deadcity Campaign&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/mic-military-industrial-complex.html"&gt;M.I.C. Military Industrial Complex&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/naniwa-city.html"&gt;Naniwa City&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/night-terror.html"&gt;Night Terror&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/silent-fear.html"&gt;Silent fear&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/silent-hill.html"&gt;Silent Hill&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/suicide-blitz.html"&gt;Suicide Blitz&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/arena-of-dead.html"&gt;The arena of the dead&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/vienna-calling.html"&gt;Vienna Calling&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic; color: rgb(255, 255, 255);font-family:times new roman;font-size:180%;"  &gt;Versus:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/dead-before-dawn.html"&gt;Dead Before Dawn&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/ilogic-city-of-dead.html"&gt;Ilogic city of the dead&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt; By &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://steamcommunity.com/id/skarmentus"&gt;&lt;span&gt;Skarmentus&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/vinos-y-viandas-madrid.html"&gt;Vinos y Viandas (Madrid)&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt; By &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-weight: bold; font-family: trebuchet ms;" href="http://steamcommunity.com/profiles/76561198012998086"&gt;Shaun&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 255); font-weight: bold; font-style: italic;font-family:courier new;font-size:180%;"  &gt;Survivals:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/ilogic-city-of-dead.html"&gt;Ilogic city of the dead&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt; By &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://steamcommunity.com/id/skarmentus"&gt;&lt;span&gt;Skarmentus&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/vinos-y-viandas-madrid.html"&gt;Vinos y Viandas (Madrid)&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt; By &lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-weight: bold; font-family: trebuchet ms;" href="http://steamcommunity.com/profiles/76561198012998086"&gt;Shaun&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;-----------------------------------------------------------------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5832534819524650566?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5832534819524650566'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5832534819524650566'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/otras-cosas-other-things.html' title='Otras cosas / Other things'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2933676697484072290</id><published>2010-06-08T12:21:00.000-07:00</published><updated>2010-06-08T12:30:51.974-07:00</updated><title type='text'>English Tutorials and Videotutorials</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;-----------------------------------------------------------------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-size:180%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;Hammer Concepts&lt;/span&gt;:&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/atributos-del-navigation-mesh.html"&gt;Lista de Atributos del &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_23"&gt;Navigation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_24"&gt;mesh&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/navigation-mesh-commands.html"&gt;Lista de Comandos del &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_25"&gt;Navigation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_26"&gt;mesh&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/lista-de-entidades.html"&gt;Lista de Entidades del L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_27"&gt;Hammer&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/lista-de-particulas.html"&gt;Lista de Partículas del L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_28"&gt;Hammer&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/lista-de-soundscapes-for-l4d.html"&gt;Lista de &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_29"&gt;Soundscapes&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_30"&gt;for&lt;/span&gt; L4D&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 255); font-weight: bold;font-size:180%;" &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_53"&gt;&lt;br /&gt;English Tutorials&lt;/span&gt;:&lt;/span&gt;&lt;br /&gt;&lt;a href="http://left4deadmaps.blogspot.com/search/label/Tutoriales%20%28ING%29"&gt;  &lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/hammer-interface-overview.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_54"&gt;Hammer&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_55"&gt;source&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_56"&gt;interface&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_57"&gt;overview&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/world-scale-and-dimensions.html"&gt;L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_58"&gt;World&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_59"&gt;player&lt;/span&gt;, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_60"&gt;dimensions&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_61"&gt;and&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_62"&gt;scale&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/search/label/Tutoriales%20%28ING%29"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_63"&gt;Left&lt;/span&gt;4&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_64"&gt;Dead&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_65"&gt;Campaign&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_66"&gt;Add&lt;/span&gt;-&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_67"&gt;On&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_68"&gt;Tutorial&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/clip-brushes.html"&gt;Clip &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_69"&gt;Brushes&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/making-material.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_70"&gt;Making&lt;/span&gt; a material&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/make-sprite-for-left-4-dead.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_71"&gt;Making&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_72"&gt;Sprite&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_73"&gt;for&lt;/span&gt; L4D&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/how-to-import-custom-models-in-hammer.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_74"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_75"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_76"&gt;import&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_77"&gt;and&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_78"&gt;make&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_79"&gt;custom&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_80"&gt;models&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_81"&gt;in&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_82"&gt;hammer&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_83"&gt;by&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_84"&gt;Adam&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 255); font-weight: bold;font-size:180%;" &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_85"&gt;English Videotutorials&lt;/span&gt;:        &lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;(&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_86"&gt;Thanks&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_87"&gt;to&lt;/span&gt; &lt;a href="http://www.worldofleveldesign.com/"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_88"&gt;AlexG&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_89"&gt;From&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_90"&gt;WoLD&lt;/span&gt;&lt;/a&gt;)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(255, 255, 255);font-size:130%;" &gt;L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_91"&gt;Hammer&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_92"&gt;Basics&lt;/span&gt;:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-creating-geometry-basic-room.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_93"&gt;Creating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_94"&gt;geometry&lt;/span&gt;: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_95"&gt;basics&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_96"&gt;rooms&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-texturing-basics.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_97"&gt;Texturing&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_98"&gt;our&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_99"&gt;rooms&lt;/span&gt;: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_100"&gt;texture&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_101"&gt;basics&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-adding-props.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_102"&gt;Adding&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_103"&gt;Props&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-lights-tutorial.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_104"&gt;Adding&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_105"&gt;Lights&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/create-different-type-of-lights.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_106"&gt;Create&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_107"&gt;different&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_108"&gt;Type&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_109"&gt;of&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_110"&gt;lights&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-compiling.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_111"&gt;Compiling&lt;/span&gt;/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_112"&gt;running&lt;/span&gt; L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_113"&gt;Map&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(255, 255, 255);font-size:130%;" &gt;L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_114"&gt;Environment&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_115"&gt;Workflow&lt;/span&gt;&lt;/span&gt;&lt;span style="color: rgb(255, 255, 255);font-size:130%;" &gt;:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part1.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_116"&gt;Environment&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_117"&gt;Creation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_118"&gt;Part&lt;/span&gt; 1 - &lt;/a&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part1.php"&gt;Interior&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part2.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_119"&gt;Environment&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_120"&gt;Creation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_121"&gt;Part&lt;/span&gt; 2 - Exterior (1/2)&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part3.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_122"&gt;Environment&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_123"&gt;Creation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_124"&gt;Part&lt;/span&gt; 3&lt;/a&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part3.php"&gt; - Exterior (2/2)&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part4.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_125"&gt;Environment&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_126"&gt;Creation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_127"&gt;Part&lt;/span&gt; 4 - &lt;/a&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part4.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_128"&gt;Skybox&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creation_part5.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_129"&gt;Environment&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_130"&gt;Creation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_131"&gt;Part&lt;/span&gt; 5 - &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_132"&gt;Textures&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/tutorial-fog.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_133"&gt;Create&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_134"&gt;Fog&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_135"&gt;on&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_136"&gt;our&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_137"&gt;level&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/sorrounding-buildings-around-skybox.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_138"&gt;Sorrounding&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_139"&gt;buildings&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_140"&gt;around&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_141"&gt;skybox&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_142"&gt;Hammer&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_143"&gt;Displacement&lt;/span&gt;/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_144"&gt;Terrain&lt;/span&gt;:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment_creating-terrain-displacement.php"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_145"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_146"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_147"&gt;create&lt;/span&gt; a simple &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_148"&gt;terrain&lt;/span&gt;/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_149"&gt;Displacement&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment-terrain-texture-blending-alpha.php"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_150"&gt;Terrain&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_151"&gt;texture&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_152"&gt;blending&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_153"&gt;alpha&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment-creating-terrain-part1.php"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_154"&gt;Creating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_155"&gt;terrain&lt;/span&gt;: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_156"&gt;Groun&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_157"&gt;floor&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-environment-creating-terrain-part2.php"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_158"&gt;Creating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_159"&gt;terrain&lt;/span&gt;: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_160"&gt;Sorrounding&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_161"&gt;mountains&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(255, 255, 255);font-size:130%;" &gt;L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_162"&gt;Hammer&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_163"&gt;Adanced&lt;/span&gt;:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-creating-a-skybox-light-environment.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_164"&gt;Creating&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_165"&gt;Skybox&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_166"&gt;and&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_167"&gt;light&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_168"&gt;environment&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-creating-breakable-glass.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_169"&gt;Creating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_170"&gt;breakable&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_171"&gt;glass&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-creating-rotating-doors.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_172"&gt;Creating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_173"&gt;rotating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_174"&gt;doors&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-creating-a-ladder.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_175"&gt;Creating&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_176"&gt;Ladder&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-creating-breakable-walls.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_177"&gt;Creating&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_178"&gt;breakable&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_179"&gt;walls&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-force-survivor-position-spawn.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_180"&gt;Forcing&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_181"&gt;survivor&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_182"&gt;position&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_183"&gt;spawn&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-overlays-vs-decals.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_184"&gt;Overlays&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_185"&gt;VS&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_186"&gt;Decals&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-prop-overview.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_187"&gt;Prop&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_188"&gt;Overview&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-how-to-create-elevator-part1.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_189"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_190"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_191"&gt;create&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_192"&gt;an&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_193"&gt;Elevator&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_194"&gt;part&lt;/span&gt; 1)&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a  style="font-weight: bold;font-family:trebuchet ms;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_195"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_196"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_197"&gt;create&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_198"&gt;an&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_199"&gt;Elevator&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_200"&gt;part&lt;/span&gt; 2)&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/creating-movable-objects.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_201"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_202"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_203"&gt;create&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_204"&gt;movable&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_205"&gt;objects&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/sorrounding-buildings-around-skybox.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_206"&gt;Sorrounding&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_207"&gt;buildings&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_208"&gt;around&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_209"&gt;skybox&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(255, 255, 255);font-size:130%;" &gt;L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_210"&gt;Gameplay&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_211"&gt;Elements&lt;/span&gt;:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-gameplay-standard-elements-weapons-player-start.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_212"&gt;Standard&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_213"&gt;Elements&lt;/span&gt;: &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_214"&gt;Weapons&lt;/span&gt;, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_215"&gt;Fog&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_216"&gt;and&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_217"&gt;Player&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_218"&gt;Start&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-gameplay-create-rescue-closet.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_219"&gt;Creating&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_220"&gt;Rescue&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_221"&gt;Closet&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-force-survivor-position-spawn.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_222"&gt;Forcing&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_223"&gt;survivor&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_224"&gt;position&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_225"&gt;spawn&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-create-level-map-change-part1.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_226"&gt;Create&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_227"&gt;level&lt;/span&gt;/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_228"&gt;map&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_229"&gt;change&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_230"&gt;part&lt;/span&gt; 1)&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a  style="font-weight: bold;font-family:trebuchet ms;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_231"&gt;Create&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_232"&gt;level&lt;/span&gt;/&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_233"&gt;map&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_234"&gt;change&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_235"&gt;part&lt;/span&gt; 2)&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-how-to-create-survival-gametype-in-left-4-dead-part1.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_236"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_237"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_238"&gt;create&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_239"&gt;survival&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_240"&gt;gametype&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_241"&gt;part&lt;/span&gt; 1)&lt;/a&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a  style="font-weight: bold;font-family:trebuchet ms;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_242"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_243"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_244"&gt;create&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_245"&gt;survival&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_246"&gt;gametype&lt;/span&gt; (&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_247"&gt;part&lt;/span&gt; 2)&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-create-panic-event.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_248"&gt;Create&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_249"&gt;Panic&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_250"&gt;Event&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/tutorial-car-alarms.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_251"&gt;Create&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_252"&gt;Car&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_253"&gt;alarms&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-how-to-create-highlight-glow-on-props.php"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_254"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_255"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_256"&gt;Create&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_257"&gt;Highlight&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_258"&gt;Glow&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_259"&gt;on&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_260"&gt;Props&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/how-to-create-zombies-on-timer.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_261"&gt;How&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_262"&gt;to&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_263"&gt;create&lt;/span&gt; Zombie's &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_264"&gt;on&lt;/span&gt; a &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_265"&gt;timer&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/how-to-create-tank-witches-special.html"&gt;How To Create Tank Witches &amp;amp; Special Infected&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2010/01/reflective-floors.html"&gt;Reflective Floors realist&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;L4D Navigation Meshes:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-gameplay-navigation-meshes-spawn-infected.php"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;Navigational Meshes and Spawning Infected&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-gameplay-navigation-advanced.php"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;Navigational Meshes Advanced&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(255, 255, 255);font-size:130%;" &gt;L4D Releasing your &lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-create-custom-movie-poster-vpk-part1.php"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;Create a Custom Movie Poster &amp;amp; VPK Part 1/3&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-create-custom-movie-poster-vpk-part2.php"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;Create a Custom Movie Poster &amp;amp; VPK Part 2/3&lt;/span&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a href="http://www.worldofleveldesign.com/categories/left4dead_mapping/l4d-create-custom-movie-poster-vpk-part3.php"&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;Create a Custom Movie Poster &amp;amp; VPK Part 3/3&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold; color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;More tutorials:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/create-different-type-of-lights.html"&gt;Create different type of lights&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/create-light-with-switch.html"&gt;Create a light with a switch&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/tutorial-soundscapes.html"&gt;Tutorial for Soundscapes&lt;/a&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2933676697484072290?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2933676697484072290'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2933676697484072290'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/tutorials-and-videotutorials-in-english.html' title='English Tutorials and Videotutorials'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5685653765510964026</id><published>2010-06-08T12:19:00.000-07:00</published><updated>2011-04-19T17:40:11.823-07:00</updated><title type='text'>Lista de tutoriales y videotutoriales en español</title><content type='html'>&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-size:180%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;Tutoriales por ShaunMAD&lt;/span&gt;:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://www.fileden.com/files/2009/2/17/2326245/Introducci%C3%B3n%20al%20Valve%20Hammer%20Editor%20orientado%20al%20L4D.doc"&gt;Tutorial completo de introduccion al valve hammer editor orientado al left 4 dead&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/Tutoriales%20para%20las%20texturas%20custom.doc"&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;&lt;span style="font-family:trebuchet ms;"&gt;Tutorial completo para hacer texturas custom usando Photoshop y VTFEdit&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-size:180%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;Tutorial Tamplate VPK&lt;/span&gt;:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;&lt;a style="font-family: trebuchet ms;" href="http://left4deadmaps.blogspot.com/2010/06/template-para-hacer-los-vpk.html"&gt;Tutorial Template para hacer los VPKs de vuestros mapas &lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-size:180%;" &gt;&lt;span style="color: rgb(255, 255, 255);"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_22"&gt;&lt;br /&gt;Hammer Concepts&lt;/span&gt;:&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/atributos-del-navigation-mesh.html"&gt;Lista de Atributos del &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_23"&gt;Navigation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_24"&gt;mesh&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/navigation-mesh-commands.html"&gt;Lista de Comandos del &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_25"&gt;Navigation&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_26"&gt;mesh&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/lista-de-entidades.html"&gt;Lista de Entidades del L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_27"&gt;Hammer&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/lista-de-particulas.html"&gt;Lista de Partículas del L4D &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_28"&gt;Hammer&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/lista-de-soundscapes-for-l4d.html"&gt;Lista de &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_29"&gt;Soundscapes&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_30"&gt;for&lt;/span&gt; L4D&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 255); font-weight: bold;font-size:180%;" &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_31"&gt;Tutoriales&lt;/span&gt; en Español:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-weight: bold; font-family: trebuchet ms;" href="http://left4deadmaps.blogspot.com/2009/10/completo-tutorial-del-hammer.html"&gt;Completo &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_32"&gt;tutorial&lt;/span&gt; del &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_33"&gt;Hammer&lt;/span&gt; (eso si, orientado al &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_34"&gt;CS&lt;/span&gt;...)&lt;/a&gt;&lt;br /&gt;&lt;a style="font-weight: bold; font-family: trebuchet ms;" href="http://left4deadmaps.blogspot.com/2009/10/tutoriales-sketchup-para-left4dead.html"&gt;  &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_35"&gt;Tutoriales&lt;/span&gt; del Google &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_36"&gt;Sketchup&lt;/span&gt; para el &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_37"&gt;Left&lt;/span&gt; 4 &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_38"&gt;dead&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-weight: bold; font-family: trebuchet ms;" href="http://left4deadmaps.blogspot.com/2009/10/tutorial-para-poner-particulas-en-el.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_39"&gt;Tutorial&lt;/span&gt; para poner partículas en el juego&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;br /&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/crear-un-poster-propio-para-el-left-4.html"&gt;Crear un &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_40"&gt;poster&lt;/span&gt; propio para el &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_41"&gt;Left&lt;/span&gt; 4 &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_42"&gt;Dead&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;a style="font-weight: bold; font-family: trebuchet ms;" href="http://left4deadmaps.blogspot.com/2010/01/reflective-floors.html"&gt;Crear una habitación con suelos &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_43"&gt;reflectantes&lt;/span&gt; realista&lt;/a&gt;&lt;/span&gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/06/tutorial-para-crear-una-secuencia-de.html"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;Tutorial Para crear una secuencia de escapada en helicoptero&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-family:trebuchet ms;font-size:130%;"  &gt;&lt;a href="http://left4deadmaps.blogspot.com/2010/05/respuesta-sirdmx-2.html"&gt;Hacer que brille un objeto activable&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 255); font-weight: bold;font-size:180%;" &gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_44"&gt;Videotutoriales&lt;/span&gt; en Español:&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/iniciacion-en-el-hammer.html"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_45"&gt;Tutorial&lt;/span&gt; de iniciación con el &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_46"&gt;Valve&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_47"&gt;Hammer&lt;/span&gt; Editor&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-un-mapa-simple.html"&gt;Crear un mapa simple&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-diferentes-tipos-de-texturas.html"&gt;Crear diferentes tipos de texturas&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-terrenos-naturales-con-desniveles.html"&gt;Crear terrenos naturales con desniveles&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-puertas-rompibles.html"&gt;Crear puertas rompibles&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/crear-una-puerta-corrediza-rotante-o.html"&gt;Crear puertas varios tipos, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_48"&gt;visagras&lt;/span&gt; virtuales.&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-zonas-escalables.html"&gt;Crear zonas escalables&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/crear-cuerdas-y-objetos-colgantes.html"&gt;Crear cuerdas y objetos colgantes&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-lluvia-nieve-etc.html"&gt;Crear lluvia, nieve, etc...&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/videotutorial-hammer-rayos-y-truenos.html"&gt;Crear Rayos y truenos aleatorios&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-cielosol-y-luces.html"&gt;Crear cielo, sol y luces&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/videotutorial-hammer-tipos-de-luces.html"&gt;Tipos de luces&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-agua.html"&gt;Crear agua&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/crear-una-piscina.html"&gt;Crear una piscina&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/crear-una-camara-y-un-monitor.html"&gt;Crear una cámara y un monitor&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crearponer-fuego.html"&gt;Crear/poner Fuego&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-y-poner-armas-municion-etc.html"&gt;Crear y poner armas, munición, etc...&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/11/videotutorial-hammer-outputs.html"&gt;Crear &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_49"&gt;Outputs&lt;/span&gt; para eventos u otras cosas&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/crear-zombies-y-rutas-para-los-bots.html"&gt;Crear &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_50"&gt;Zombies&lt;/span&gt; y rutas para los &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_51"&gt;bots&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;a style="font-family: trebuchet ms; font-weight: bold;" href="http://left4deadmaps.blogspot.com/2009/10/transforma-tu-campana-al-formato-vpk.html"&gt;Transformar la Campaña al formato .&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_52"&gt;VPK&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold; color: rgb(255, 255, 255);"&gt;-----------------------------------------------------------------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5685653765510964026?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5685653765510964026'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5685653765510964026'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/06/lista-de-tutoriales-y-videotutoriales.html' title='Lista de tutoriales y videotutoriales en español'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2445244439812158528</id><published>2010-05-14T09:04:00.000-07:00</published><updated>2010-06-14T17:34:27.077-07:00</updated><title type='text'>Hacer que brille un objeto activable</title><content type='html'>&lt;div style="text-align: justify;"&gt;Crea tu item, como &lt;span style="font-weight: bold; font-style: italic;"&gt;prop_dynamic&lt;/span&gt;, y por ejemplo usa la hamradio, y llamala &lt;span style="font-weight: bold; font-style: italic;"&gt;radio_item_glow&lt;/span&gt; por ejemplo.&lt;br /&gt;&lt;br /&gt;Luego crea un brush que cubra toda la radio, y ponle textura invisible. A ese brush dale a tie to entity, &lt;strong style="font-style: italic;"&gt;Ctrl+T = tie to entity&lt;/strong&gt; y dale la entidad &lt;strong style="font-style: italic;"&gt;func_brush&lt;/strong&gt;&lt;br /&gt;&lt;strong style="font-style: italic;"&gt;&lt;/strong&gt;&lt;/div&gt;&lt;strong style="font-style: italic;"&gt;&lt;br /&gt;&lt;/strong&gt;&lt;div style="text-align: center;"&gt;&lt;strong style="font-style: italic;"&gt;&lt;/strong&gt;&lt;img style="width: 420px; height: 231px;" src="http://www.worldofleveldesign.com/categories/left4dead2_mapping/images/survival/008.jpg" alt="L4D2: Create Survival Gamemode Part 1" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="width: 420px; height: 309px;" src="http://www.worldofleveldesign.com/categories/left4dead2_mapping/images/survival/009.jpg" alt="L4D2: Create Survival Gamemode Part 1" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;p style="text-align: justify;" class="main"&gt;Ponle las siguientes cosas.&lt;br /&gt;&lt;/p&gt;&lt;p style="font-style: italic; text-align: justify;" class="main"&gt;Name: &lt;span style="font-weight: bold;"&gt;radio&lt;/span&gt;&lt;strong&gt;_glow&lt;/strong&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;       &lt;/div&gt;&lt;p style="font-style: italic; text-align: justify;" class="main"&gt;Parent: &lt;span style="font-weight: bold;"&gt;radio_item_glow&lt;/span&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;       &lt;/div&gt;&lt;p style="font-style: italic; text-align: justify;" class="main"&gt;Render Mode: &lt;strong&gt;Glow&lt;/strong&gt;&lt;/p&gt;&lt;div style="text-align: justify;"&gt;Yo creo que esto deberia funcionar... pero no lo he probado.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s1600/ShaunMAD.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s400/ShaunMAD.png" alt="" id="BLOGGER_PHOTO_ID_5482790305591606274" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;p style="font-style: italic;" class="main" align="left"&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/p&gt;&lt;strong style="font-style: italic;"&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2445244439812158528?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2445244439812158528'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2445244439812158528'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/05/respuesta-sirdmx-2.html' title='Hacer que brille un objeto activable'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s72-c/ShaunMAD.png' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7543517658994328439</id><published>2010-05-09T04:50:00.001-07:00</published><updated>2010-06-14T17:34:38.940-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Texturas'/><title type='text'>Texturas originales del Wolfenstein3D para el Valve hammer editor</title><content type='html'>&lt;div style="text-align: justify;"&gt;Estas son las texturas que he realizado para mi mapa de Wolf4D, por si a alguien le interesan aqui dejo el link de descarga:&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_09zp6q-auPY/S-ahtKsuG-I/AAAAAAAACmk/ZCYDHFG0G3I/s1600/texturas+wolf.JPG"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 310px;" src="http://3.bp.blogspot.com/_09zp6q-auPY/S-ahtKsuG-I/AAAAAAAACmk/ZCYDHFG0G3I/s400/texturas+wolf.JPG" alt="" id="BLOGGER_PHOTO_ID_5469236594826157026" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;La carpeta que hay en el rar, que se llama wolf3d debes introducirla toda ella en la siguiente carpeta del l4d:&lt;br /&gt;&lt;/div&gt;&lt;span style="font-style: italic;"&gt;C:\Archivos de programa\Steam\steamapps\common\left 4 dead 2\left4dead2\materials&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.fileden.com/files/2009/2/17/2326245/wolf4d%2Bnormal.rar"&gt;&lt;span property="dc:content"&gt;&lt;img class="imagen" src="http://i30.tinypic.com/vmwy35.gif" border="0" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s1600/ShaunMAD.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/TBbIu96-PAI/AAAAAAAACpE/kEX4rmhV0nw/s400/ShaunMAD.png" alt="" id="BLOGGER_PHOTO_ID_5482790305591606274" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7543517658994328439?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7543517658994328439'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7543517658994328439'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/05/texturas-originales-del-wolfenstein3d.html' title='Texturas originales del Wolfenstein3D para el Valve hammer editor'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_09zp6q-auPY/S-ahtKsuG-I/AAAAAAAACmk/ZCYDHFG0G3I/s72-c/texturas+wolf.JPG' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-281866415678167478</id><published>2010-01-27T11:55:00.001-08:00</published><updated>2010-01-27T11:59:07.943-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Spawning Zombies With Info_zombie_spawn</title><content type='html'>&lt;div style="text-align: justify;"&gt;This tutorial will show you how to spawn zombies WITHOUT using sv_cheats 1 at any place of your choice.&lt;br /&gt;&lt;br /&gt;1. create an info_zombie_spawn entity where you want your zombie to spawn. Give it a name of your choice. I used z_spawn.&lt;br /&gt;&lt;br /&gt;2. create a trigger brush where you want the player to trigger the zombie to spawn and press ctrl-t then make it a trigger_once.&lt;br /&gt;&lt;br /&gt;3. go to the outputs tab of your trigger_once and click add. Then type in:&lt;br /&gt;My output named -- OnStartTouch&lt;br /&gt;Target entities named -- z_spawn (the name of your info_zombie_spawn)&lt;br /&gt;Via this input -- SpawnZombie&lt;br /&gt;&lt;br /&gt;4. now run your map and when your player walks into the trigger the zombie should spawn.&lt;br /&gt;&lt;br /&gt;This next part will tell you how to spawn special infected.&lt;br /&gt;Basically follow the above steps but for your info_zombie_spawn change population to the name of the zombie type you want to spawn. E.G. Hunter, Smoker, Boomer, etc.&lt;br /&gt;However to do this you need to add this bit into your population folder located in Program Files/Steam/SteamApps/common/left 4 dead/left4dead/scripts&lt;br /&gt;&lt;br /&gt;Open up the population file with notepad and paste this into the bottom. [Screenshot 4]&lt;br /&gt;&lt;br /&gt;//------------------------------------------------&lt;br /&gt;//Specific Special Infected&lt;br /&gt;Smoker&lt;br /&gt;{&lt;br /&gt;Smoker 100&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Hunter&lt;br /&gt;{&lt;br /&gt;Hunter 100&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Boomer&lt;br /&gt;{&lt;br /&gt;Boomer 100&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Tank&lt;br /&gt;{&lt;br /&gt;Tank 100&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;Witch&lt;br /&gt;{&lt;br /&gt;Witch 100&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Once that is in you can spawn special infected through the same means as before.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;To create a random zombie timer which will spawn zombies at random times.&lt;br /&gt;First create you info_zombie_spawn with your desired population.&lt;br /&gt;Second create a logic_time entity in your map somewhere and set its Use Random Time flag to Yes. Then set your desired max and min intervals.&lt;br /&gt;Next go to its outputs tab. Click add and enter in.&lt;br /&gt;&lt;br /&gt;My output named -- OnTimer&lt;br /&gt;Target entities named -- z_spawn2 (the name of your info_zombie_spawn)&lt;br /&gt;Via this input -- SpawnZombie&lt;br /&gt;&lt;br /&gt;Now when you run your map a zombie should spawn at random intervals at your info_zombie_spawn.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-281866415678167478?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/281866415678167478'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/281866415678167478'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/01/spawning-zombies-with-infozombiespawn.html' title='Spawning Zombies With Info_zombie_spawn'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8020933724474774451</id><published>2010-01-27T07:17:00.000-08:00</published><updated>2010-01-27T07:37:28.989-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Reflective Floors</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img class="thumb" src="http://dog.fpsbanana.com/ss/prefabs/thm_3607a.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;Suelos reflectantes para añadir realismo a nuestro mapa, el videotutorial esta en inglés, pero esto es lo que hay que hacer basicamente:&lt;br /&gt;&lt;br /&gt;1º/ creas tu habitacion loca...&lt;br /&gt;2º/ la seleccionas toda entera.&lt;br /&gt;3º/ presionando shift, la duplicas y la colocas una celda justo por encima.&lt;br /&gt;4º/ La rotas 180º y la dejas separada de la habitacion original 4 celdas.&lt;br /&gt;5º/ Haces el grosor del suelo de una celda solo.&lt;br /&gt;6º/ lo duplicas poniendolo una celda debajo y le pones &lt;span style="font-style: italic;"&gt;invisible texture&lt;/span&gt;.&lt;br /&gt;7º/ repetir la accion 6º y darle ahora &lt;span style="font-style: italic;"&gt;block light texture&lt;/span&gt;.&lt;br /&gt;8º/ volvemos a nuestro suelo original y le damos las siguientes propiedades:&lt;br /&gt;                  - le ponemos al suelo como entidad &lt;span style="font-style: italic;"&gt;func_brush&lt;/span&gt; y le damos a aplicar, para modificar propiedades.&lt;br /&gt;                  - Render mode = texture&lt;br /&gt;                  - FX Amount = 180&lt;br /&gt;9º/ creo que esto es todo, deberia funcionar.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;Videotutorial en ingles:&lt;br /&gt;&lt;object width="500" height="315"&gt;&lt;param name="movie" value="http://www.youtube.com/v/M6q0EhxZ0ys&amp;hl=es_ES&amp;fs=1&amp;color1=0xe1600f&amp;color2=0xfebd01&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/M6q0EhxZ0ys&amp;hl=es_ES&amp;fs=1&amp;color1=0xe1600f&amp;color2=0xfebd01&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="315"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8020933724474774451?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8020933724474774451'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8020933724474774451'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2010/01/reflective-floors.html' title='Reflective Floors'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7763856652701134883</id><published>2009-11-07T18:06:00.000-08:00</published><updated>2009-11-07T18:07:21.771-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear una camara y un monitor</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="display: block;" id="video-description"&gt;En este videotutorial muestro como crear una camara y un monitor que muestre lo que la camara esta apuntando.  Se que no es un videotutorial del todo profesional, pero los que no tengan ni idea seguro que lo agradecen.  Videotutorial de Hammer editor (SDK Half-Life 2) Por Baxayaun&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;embed id=VideoPlayback src=http://video.google.com/googleplayer.swf?docid=3923120009268694389&amp;hl=es&amp;fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash&gt; &lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7763856652701134883?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7763856652701134883'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7763856652701134883'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/crear-una-camara-y-un-monitor.html' title='Crear una camara y un monitor'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1465116000241989941</id><published>2009-11-07T18:05:00.002-08:00</published><updated>2009-11-07T18:06:31.352-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear una piscina</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="display: block;" id="video-description"&gt;En este videotutorial muestro de una manera simple como crear una piscina (agua incluida, por increible que parezca). Se que no es un videotutorial del todo profesional, pero los que no tengan ni idea seguro que lo agradecen.  Videotutorial de Hammer editor (SDK Half-Life 2) Por Baxayaun&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;embed id=VideoPlayback src=http://video.google.com/googleplayer.swf?docid=7683631954404177208&amp;hl=es&amp;fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash&gt; &lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1465116000241989941?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1465116000241989941'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1465116000241989941'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/crear-una-piscina.html' title='Crear una piscina'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7046850472290318276</id><published>2009-11-07T18:05:00.001-08:00</published><updated>2009-11-07T18:05:43.124-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Videotutorial Hammer - Tipos de luces</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="display: block;" id="video-description"&gt;En este videotutorial muestro los diferentes tipos de luces que existen en el Hammer, algunas de sus características y como usarlas. Se que no es un videotutorial del todo profesional, pero los que no tengan ni idea seguro que lo agradecen. Videotutorial de Hammer editor (SDK Half-Life 2) Por Baxayaun&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;embed id=VideoPlayback src=http://video.google.com/googleplayer.swf?docid=-5660981050252461593&amp;hl=es&amp;fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash&gt; &lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7046850472290318276?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7046850472290318276'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7046850472290318276'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/videotutorial-hammer-tipos-de-luces.html' title='Videotutorial Hammer - Tipos de luces'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-349169888884844518</id><published>2009-11-07T18:04:00.000-08:00</published><updated>2009-11-07T18:05:02.499-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Videotutorial Hammer - Outputs</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="display: block;" id="video-description"&gt;En este videoturial muestro como funcionan los temidos (entre comillas) outputs y lo sencillo que es crear una sucesión de eventos.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;embed id=VideoPlayback src=http://video.google.es/googleplayer.swf?docid=7560201170429988288&amp;hl=es&amp;fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash&gt; &lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-349169888884844518?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/349169888884844518'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/349169888884844518'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/videotutorial-hammer-outputs.html' title='Videotutorial Hammer - Outputs'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-192654556785096983</id><published>2009-11-07T18:03:00.000-08:00</published><updated>2009-11-07T18:04:19.631-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear cuerdas y objetos colgantes</title><content type='html'>&lt;div style="text-align: justify;"&gt;Tutorial un tanto caótico y largo de como hacer cuerdas y objetos colgantes. Siento que sea tan largo, pero es que no es fácil explicar tantos conceptos abstractos como de los que presume el Hammer Editor.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;embed id=VideoPlayback src=http://video.google.es/googleplayer.swf?docid=7574017687672692214&amp;hl=es&amp;fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash&gt; &lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-192654556785096983?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/192654556785096983'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/192654556785096983'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/crear-cuerdas-y-objetos-colgantes.html' title='Crear cuerdas y objetos colgantes'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-702134762375867735</id><published>2009-11-07T18:02:00.000-08:00</published><updated>2009-11-07T18:03:31.916-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Videotutorial Hammer - Rayos y truenos</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="display: block;" id="video-description"&gt;Video en el que muestro como crear un efecto climatológico de "rayos y truenos" con aparición aleatoria.  Se que no es un videotutorial del todo profesional, pero los que no tengan ni idea seguro que lo agradecen.  Videotutorial de Hammer editor (SDK Half-Life 2) Por Baxayaun&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;embed id=VideoPlayback src=http://video.google.com/googleplayer.swf?docid=-7979743214367157486&amp;hl=es&amp;fs=true style=width:400px;height:326px allowFullScreen=true allowScriptAccess=always type=application/x-shockwave-flash&gt; &lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="display: block;" id="video-description"&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-702134762375867735?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/702134762375867735'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/702134762375867735'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/videotutorial-hammer-rayos-y-truenos.html' title='Videotutorial Hammer - Rayos y truenos'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3029124896960607799</id><published>2009-11-07T17:58:00.000-08:00</published><updated>2009-11-07T17:59:44.619-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><title type='text'>Create A Light With A Switch</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span&gt;This Is A Brief Tutorial On How To Add Lights To Your Css Maps, Same Rule Should Apply For L4D and Any Other Games. Enjoy!&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/kXxS7MpGIZ4&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/kXxS7MpGIZ4&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3029124896960607799?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3029124896960607799'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3029124896960607799'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/create-light-with-switch.html' title='Create A Light With A Switch'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8914650203079589890</id><published>2009-11-07T17:57:00.000-08:00</published><updated>2009-11-07T17:58:20.121-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Tutorial - Car Alarms</title><content type='html'>&lt;div style="text-align: justify;"&gt;This is a brief tutorial on how to create car alarms which attract hoards!&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/BAK7dTRmu_0&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/BAK7dTRmu_0&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8914650203079589890?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8914650203079589890'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8914650203079589890'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/tutorial-car-alarms.html' title='Tutorial - Car Alarms'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4434254249146497477</id><published>2009-11-07T17:56:00.000-08:00</published><updated>2009-11-07T17:57:21.946-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Tutorial - Fog</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;div style="text-align: left;"&gt;&lt;span&gt;This is a basic tutorial on how to create fog to your levels.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/_7U1xxGZOw4&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/_7U1xxGZOw4&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4434254249146497477?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4434254249146497477'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4434254249146497477'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/tutorial-fog.html' title='Tutorial - Fog'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-596870963922333698</id><published>2009-11-07T17:54:00.000-08:00</published><updated>2009-11-07T17:56:18.770-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Tutorial - Soundscapes</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;span&gt;This is a brief tutorial on how to create soundscapes&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;span&gt;&lt;br /&gt;List of Sound Scapes : &lt;a href="http://left4deadmaps.blogspot.com/2009/11/lista-de-soundscapes-for-l4d.html"&gt;Lista de soundscapes&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/cxWZYaAWyAo&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/cxWZYaAWyAo&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-596870963922333698?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/596870963922333698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/596870963922333698'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/tutorial-soundscapes.html' title='Tutorial - Soundscapes'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4258387417951452906</id><published>2009-11-07T17:51:00.000-08:00</published><updated>2010-01-24T18:24:37.600-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hammer'/><title type='text'>Lista de Soundscapes for L4D</title><content type='html'>&lt;div style="text-align: justify;"&gt;Below is a &lt;a href="http://left4deadmaps.blogspot.com/2009/11/lista-de-soundscapes-for-l4d.html"&gt;list of &lt;/a&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/11/lista-de-soundscapes-for-l4d.html" title="Soundscapes" class="mw-redirect"&gt;soundscapes&lt;/a&gt; for use in Left 4 Dead. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.&lt;br /&gt;&lt;br /&gt;&lt;h2 style="color: rgb(255, 255, 255);"&gt;  soundscapes_airport &lt;/h2&gt; &lt;ul&gt;&lt;li&gt;urban.airport.rooftop.spawn &lt;/li&gt;&lt;li&gt;airport.finaleoutside &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Airport 01 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;airport_01.rooftop &lt;/li&gt;&lt;li&gt;airport_01.apartment &lt;/li&gt;&lt;li&gt;airport_01.street &lt;/li&gt;&lt;li&gt;airport_01.alley &lt;/li&gt;&lt;li&gt;airport_01.rooftopspawn &lt;/li&gt;&lt;li&gt;airport_01.inn &lt;/li&gt;&lt;li&gt;airport_01.hotel &lt;/li&gt;&lt;li&gt;airport_01.greenhouse &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Airport 02 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;airport_02.street &lt;/li&gt;&lt;li&gt;airport_02.alley &lt;/li&gt;&lt;li&gt;airport_02.apartment &lt;/li&gt;&lt;li&gt;airport_02.rooftop &lt;/li&gt;&lt;li&gt;airport_02.pillarsroom &lt;/li&gt;&lt;li&gt;airport_02.office &lt;/li&gt;&lt;li&gt;airport_02.respawn &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Airport 03 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;airport_03.alley &lt;/li&gt;&lt;li&gt;airport_03.boilerroom &lt;/li&gt;&lt;li&gt;airport_03.street &lt;/li&gt;&lt;li&gt;airport_03.streetoffices &lt;/li&gt;&lt;li&gt;airport_03.pumproomsmall &lt;/li&gt;&lt;li&gt;airport_03.powerplant &lt;/li&gt;&lt;li&gt;airport_03.powerplantinside &lt;/li&gt;&lt;li&gt;airport_03.controlroom &lt;/li&gt;&lt;li&gt;airport_03.respawn &lt;/li&gt;&lt;li&gt;airport_03.parkinggarage &lt;/li&gt;&lt;li&gt;airport_03.skybridge &lt;/li&gt;&lt;li&gt;airport_03.airportinterior &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Airport 04 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;airport_04.office &lt;/li&gt;&lt;li&gt;airport_04.baggageclaim &lt;/li&gt;&lt;li&gt;airport_04.terminal &lt;/li&gt;&lt;li&gt;airport_04.conveyor &lt;/li&gt;&lt;li&gt;airport_04.respawn &lt;/li&gt;&lt;li&gt;airport_04.ramp &lt;/li&gt;&lt;li&gt;airport_04.bathroom &lt;/li&gt;&lt;li&gt;airport_04.ticketing &lt;/li&gt;&lt;li&gt;airport_04.security &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Airport 05 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;airport_05.street &lt;/li&gt;&lt;li&gt;airport_05.finaleinside &lt;/li&gt;&lt;li&gt;airport_05.finaleoutside &lt;/li&gt;&lt;li&gt;airport_05.respawn &lt;/li&gt;&lt;li&gt;airport_05.finaleroof &lt;/li&gt;&lt;/ul&gt; &lt;a name="soundscapes_farm" id="soundscapes_farm"&gt;&lt;/a&gt;&lt;h2&gt;  soundscapes_farm &lt;/h2&gt; &lt;p&gt;//   Farm 01 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;farm_01.morning &lt;/li&gt;&lt;li&gt;farm_01.bridge &lt;/li&gt;&lt;li&gt;farm_01.smallbuilding &lt;/li&gt;&lt;li&gt;farm_01.trainyardentrance &lt;/li&gt;&lt;li&gt;farm_01.trainyardrespawn &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Farm 02 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;farm_02.trainyardentrance &lt;/li&gt;&lt;li&gt;farm_02.trainyardrespawn &lt;/li&gt;&lt;li&gt;farm_02.trainyardbuilding2 &lt;/li&gt;&lt;li&gt;farm_02.trainyardbuilding2window &lt;/li&gt;&lt;li&gt;farm_02.trainyard2 &lt;/li&gt;&lt;li&gt;farm_02.traintunnel &lt;/li&gt;&lt;li&gt;farm_02.drainagesmall &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Farm 03 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;farm_03.drainagesmall &lt;/li&gt;&lt;li&gt;farm_03.drainagebig &lt;/li&gt;&lt;li&gt;farm_03.traintunnel &lt;/li&gt;&lt;li&gt;farm_03.morning &lt;/li&gt;&lt;li&gt;farm_03.house &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Farm 04 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;farm_04.morning &lt;/li&gt;&lt;li&gt;farm_04.trainyardentrance &lt;/li&gt;&lt;li&gt;farm_04.bridge &lt;/li&gt;&lt;li&gt;farm_04.smallbuilding2 &lt;/li&gt;&lt;li&gt;farm_04.house &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Farm 05 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;farm_05.trainyardentrance &lt;/li&gt;&lt;li&gt;farm_05.morning &lt;/li&gt;&lt;li&gt;farm_05.smallbuilding2 &lt;/li&gt;&lt;li&gt;farm_05.smallbuilding2 &lt;/li&gt;&lt;/ul&gt; &lt;a name="soundscapes_hospital" id="soundscapes_hospital"&gt;&lt;/a&gt;&lt;h2&gt;  soundscapes_hospital &lt;/h2&gt; &lt;ul&gt;&lt;li&gt;background_menu.streetrain &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Hospital 01 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;hospital_01.alleyrain &lt;/li&gt;&lt;li&gt;hospital_01.streetrain &lt;/li&gt;&lt;li&gt;hospital_01.subway &lt;/li&gt;&lt;li&gt;hospital_01.rooftop_1b_interior2 &lt;/li&gt;&lt;li&gt;hospital_01.street &lt;/li&gt;&lt;li&gt;hospital_01.rooftop_1b &lt;/li&gt;&lt;li&gt;hospital_01.rooftop_1b_interior &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Hospital 02 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;hospital_02.rooftop_1b_interior2 &lt;/li&gt;&lt;li&gt;hospital_02.underground_2 &lt;/li&gt;&lt;li&gt;hospital_02.underground_1 &lt;/li&gt;&lt;li&gt;hospital_02.underground_3 &lt;/li&gt;&lt;li&gt;hospital_02.pillarsroom &lt;/li&gt;&lt;li&gt;hospital_02.alleyrain &lt;/li&gt;&lt;li&gt;hospital_02.generatorroom_off &lt;/li&gt;&lt;li&gt;hospital_02.generatorroom &lt;/li&gt;&lt;li&gt;hospital_02.streetrain &lt;/li&gt;&lt;li&gt;hospital_02.rooftop_1b_interior &lt;/li&gt;&lt;li&gt;hospital_02.rooftop &lt;/li&gt;&lt;li&gt;hospital_02.controlroom &lt;/li&gt;&lt;li&gt;hospital_02.warehouseoutside &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Hospital 03 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;hospital_03.alleyrain &lt;/li&gt;&lt;li&gt;hospital_03.rooftop_1b_interior2 &lt;/li&gt;&lt;li&gt;hospital_03.warehouse_1 &lt;/li&gt;&lt;li&gt;hospital_03.steamtunnel &lt;/li&gt;&lt;li&gt;hospital_03.boilerroom &lt;/li&gt;&lt;li&gt;hospital_03.sewer &lt;/li&gt;&lt;li&gt;hospital_03.pipetunnel &lt;/li&gt;&lt;li&gt;hospital_03.streetrain &lt;/li&gt;&lt;li&gt;hospital_03.hospital &lt;/li&gt;&lt;li&gt;hospital_03.rooftop_1b_interior &lt;/li&gt;&lt;li&gt;hospital_03.respawn &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Hospital 04 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;hospital_04.hospital_interior &lt;/li&gt;&lt;li&gt;hospital_04.hospital_atrium &lt;/li&gt;&lt;li&gt;hospital_04.elevator &lt;/li&gt;&lt;li&gt;hospital_04.finaleoutside &lt;/li&gt;&lt;li&gt;hospital_04.construction &lt;/li&gt;&lt;li&gt;hospital_04.street &lt;/li&gt;&lt;li&gt;hospital_04.respawn &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Hospital 05 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;hospital_05.street &lt;/li&gt;&lt;li&gt;hospital_05.finaleinside &lt;/li&gt;&lt;li&gt;hospital_05.finaleoutside &lt;/li&gt;&lt;li&gt;hospital_05.respawn &lt;/li&gt;&lt;li&gt;hospital_05.finaleroof &lt;/li&gt;&lt;li&gt;hospital_05.elevatorshaft &lt;/li&gt;&lt;/ul&gt; &lt;a name="soundscapes_rural" id="soundscapes_rural"&gt;&lt;/a&gt;&lt;h2&gt;  soundscapes_rural &lt;/h2&gt; &lt;p&gt;//   rural &lt;/p&gt; &lt;ul&gt;&lt;li&gt;rural.woods &lt;/li&gt;&lt;li&gt;rural.woods3 &lt;/li&gt;&lt;li&gt;rural.morning &lt;/li&gt;&lt;li&gt;rural.bridge &lt;/li&gt;&lt;li&gt;rural.smallbuilding &lt;/li&gt;&lt;li&gt;rural.smallbuilding2 &lt;/li&gt;&lt;li&gt;rural.river &lt;/li&gt;&lt;li&gt;rural.caveclosed &lt;/li&gt;&lt;li&gt;rural.caveopen &lt;/li&gt;&lt;li&gt;rural.traintunnel &lt;/li&gt;&lt;li&gt;rural.pumproom &lt;/li&gt;&lt;li&gt;rural.bigroom &lt;/li&gt;&lt;li&gt;rural.drainagebig &lt;/li&gt;&lt;li&gt;rural.drainagesmall &lt;/li&gt;&lt;li&gt;rural.drainageopen &lt;/li&gt;&lt;li&gt;rural.trainyardentrance &lt;/li&gt;&lt;li&gt;rural.trainyardrespawn &lt;/li&gt;&lt;li&gt;rural.trainyardbuilding &lt;/li&gt;&lt;li&gt;rural.trainyardbuilding2 &lt;/li&gt;&lt;li&gt;rural.trainyardbuilding2window &lt;/li&gt;&lt;li&gt;rural.trainyard &lt;/li&gt;&lt;li&gt;rural.trainyard2 &lt;/li&gt;&lt;li&gt;rural.house &lt;/li&gt;&lt;li&gt;rural.town &lt;/li&gt;&lt;li&gt;rural.towninside &lt;/li&gt;&lt;li&gt;rural.townalley &lt;/li&gt;&lt;li&gt;rural.boatinterior &lt;/li&gt;&lt;li&gt;rural.boatexterior &lt;/li&gt;&lt;li&gt;rural.shoreline &lt;/li&gt;&lt;li&gt;rural.town_02 &lt;/li&gt;&lt;li&gt;rural.shack &lt;/li&gt;&lt;li&gt;rural.combat_far_heavy &lt;/li&gt;&lt;li&gt;rural.combat_far_medium &lt;/li&gt;&lt;li&gt;rural.combat_close_light &lt;/li&gt;&lt;/ul&gt; &lt;a name="soundscapes_smalltown" id="soundscapes_smalltown"&gt;&lt;/a&gt;&lt;h2&gt;  soundscapes_smalltown &lt;/h2&gt; &lt;p&gt;//   Small Town 01 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;smalltown_01.woods_start &lt;/li&gt;&lt;li&gt;smalltown_01.woods &lt;/li&gt;&lt;li&gt;smalltown_01.riverbed &lt;/li&gt;&lt;li&gt;smalltown_01.tunnel &lt;/li&gt;&lt;li&gt;smalltown_01.tunnel_hall &lt;/li&gt;&lt;li&gt;smalltown_01.tunnel_bigroom &lt;/li&gt;&lt;li&gt;smalltown_01.river &lt;/li&gt;&lt;li&gt;smalltown_01.caveclosed &lt;/li&gt;&lt;li&gt;smalltown_01.caveopen &lt;/li&gt;&lt;li&gt;smalltown_01.pumproom &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Small Town 02 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;smalltown_02.pumproom &lt;/li&gt;&lt;li&gt;smalltown_02.drainagesmall &lt;/li&gt;&lt;li&gt;smalltown_02.drainagemedium &lt;/li&gt;&lt;li&gt;smalltown_02.drainagebig &lt;/li&gt;&lt;li&gt;smalltown_02.drainageopen &lt;/li&gt;&lt;li&gt;smalltown_02.trainyardbuilding &lt;/li&gt;&lt;li&gt;smalltown_02.woods &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Small Town 03 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;smalltown_03.trainyardbuilding &lt;/li&gt;&lt;li&gt;smalltown_03.trainyard &lt;/li&gt;&lt;li&gt;smalltown_03.woods_far &lt;/li&gt;&lt;li&gt;smalltown_03.woods_medium &lt;/li&gt;&lt;li&gt;smalltown_03.woods_close &lt;/li&gt;&lt;li&gt;smalltown_03.graveyard &lt;/li&gt;&lt;li&gt;smalltown_03.church &lt;/li&gt;&lt;li&gt;smalltown_03.house &lt;/li&gt;&lt;li&gt;smalltown_03.town &lt;/li&gt;&lt;li&gt;smalltown_03.towninside &lt;/li&gt;&lt;li&gt;smalltown_03.townalley &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Small Town 04 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;smalltown_04.town &lt;/li&gt;&lt;li&gt;smalltown_04.towninside &lt;/li&gt;&lt;li&gt;smalltown_04.townalley &lt;/li&gt;&lt;li&gt;smalltown_04.street &lt;/li&gt;&lt;li&gt;smalltown_04.house &lt;/li&gt;&lt;li&gt;smalltown_04.trainyardbuilding &lt;/li&gt;&lt;/ul&gt; &lt;p&gt;//   Small Town 05 &lt;/p&gt; &lt;ul&gt;&lt;li&gt;smalltown_05.park &lt;/li&gt;&lt;li&gt;smalltown_05.shack &lt;/li&gt;&lt;li&gt;smalltown_05.town &lt;/li&gt;&lt;li&gt;smalltown_05.boatinterior &lt;/li&gt;&lt;li&gt;smalltown_05.boatexterior &lt;/li&gt;&lt;li&gt;smalltown_05.shoreline &lt;/li&gt;&lt;li&gt;smalltown_05.house &lt;/li&gt;&lt;/ul&gt; &lt;a name="soundscapes_urban" id="soundscapes_urban"&gt;&lt;/a&gt;&lt;h2&gt;  soundscapes_urban &lt;/h2&gt; &lt;p&gt;//   generic urban &lt;/p&gt; &lt;ul&gt;&lt;li&gt;urban.util_interiorslams &lt;/li&gt;&lt;li&gt;urban.util_metalslams &lt;/li&gt;&lt;li&gt;urban.util_metalslams 2 &lt;/li&gt;&lt;li&gt;urban.util_woodfloorsqueaks &lt;/li&gt;&lt;li&gt;urban.util_windgust &lt;/li&gt;&lt;li&gt;urban.util_distantcombat &lt;/li&gt;&lt;li&gt;urban.util_distantexplosions &lt;/li&gt;&lt;li&gt;urban.util_rat_scratches &lt;/li&gt;&lt;li&gt;urban.util_genericrooftop &lt;/li&gt;&lt;li&gt;urban.util_genericexterior_from_interior_1 &lt;/li&gt;&lt;li&gt;urban.util_genericexterior_from_interior_2 &lt;/li&gt;&lt;li&gt;urban.util_flies &lt;/li&gt;&lt;li&gt;urban.util_steam &lt;/li&gt;&lt;li&gt;urban.util_pipes &lt;/li&gt;&lt;li&gt;urban.rooftop_1b &lt;/li&gt;&lt;li&gt;urban.rooftop_1b_interior &lt;/li&gt;&lt;li&gt;urban.rooftop_1b_interior2 &lt;/li&gt;&lt;li&gt;urban.underground_1 &lt;/li&gt;&lt;li&gt;urban.underground_2 &lt;/li&gt;&lt;li&gt;urban.underground_3 &lt;/li&gt;&lt;li&gt;urban.controlroom &lt;/li&gt;&lt;li&gt;urban.warehouse_1 &lt;/li&gt;&lt;li&gt;urban.steamtunnel &lt;/li&gt;&lt;li&gt;urban.boilerroom &lt;/li&gt;&lt;li&gt;urban.hospital_interior &lt;/li&gt;&lt;li&gt;urban.flies &lt;/li&gt;&lt;li&gt;urban.rooftop &lt;/li&gt;&lt;li&gt;urban.street &lt;/li&gt;&lt;li&gt;urban.streetrain &lt;/li&gt;&lt;li&gt;urban.alley &lt;/li&gt;&lt;li&gt;urban.alleyrain &lt;/li&gt;&lt;li&gt;urban.sewer &lt;/li&gt;&lt;li&gt;urban.pipetunnel &lt;/li&gt;&lt;li&gt;urban.apartment &lt;/li&gt;&lt;li&gt;urban.generatorroom_off &lt;/li&gt;&lt;li&gt;urban.generatorroom &lt;/li&gt;&lt;li&gt;urban.respawn &lt;/li&gt;&lt;li&gt;hospital.respawn //empty - nav test &lt;/li&gt;&lt;li&gt;urban.rooftopspawn &lt;/li&gt;&lt;li&gt;urban.hospitalspawn &lt;/li&gt;&lt;li&gt;urban.spawnrain &lt;/li&gt;&lt;li&gt;urban.hospital &lt;/li&gt;&lt;li&gt;urban.office &lt;/li&gt;&lt;li&gt;urban.subway &lt;/li&gt;&lt;li&gt;urban.pillarsroom &lt;/li&gt;&lt;li&gt;urban.conveniencestore &lt;/li&gt;&lt;li&gt;urban.warehouseoutside &lt;/li&gt;&lt;li&gt;urban.warehouseinside &lt;/li&gt;&lt;li&gt;urban.tankroom &lt;/li&gt;&lt;li&gt;urban.powerplant &lt;/li&gt;&lt;li&gt;urban.powerplantinside &lt;/li&gt;&lt;li&gt;urban.parkinggarage &lt;/li&gt;&lt;li&gt;urban.elevator &lt;/li&gt;&lt;li&gt;urban.construction &lt;/li&gt;&lt;li&gt;urban.finaleinside &lt;/li&gt;&lt;li&gt;urban.finaleoutside &lt;/li&gt;&lt;li&gt;urban.finaleroof &lt;/li&gt;&lt;/ul&gt; &lt;a name="soundscapes_lighthouse" id="soundscapes_lighthouse"&gt;&lt;/a&gt;&lt;h2&gt;  soundscapes_lighthouse &lt;/h2&gt; &lt;ul&gt;&lt;li&gt;lighthouse.woods &lt;/li&gt;&lt;li&gt;lighthouse.house &lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4258387417951452906?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4258387417951452906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4258387417951452906'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/lista-de-soundscapes-for-l4d.html' title='Lista de Soundscapes for L4D'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1249129328743415009</id><published>2009-11-07T17:42:00.000-08:00</published><updated>2009-11-07T17:43:05.596-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Making a material</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;h2&gt;&lt;span style="font-size:100%;"&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt;This tutorial covers making a texture by dragging and dropping a TGA image onto VTEX. This method is extremely tedious, and as such, many have taken the liberty of creating GUI alternatives to the command prompt VTEX, such as VTEXGUI, vmtCREATE, and even a Photoshop plugin.&lt;br /&gt;&lt;br /&gt;Who or what is a vtex and what does he/she/it have to do with textures?&lt;br /&gt;&lt;br /&gt;VTEX is the only program Valve gave us for making textures for HL2 (or the mods thereof).  VTEX will convert a standard TGA image to a VTF (Valve Texture Format) file, which can then be used in HL2 or its mods.&lt;br /&gt;&lt;br /&gt;Paint can't save files as TGAs. If you have an image that you'd like to use as a texture, you'll need an image editor such as Photoshop or Paint Shop Pro, or an image converter such as Advanced Batch Converter.&lt;br /&gt;&lt;br /&gt;Also, the image you use must have powers of two for dimensions.  That means its width and height can be 2, 4, 8, 16, 32, etc., but not 80, 48, 160, etc.&lt;br /&gt;&lt;br /&gt;So, if you have your powers-of-two TGA, we'll begin!&lt;br /&gt;&lt;br /&gt;How do I convert my TGA to a VTF?&lt;br /&gt;&lt;br /&gt;Ensure that Steam is open before continuing.&lt;br /&gt;&lt;br /&gt;First, you'll need to set the SDK tools to the appropriate game...  Navigate to your Steam folder, then SteamApps/account/sourcesdk/bin.  For instance, I would be in C:\Steam\SteamApps\Raeven0\sourcesdk\bin.  Run the program vconfig.exe; just choose the game you're working on in the drop-down menu and click Okay.  [NOTICE:  vconfig is somehow screwed up right now (surprise?), and the problem isn't going away.  See this thread.]&lt;br /&gt;&lt;br /&gt;After that, open a new Explorer window (you'll need two) and navigate to the game's directory.  For HL2 it'd be steam/steamapps/account/half-life 2/hl2; for CS:S it'd be steam/steamapps/account/counter-strike source/cstrike; for HL2DM it's steam/steamapps/account/half-life 2 deathmatch/hl2mp.&lt;br /&gt;&lt;br /&gt;Once there, create a materialsrc folder if it does not already exist.  Also, create a materials folder if it does not already exist.&lt;br /&gt;&lt;br /&gt;Still with me?  We're almost done!&lt;br /&gt;&lt;br /&gt;Take your TGA and place it in the materialsrc folder.  Now, make a TXT file with the same name as the TGA--for instance, if your TGA is named yellow.tga, then you'll make an empty file named yellow.txt.  The TXT file is used in special cases to modify the texture in special ways.&lt;br /&gt;&lt;br /&gt;Open the materialsrc folder if it's not already open, and click and drag the TGA from that folder onto the VTEX program in the OTHER Explorer window. (You wondered why we left it open? It's so that you can drag the TGA onto VTEX. It's the fastest way to get VTEX to convert the TGA.) If all went well, a VTEX prompt should appear with the directory of the TGA, the directory in which the VTF will be placed, and a "Hit any key to continue" confirmation. If you hit any key, the VTEX program will place a VTF in the materials&lt;br /&gt;&lt;br /&gt;But...&lt;br /&gt;&lt;br /&gt;Now you have to make another file so that you can actually use the texture.&lt;br /&gt;&lt;br /&gt;(First, you'll notice that all of Valve's textures are separated into folders.  Water and grass and dirt are in nature/, decals are in decals/...  You can make another folder for your texture, if you like.  Just make a new folder in materials and put the VTF in it.  You cannot use a VTF if it's not in a folder.)&lt;br /&gt;&lt;br /&gt;Make a new empty text file in some subdirectory of materials (in the same folder as the VTF is always good, for organization). Change its extension from TXT to VMT. This file will be the one actually referenced by Hammer and the game, so you can technically name it whatever you want. Keeping with my examples, I'll call mine yellow--that is, yellow.vmt.&lt;br /&gt;&lt;br /&gt;Wait.  What is a VMT?&lt;br /&gt;&lt;br /&gt;Well, think of it this way. The way HL2's texture system works is that you have a lot of pictures (the VTFs), and you can do anything you want to those pictures by making a VMT (information file) for them. With a single VTF image, you can have a VMT to make the texture scroll in-game, and another VMT to make the texture reflect like water... Essentially, VTFs are pictures, and VMTs combine the pictures with special properties to give you a material.&lt;br /&gt;&lt;br /&gt;At this point, you have your picture (yellow.vtf) and you need to make a VMT for it. The VMT will take the picture and tell the game what to do with it.&lt;br /&gt;&lt;br /&gt;Open the VMT with Notepad or some other plaintext editor and write the following into it:&lt;br /&gt;&lt;br /&gt;folder you made.  That's your texture!&lt;br /&gt; "LightmappedGeneric"&lt;br /&gt;{&lt;br /&gt;   "$BaseTexture" "path to VTF"&lt;br /&gt;}&lt;br /&gt;&lt;br /&gt;For the path to VTF, you have to write the path a special way.  If the path to the VTF were materials\somefolder\yellow.vtf, you'd write somefolder/yellow; if the path were materials\somefolder\blue.vtf, you would write somefolder/blue.  Note that quotation marks are present around every string; for my yellow.vtf, that line would read "$BaseTexture" "somefolder/yellow".&lt;br /&gt;&lt;br /&gt;If your VTF and VMT were both made properly, you should now have a texture that'll show up in Hammer, ready to be used... congratulations!&lt;br /&gt;&lt;br /&gt;This new texture--both the VTF and the VMT--will have to be distributed with your map, though.  Valve recently released a BSPZIP tool, which can be used to embed your texture into your BSP file such that the files themselves don't need to be sent, because they're already inside the BSP.&lt;/div&gt;&lt;h2&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-weight: normal;"&gt;&lt;/span&gt;&lt;/span&gt;            &lt;/h2&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1249129328743415009?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1249129328743415009'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1249129328743415009'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/making-material.html' title='Making a material'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4781462162380129405</id><published>2009-11-07T17:39:00.000-08:00</published><updated>2009-11-07T17:43:38.122-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Make a Sprite For Left 4 Dead</title><content type='html'>&lt;h2 style="text-align: justify;"&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;Making a sprite involves&lt;a href="http://left4deadmaps.blogspot.com/2009/11/making-material.html"&gt; making a material&lt;/a&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/11/making-material.html"&gt;.&lt;/a&gt;  The ideal tool to use to compile a sprite is VTEX, or &lt;a href="http://nemesis.thewavelength.net/index.php?p=39"&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;Nem's VTF Plug-In fo&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;r Photoshop.&lt;br /&gt;&lt;br /&gt;A sprite is always a flat, nonsolid image floating somewhere in the world. Most grass as seen in Source games consists of sprites. The glows around light sources are also sprites. Most explosions and fires are sprites.&lt;br /&gt;&lt;br /&gt;Sprites are very easy to create and implement, as they are only images (VTFs) modified to appear in a certain position, with a certain orientation.&lt;/span&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;If you're using Nem's Photoshop plugin, just save a VTF with No level of detail, Clamp S, and Clamp T.  If you use VTEX, however, see Paragraph 13 of Tutorial:  Making a Custom Texture:&lt;/span&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;     &lt;center style="font-weight: bold;"&gt;&lt;table style="text-align: left; margin-left: 0px; margin-right: 0px;" border="0" cellpadding="0" cellspacing="0" width="90%"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="font-size: 13px;"&gt;&lt;span style="font-size:100%;"&gt;Take your TGA and place it in the materialsrc folder. Now, make a TXT file with the same name as the TGA--for instance, if your TGA is named &lt;i&gt;yellow.tga&lt;/i&gt;, then you'll make an empty file named &lt;i&gt;yellow.txt&lt;/i&gt;. The TXT file is used in special cases to modify the texture in special ways.&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/center&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;This TXT file will now become important for VTEX.  Write the following contents to this file:&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;   &lt;span style="font-size: 13px; font-weight: normal;font-size:100%;" &gt;"nolod" "1"&lt;br /&gt;"clamps" "1"&lt;br /&gt;"clampt" "1"&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;You may now compile the texture normally (drag and drop either the TGA or the TXT onto vtex.exe).&lt;br /&gt;&lt;br /&gt;Explanation:  No level of detail ensures that the sprite looks the same for all users--it is not garbled and fuzzy for users with old video cards.  Clamp S and Clamp T&lt;br /&gt;&lt;br /&gt;ensure that the image does not "leak" over the sprite's edges--without them, the top pixels of the sprite would appear to have come from the bottom, and so on for each side. &lt;/span&gt;   &lt;span style="font-size: 16px; font-weight: normal;font-size:100%;" &gt;The Sprite's VMT&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;Now we have a VTF, somewhere in the ./materials/&lt;br /&gt;&lt;br /&gt;Sprites need a special VMT.  Somewhere in ./materials/, we'll have a raesprite.vmt, whose contents are formatted like this:&lt;br /&gt;&lt;br /&gt;folder of our mod, but recall that the Source engine cannot use raw VTFs. Instead, an information file called a VMT is invoked. &lt;/span&gt;   &lt;span style="font-size: 13px; font-weight: normal;font-size:100%;" &gt;"Sprite"&lt;/span&gt;&lt;span style="font-size: 13px; font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 13px; font-weight: normal;font-size:100%;" &gt;{&lt;br /&gt;   "$spriteorientation" "vp_parallel"&lt;br /&gt;   "$spriteorigin" "[ 0.50 0.50 ]"&lt;br /&gt;   "$basetexture" "rae/raesprite"&lt;br /&gt;}&lt;/span&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt;This looks very much like a normal VMT.  The first difference is the shader (found on line 1):  we use "Sprite" for sprites, instead of "LightmappedGeneric"&lt;br /&gt;&lt;br /&gt;The second difference is the inclusion of $spriteorigin.  The value of this property is always [ S T ], where S and T are real numbers between 0.00 and 1.00 which denote where the &lt;i&gt;center&lt;/i&gt; of the sprite is.  A value of [ 0.2 0.8 ] would place the sprite's center 20% from the left side and 80% from the top. When a sprite is created at a point, it is translated so that its &lt;i&gt;center&lt;/i&gt; appears at the point where it was created.&lt;br /&gt;&lt;br /&gt;A major difference is the presence of $spriteorientation.  This key controls how the sprite will orient itself to viewers.&lt;br /&gt;&lt;br /&gt; - The value vp_parallel always orients the sprite to face its viewer, rotated counterclockwise by the entity's Roll (the third value of the Angles (Pitch/Yaw/Roll) property). Explosions are typically oriented this way.&lt;br /&gt;&lt;br /&gt; - The value vp_facing_upright always orients the sprite to face its viewer, but the sprite never rotates or tilts. Grass is typically oriented this way--it rotates around the Z axis only, so standing on top of it does not flatten it against the ground as would occur with vp_parallel.&lt;br /&gt;&lt;br /&gt; - The value oriented requires that the sprite be given a direction to face. It will always face this way. This can be useful for cheating the engine, by forcing a sprite to be displayed where a more expensive object would normally be used.&lt;br /&gt;&lt;br /&gt; - The value facing_upright orients the sprite toward the origin, (0, 0, 0), but will not allow the sprite to rotate or tilt, like vp_facing_upright.  This orientation will revert to vp_parallel if the sprite is too close to (0, 0, &lt;i&gt;n&lt;/i&gt;) for all &lt;i&gt;n&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;$basetexture, as usual, is the path to the VTF, relative to ./materials/.&lt;br /&gt;&lt;br /&gt;Having this VMT, you can use the sprite however you want.&lt;br /&gt;or some other.&lt;/span&gt; &lt;br /&gt; &lt;/h2&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="font-size: 16px; font-weight: normal;"&gt;Env_sprite&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: normal;font-size:100%;" &gt; A popular use for sprites is the env_sprite entity.  This versatile entity can be placed around light sources as a halo, requiring transparency and translucency.  Sprites are also used for flames, explosions, and other simple effects; this involves multiple frames.   Generally, sprites should use the Additive rendermode.&lt;/span&gt;&lt;/div&gt;&lt;h2&gt;&lt;/h2&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4781462162380129405?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4781462162380129405'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4781462162380129405'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/make-sprite-for-left-4-dead.html' title='Make a Sprite For Left 4 Dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2591080735734561820</id><published>2009-11-07T17:32:00.000-08:00</published><updated>2009-11-07T17:37:29.821-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>How to import custom models in Hammer L4D</title><content type='html'>&lt;div id="readMsgBodyContainer" class="ReadMsgBody BorderTop" onclick="return Control.invoke('ReadingPane', '_onBodyClick', event);"&gt;&lt;div style="text-align: justify;"&gt;     &lt;/div&gt;&lt;div class="ExternalClass" id="MsgContainer"&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;If you want to make custom models, I suggest using Softimage XSI Mod Tool.&lt;br /&gt;&lt;br /&gt;&lt;div&gt; &lt;/div&gt;&lt;a href="http://usa.autodesk.com/adsk/servlet/pc/item?id=13571257&amp;amp;siteID=123112" target="_blank"&gt;http://usa.autodesk.com/adsk/servlet/pc/item?id=13571257&amp;amp;siteID=123112&lt;/a&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;You might be able to find a version of this localised to your language if you start from the main page and change it to your location. &lt;a href="http://www.autodesk.com/" target="_blank"&gt;http://www.autodesk.com/&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt; &lt;div style="text-align: justify;"&gt; &lt;/div&gt; &lt;div&gt; &lt;/div&gt;If you want to learn how to create custom models using that tool for Source games such as Left 4 Dead, I highly suggest looking into the Noesis DVDs. &lt;a href="http://www.noesisinteractive.com/" target="_blank"&gt;http://www.noesisinteractive.com/&lt;/a&gt;&lt;div style="text-align: justify;"&gt;  &lt;/div&gt; &lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;I used 3 specific DVD's from Noesis to learn how to do everything needed to create a custom fully animated model in Source. &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt; &lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;Noesis 3D Content Creation (XSI) - Use this to learn the basics of the XSI interface, the workflow, and all the various techniques and terms.&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;Noesis - Custom Props &amp;amp; Animation (XSI) - Use this to learn how to model props, and apply simple animations, and how to import them into the game. (Also includes some level scripting tutorials)&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;Noesis HL2 Character Design (XSI) - This will fill in all the gaps that the other 2 DVDs do not elaborate on, especially rigging, and weightmaps.&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt; &lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt;Unfortunately everything you need to know to make a new boss infected fully modeled, textured, rigged, animated, and scripted, requires information from all 3 of those DVD's. There isn't just one that will explain it all, so you are going to need to spend about $150 for those 3 DVD's I recommended.&lt;br /&gt;&lt;/div&gt; &lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;div style="text-align: justify;"&gt;I also suggest you join the &lt;a href="http://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper"&gt;L4D Mappers Mailing List&lt;/a&gt;. It is filled with really smart mappers who are very helpful.&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Thanks To Adam Sierra, All producer of Silent Fear campaign with Dolagius Monster.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt; &lt;/div&gt;      &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2591080735734561820?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2591080735734561820'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2591080735734561820'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/how-to-import-custom-models-in-hammer.html' title='How to import custom models in Hammer L4D'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8412573747733129334</id><published>2009-11-07T17:28:00.000-08:00</published><updated>2009-11-07T17:31:07.603-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><title type='text'>Sorrounding buildings around skybox</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="364" width="445"&gt;&lt;param name="movie" value="http://www.youtube.com/v/MCSDP9TaL1U&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/MCSDP9TaL1U&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="364" width="445"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;span class="description"&gt;This is a brief tutorial on how to create 3D skyboxes with surrounding buildings  This is a small brief way of doing it ... not the total proffesional... &lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8412573747733129334?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8412573747733129334'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8412573747733129334'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/sorrounding-buildings-around-skybox.html' title='Sorrounding buildings around skybox'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-812302683616045939</id><published>2009-11-07T17:23:00.000-08:00</published><updated>2009-11-07T17:27:25.807-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><title type='text'>Create different type of lights</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="364" width="445"&gt;&lt;param name="movie" value="http://www.youtube.com/v/surBK06_-YQ&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/surBK06_-YQ&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="364" width="445"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;This tutorial Shows you the different lights in hammer for L4D.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-812302683616045939?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/812302683616045939'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/812302683616045939'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/create-different-type-of-lights.html' title='Create different type of lights'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1180074017826945624</id><published>2009-11-07T17:20:00.000-08:00</published><updated>2009-11-07T17:21:32.216-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><title type='text'>How To Create Zombie's On A Timer</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="364" width="445"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Q_idy8ZezTk&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/Q_idy8ZezTk&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="364" width="445"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;span&gt;This A Tutorial On How To Create Zombies With A Timer ... They Come In A Interval of time &lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1180074017826945624?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1180074017826945624'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1180074017826945624'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/how-to-create-zombies-on-timer.html' title='How To Create Zombie&apos;s On A Timer'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3017738642915769624</id><published>2009-11-07T17:18:00.000-08:00</published><updated>2009-11-07T17:20:30.865-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><title type='text'>Creating movable objects</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object height="364" width="445"&gt;&lt;param name="movie" value="http://www.youtube.com/v/l-OfsAIAXAc&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/l-OfsAIAXAc&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="364" width="445"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;span&gt;Left 4 Dead Mapping Tutorial 15 - Creating Movable Objects&lt;/span&gt;&lt;br /&gt;&lt;span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span&gt;This is a advanced tutorial on how to create movable objects on l4d!&lt;/span&gt;&lt;br /&gt;&lt;span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span&gt;In this example we make a movable train but this can be done with many other dynamic props such as&lt;/span&gt;&lt;br /&gt;&lt;span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span&gt;planes, buses, etc..&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3017738642915769624?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3017738642915769624'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3017738642915769624'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/creating-movable-objects.html' title='Creating movable objects'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5046268330296270521</id><published>2009-11-07T09:22:00.000-08:00</published><updated>2009-11-07T09:23:41.325-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ING)'/><title type='text'>How To Create Tank Witches &amp; Special Infected</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span class="description"&gt;This Is A Tutorial To Show You How To Spawn Special Infected Including Witches And Tanks!&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xeqmlbw5bt8&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/xeqmlbw5bt8&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5046268330296270521?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5046268330296270521'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5046268330296270521'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/how-to-create-tank-witches-special.html' title='How To Create Tank Witches &amp; Special Infected'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5141018952342684383</id><published>2009-11-07T09:17:00.000-08:00</published><updated>2009-11-07T09:21:15.095-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear una puerta corrediza, rotante o con fisica.</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span style="display: block;" id="video-description"&gt;En este videotutorial muestro como crear 3 tipos de puertas:  - Puertas simples (Corredizas) - Puertas rotantes (Las tipicas) - Puertas con fisica.  Se que no es un videotutorial del todo profesional, pero los que no tengan ni idea seguro que lo agradecen.  Videotutorial de Hammer editor (SDK Half-Life 2) Por Baxayaun.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;embed id="VideoPlayback" src="http://video.google.com/googleplayer.swf?docid=1059771505773699670&amp;amp;hl=es&amp;amp;fs=true" style="width: 400px; height: 326px;" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash"&gt;&lt;/embed&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5141018952342684383?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5141018952342684383'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5141018952342684383'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/11/crear-una-puerta-corrediza-rotante-o.html' title='Crear una puerta corrediza, rotante o con fisica.'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1717874415825022048</id><published>2009-10-15T11:33:00.002-07:00</published><updated>2009-10-15T11:34:30.694-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Zombie Repellent</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/zombrep.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6453?path=http://fpsbanana4.tsgk.com/sprays/141/zombie_repellent_2&amp;amp;sectionid=1479245&amp;amp;ext=rar"&gt;Zombie Repellent (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1717874415825022048?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1717874415825022048'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1717874415825022048'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/zombie-repellent.html' title='Zombie Repellent'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5367408230455488461</id><published>2009-10-15T11:33:00.001-07:00</published><updated>2009-10-15T11:33:44.243-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Left 4 Dead Spray</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/left_4_dead_2.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6503?path=http://fpsbanana7.tsgk.com/sprays/159/left_4_dead_spray&amp;amp;sectionid=1636918&amp;amp;ext=rar"&gt;Left 4 Dead Spray (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5367408230455488461?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5367408230455488461'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5367408230455488461'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/left-4-dead-spray.html' title='Left 4 Dead Spray'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5127956218181742057</id><published>2009-10-15T11:17:00.000-07:00</published><updated>2009-10-15T11:18:05.317-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Quarantine Sign</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/l4d_quarantine1.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://image.fpsbanana.com/ss/sprays/thm_10530.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6512?path=http://fpsbanana8.tsgk.com/sprays/138/l4d_quarantine1&amp;amp;sectionid=1438864&amp;amp;ext=rar"&gt;Quarantine Sign (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5127956218181742057?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5127956218181742057'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5127956218181742057'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/quarantine-sign.html' title='Quarantine Sign'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1096954355905289021</id><published>2009-10-15T11:16:00.000-07:00</published><updated>2009-10-15T11:17:10.781-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Dawn Of The Dead</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/dotdposter.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6431?path=http://fpsbanana2.tsgk.com/sprays/139/dawnofthedead&amp;amp;sectionid=1448222&amp;amp;ext=rar"&gt;Dawn Of The Dead (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1096954355905289021?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1096954355905289021'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1096954355905289021'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/dawn-of-dead.html' title='Dawn Of The Dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8074275283873561333</id><published>2009-10-15T11:15:00.002-07:00</published><updated>2009-10-15T11:16:32.605-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Writing on wall sprays</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/writingonwalll4dsex.bmp" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://image.fpsbanana.com/ss/sprays/thm_10726.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/2898?path=http://fpsb.svencoop.fr/sprays/139/pr0fanewritingsprays&amp;amp;sectionid=1448790&amp;amp;ext=rar"&gt;Writing on wall sprays (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8074275283873561333?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8074275283873561333'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8074275283873561333'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/writing-on-wall-sprays.html' title='Writing on wall sprays'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7370326063832067408</id><published>2009-10-15T11:14:00.001-07:00</published><updated>2009-10-15T11:14:55.251-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Rules to live by</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://temple.fpsbanana.com/ico/sprays/rulestoliveby.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://temple.fpsbanana.com/ss/sprays/thm_10979.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/4592?path=http://fpsbanana3.fp.funpic.de/sprays/140/rules&amp;amp;sectionid=1464310&amp;amp;ext=zip"&gt;Rules to live by (Spray)&lt;/a&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/4592?path=http://fpsbanana3.fp.funpic.de/sprays/140/rules&amp;amp;sectionid=1464310&amp;amp;ext=zip"&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7370326063832067408?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7370326063832067408'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7370326063832067408'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/rules-to-live-by.html' title='Rules to live by'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-103254389298512379</id><published>2009-10-15T11:12:00.000-07:00</published><updated>2009-10-15T11:13:03.337-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>InfestationEmergencyProcedure</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/infestationemergencyprocedure.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://image.fpsbanana.com/ss/sprays/thm_11333.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6526?path=http://fpsbanana9.tsgk.com/sprays/142/infestationemergencyprocedure&amp;amp;sectionid=1504834&amp;amp;ext=rar"&gt;InfestationEmergencyProcedure (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-103254389298512379?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/103254389298512379'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/103254389298512379'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/infestationemergencyprocedure.html' title='InfestationEmergencyProcedure'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-172715888940124647</id><published>2009-10-15T11:11:00.000-07:00</published><updated>2009-10-15T11:12:14.722-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Zombie Bait</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/zombiebait.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://image.fpsbanana.com/ss/sprays/thm_11369.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6512?path=http://fpsbanana8.tsgk.com/sprays/142/zombiebait&amp;amp;sectionid=1506791&amp;amp;ext=vtf"&gt;Zombie Bait (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-172715888940124647?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/172715888940124647'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/172715888940124647'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/zombie-bait.html' title='Zombie Bait'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4411442543219779453</id><published>2009-10-15T11:10:00.000-07:00</published><updated>2009-10-15T11:11:22.507-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Warning: Zombies on Fire</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://temple.fpsbanana.com/ico/sprays/flamezombie.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://temple.fpsbanana.com/ss/sprays/thm_11509.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6555?path=http://fpsbanana10.tsgk.com/sprays/143/flamezombie&amp;amp;sectionid=1512967&amp;amp;ext=rar"&gt;Warning: Zombies on Fire (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4411442543219779453?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4411442543219779453'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4411442543219779453'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/warning-zombies-on-fire.html' title='Warning: Zombies on Fire'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5223861392855919500</id><published>2009-10-15T11:09:00.000-07:00</published><updated>2009-10-15T11:10:09.695-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>left4dead sign</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://temple.fpsbanana.com/ico/sprays/l4d.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://temple.fpsbanana.com/ss/sprays/thm_11711.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6526?path=http://fpsbanana9.tsgk.com/sprays/144/l4d_3&amp;amp;sectionid=1528868&amp;amp;ext=rar"&gt;left4dead sign (Spray)&lt;/a&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6526?path=http://fpsbanana9.tsgk.com/sprays/144/l4d_3&amp;amp;sectionid=1528868&amp;amp;ext=rar"&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5223861392855919500?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5223861392855919500'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5223861392855919500'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/left4dead-sign.html' title='left4dead sign'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-291974436988772940</id><published>2009-10-15T11:08:00.000-07:00</published><updated>2009-10-15T11:09:05.418-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Zomb-Ease</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/zombease_png.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://image.fpsbanana.com/ss/sprays/thm_12558.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6466?path=http://fpsbanana5.tsgk.com/sprays/148/zombease&amp;amp;sectionid=1578476&amp;amp;ext=rar"&gt;Zomb-Ease (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-291974436988772940?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/291974436988772940'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/291974436988772940'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/zomb-ease.html' title='Zomb-Ease'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5016940319069987405</id><published>2009-10-15T11:05:00.000-07:00</published><updated>2009-10-15T11:06:43.758-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Trappa's Government Notice V2</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://image.fpsbanana.com/ico/sprays/infected_v2-prev.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://image.fpsbanana.com/ss/sprays/thm_51745a.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6453?path=http://fpsbanana4.tsgk.com/sprays/175/infected_v2&amp;amp;sectionid=4904910&amp;amp;ext=rar"&gt;Government Notice (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5016940319069987405?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5016940319069987405'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5016940319069987405'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/trappas-government-notice-v2.html' title='Trappa&apos;s Government Notice V2'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5089314566630190499</id><published>2009-10-15T10:57:00.000-07:00</published><updated>2009-10-15T11:02:37.105-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Humans Only</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://hunter.fpsbanana.com/ico/sprays/humans-only256.png" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img class="thumb" src="http://hunter.fpsbanana.com/ss/sprays/thm_52080a.jpg" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/6453?path=http://fpsbanana4.tsgk.com/sprays/177/humans-only&amp;amp;sectionid=4914457&amp;amp;ext=zip"&gt;Humans Only (Spray)&lt;/a&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5089314566630190499?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5089314566630190499'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5089314566630190499'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/humans-only.html' title='Humans Only'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-783732379893864045</id><published>2009-10-14T17:02:00.001-07:00</published><updated>2009-10-16T16:28:05.153-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Videotutorial -Crear agua - Left4dead</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.:1 parte:.&lt;/span&gt;&lt;/span&gt;&lt;span style="color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Videotutorial 13 -Crear agua- Left4dead 1/2 parte&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;h1&gt;&lt;/h1&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/S1b7iQN1IFE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/S1b7iQN1IFE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.:2 parte:.&lt;/span&gt;&lt;/span&gt;&lt;span style="color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Videotutorial 13 -Crear agua- Left4dead 2/2 parte&lt;/span&gt;&lt;/span&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/m6cU6Qsrwp4&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/m6cU6Qsrwp4&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-783732379893864045?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/783732379893864045'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/783732379893864045'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-agua.html' title='Videotutorial -Crear agua - Left4dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1671156160329644336</id><published>2009-10-14T16:42:00.000-07:00</published><updated>2009-10-16T16:32:07.703-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Transforma tu campaña al formato VPK (IMPRESCINDIBLE)</title><content type='html'>&lt;div style="text-align: justify;"&gt;Aqui os dejo un videotutorial para convertir vuestros mapas al formato VPK que es el que permite que al descargar ese archivo se instale una campaña entera perfectamente en el juego de cada uno. SIn este formato vuestros mapas no se podran descargar ni usar normalmente asi que echarle un ojo.&lt;br /&gt;&lt;br /&gt;IMPORTANTE: una vez transformado el VPK lo debereis subir a una direccion de internet. Pero ese link debe estar dentro tambien del VPK asi que os aconsejo que el link de a una pagina donde tengais otro link para ya descargar el mapa sin problemas por megaupload, mediafire(os lo recomiendo),etc... No pongais el link directo a megaupload o lo que sea, por que al subir el archivo es cuando se crea el link por lo que no podeis añadir el link de nuevo dentro...ya que al volver a subirlo se crea otro enlace XD por eso siempre es mejor un link tipo www.mimapa.com y al llegar alli un link con el link del mapa directo XD Espero que me hayais entendido T_T&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="font-weight: bold;"&gt;Parte 1/2&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/MGZTgEETbd4&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/MGZTgEETbd4&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Parte 2/2&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/fqrjblWPhDU&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/fqrjblWPhDU&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt; Copia y pega esto en el addoninfo.txt&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;// The addoninfo.txt file is a metadata file that is required by all Left 4 Dead Add-ons. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; "AddonInfo"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; addontitle "Pon aqui el titulo de la campaña" // Add-on title that shows up in Add-ons list. ~20 chars max&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         addonversion         1.3                                             // Add-on version.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; addontagline "Pon aqui una breve descripción(muy breve)" // Add-on tagline or wrap-up- a short description. ~100 chars max&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  addonauthor   "Pon aqui tu nombre"                                         // Name/alias of the author&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  addonauthorSteamID  "Pon aqui tu direccion de STEAM"        // Steam Profile URL of author or group&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  addonContent_Campaign  1                                  //This addon provides muliple connected maps with a finale&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; addonURL0 "Pon aqui el enlace de descarga. MUY IMPORTANTE!!!!" //An html home page for the add-on that includes a download link.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // short description that appears in the Add-on list screen...&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  addonDescription "Pon aqui una descripcion mas detallada."&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Authors can add localized descriptions here. (Not yet supported)&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  addonDescription_FR "Pon aqui una descripcion mas detallada (para los franceses)." &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; }&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Copia y pega esto en el mission.txt&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;// Mission files describe the metadata needed by campaign-specific add-ons so they can be &lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file &lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // in the missions folder, it's generally a good idea to stick to one per add-on.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; //&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // HOW TO DEBUG MISSION FILES:&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // In the console set "developer 2"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // Then type "mission_reload"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // This will make the game reload all the mission files and print out every chapter for every mode it&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; // finds.  It's very useful to ensure that your mission file is being correctly read.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; "mission"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Use a short name, since it is used as a tag on the servers for matching&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // your campaign when looking for a dedicated server.  Generally it should&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // be something unique.  One suggestion to is use your initials and a short&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // abbreviated name for your campaign.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "Name"  "Pon aqui nombre campaña"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // The version number is used when finding campaigns on dedicated servers&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // and in matchmaking. If you try to connect to someone in matchmaking&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // who has a newer version, you will be directed to download the new&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // version.  You must increment this to the next integer (whole numbers)every&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         // time you release an update.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "Version"       "1"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Author is displayed in the UI when people see others playing your&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // campaign.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "Author" "Pon aqui nombre autor"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Website is extremely important as people will automatically be sent&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // to this URL if they try to join a friend running your campaign.  This&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // should be the home page for your campaign and it should provide a&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // description, a link to download it, and installation instructions.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "Website" "IMPORTANTISIMO pon el link de descarga"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // This name is used when refering to the campaign in the UI.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "DisplayTitle" "Pon Nombre campaña"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "Description"   "Pon una brevisima descripcion"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Vmt shown behind the end credits when your campaign completes.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         // Note: This item needs to have "vgui\" at the front. It is assumed&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // for the poster and the map thumbnails.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "OuttroImage" "vgui\OutroTitle_Deadline"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Loading poster data&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  //&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Note that "posterTitle" and "posterTagline" are often blank as&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // the poster usually includes these in the poster image itself.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // If you do not provide a poster, a generic default will be used.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "poster"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "posterImage"  "poster"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "posterTitle"  ""&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "posterTitle_y"  "360"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "posterTagline"  ""&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "posterTagline_y" "372"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   // Adjust these to align the survivor names on your poster.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   // 0,0 is center of the poster.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "bill_player_name_x" "118"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "bill_player_name_y" "-195"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "louis_player_name_x" "-53"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "louis_player_name_y" "-205"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "zoey_player_name_x" "-124"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "zoey_player_name_y" "-210"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "francis_player_name_x" "31"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "francis_player_name_y" "-200"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  }&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // The modes section lists each of your campaign maps and each mode&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // they support.  Depending on how you set up your campaign maps,&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // you can reuse the same bsp for different modes as is the case with &lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         // coop and versus in this example. This requires setting up entities&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         // that show up or operate differently for different modes.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         //&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // The following modes are supported: "coop", "versus", "survival"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  //&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // Number each map section starting with "1"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  //&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // "Map" is the name of the bsp of the starting map. (do not include&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;         // an extension)&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // "DisplayName" is the name to use for the chapter of the map.&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // "Image" is the image used for the chapter in the lobby and&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  // settings.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  "modes"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "coop"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    "1"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Map" "nombre del archivo del mapa 1"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "DisplayName" "Nombre de mapa fase 1"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Image" "maps/nombdre del archivo del mapa 1"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    }&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    "2"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Map" "nombre del archivo del mapa 2"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "DisplayName" "Nombre del mapa fase 2"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Image" "maps/nombre del archivo del mapa 2"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    }&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   }&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "versus"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    "1"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Map" "nombre del archivo del mapa VERSUS"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "DisplayName" "Nombre del mapa versus"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Image" "maps/nombre del archivo del mapa versus"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    }&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   } &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   "survival"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    "1"  &lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    {&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Map" "nombre del archivo del mapa SURVIVAL"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "DisplayName" "Nombre del mapa survival"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;     "Image" "maps/nombre del archivo del mapa survival"&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;    }&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;   } &lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt;  }&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(153, 255, 153);"&gt; }&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Y eso es todo, logicamente falta el tema de los poster que aun no lo he resuelto, pero siguiendo estos pasos os aseguro que vuestros mapas funcionaran perfectamente. Lo unico es que no saldra el poster.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1671156160329644336?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1671156160329644336'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1671156160329644336'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/transforma-tu-campana-al-formato-vpk.html' title='Transforma tu campaña al formato VPK (IMPRESCINDIBLE)'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2184124383717942644</id><published>2009-10-14T16:41:00.001-07:00</published><updated>2009-10-16T16:35:20.441-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear Cielo,Sol y Luces</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;.: Parte 1 :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/O5KmcgBWR9Y&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/O5KmcgBWR9Y&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;.: Parte 2 :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/6cPLAdn7L3w&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/6cPLAdn7L3w&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;.: Parte 3 :.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/NFVsozKwMxw&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/NFVsozKwMxw&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2184124383717942644?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2184124383717942644'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2184124383717942644'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-cielosol-y-luces.html' title='Crear Cielo,Sol y Luces'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-6332278246869055073</id><published>2009-10-14T16:40:00.001-07:00</published><updated>2009-10-16T16:36:37.740-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear lluvia, nieve, etc...</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/H4Sne9pkhgA&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/H4Sne9pkhgA&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;(En la demostración de que funciona por culpa de la calidad del video la lluvia NO SE VE pero SI ESTA, asi que simplemente probarlo en vuestro ordenador, funciona correctamente.)&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-6332278246869055073?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/6332278246869055073'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/6332278246869055073'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-lluvia-nieve-etc.html' title='Crear lluvia, nieve, etc...'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2028548160406677179</id><published>2009-10-14T16:39:00.000-07:00</published><updated>2009-10-16T16:37:59.360-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear zonas escalables</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: parte 1 :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/S0iqckBRPOI&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/S0iqckBRPOI&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: parte 2:.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/pIu44hWzUAs&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/pIu44hWzUAs&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2028548160406677179?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2028548160406677179'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2028548160406677179'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-zonas-escalables.html' title='Crear zonas escalables'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8561147556599974178</id><published>2009-10-14T16:38:00.000-07:00</published><updated>2009-10-16T16:39:23.595-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear/poner Fuego</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: parte 1:.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/taG45cUfWf0&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/taG45cUfWf0&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: parte 2:.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/giWoUgQoNDw&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/giWoUgQoNDw&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8561147556599974178?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8561147556599974178'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8561147556599974178'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crearponer-fuego.html' title='Crear/poner Fuego'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5730959055413415158</id><published>2009-10-14T16:37:00.000-07:00</published><updated>2009-10-16T16:40:34.156-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear y poner armas, munición, etc...</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;.: parte 1 :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/X2fnAdnP5GY&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/X2fnAdnP5GY&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;.: parte 2 :.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xDLskRNJEFE&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/xDLskRNJEFE&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5730959055413415158?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5730959055413415158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5730959055413415158'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-y-poner-armas-municion-etc.html' title='Crear y poner armas, munición, etc...'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-9181693063848275961</id><published>2009-10-14T16:34:00.000-07:00</published><updated>2009-10-16T16:42:01.515-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear puertas rompibles</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 1 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/p4RY4hi-nEM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/p4RY4hi-nEM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 2 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/G95AnIckvkM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/G95AnIckvkM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 3 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/l4dFZ048weU&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/l4dFZ048weU&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-9181693063848275961?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/9181693063848275961'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/9181693063848275961'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-puertas-rompibles.html' title='Crear puertas rompibles'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1459972234042219826</id><published>2009-10-14T16:31:00.000-07:00</published><updated>2009-10-14T16:33:55.021-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>L4D Campaign Add-on Tutorial</title><content type='html'>&lt;p style="text-align: justify;"&gt;There are five basic steps to creating your own custom campaign Add-ons for Left 4 Dead:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ol style="text-align: justify;"&gt;&lt;li&gt; Make an Add-on folder and content sub-folders.  &lt;/li&gt;&lt;li&gt; Create game assets and place them in the proper sub-folder.  &lt;/li&gt;&lt;li&gt; Create metadata files and place them in the proper sub-folder.  &lt;/li&gt;&lt;li&gt; Pack the contents of the Add-on folder into a .VPK file. &lt;/li&gt;&lt;li&gt; Create a homepage for the add-on where it can be downloaded by players. &lt;/li&gt;&lt;/ol&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Install_the_Authoring_Tools" id="Install_the_Authoring_Tools"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Install the Authoring Tools &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;In order to author content for Left 4 Dead, you will need to install the Left 4 Dead Authoring Tools. This provides you with the applications and utilities you will need to create game content. Mainly, you will be using the Hammer application to create levels, and the other utilities to create custom textures and models.  &lt;/p&gt;&lt;p style="text-align: justify;"&gt;A description of how to create these assets is beyond the scope of this tutorial, but you can find useful information in the &lt;a href="http://developer.valvesoftware.com/wiki/L4D_Level_Design_Basics_Tutorial" title="L4D Level Design Basics Tutorial"&gt;L4D Level Design Basics Tutorial&lt;/a&gt;. Because the focus of this article is how to assemble the assets into a campaign Add-on, we will assume that you have already learned how to successfully create these assets from this point forward. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;The Authoring Tools provides an example Add-on campaign called Dead Line that has source examples.  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Create_an_Add-on_folder" id="Create_an_Add-on_folder"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Create an Add-on folder &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;To begin, navigate to the "addons" folder of your Left 4 Dead game install location. For most users, this will be similar to:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\addons&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Make a new folder inside the addons directory, and give it an appropriate name. This new folder will be the name of the .VPK file you'll ultimately create and distribute, so it's good practice to avoid spaces and use all lowercase letters. You may also include the game in the title, to differentiate it from add-ons for other titles. We'll use "deadline" instead of "l4d_deadline" for our example for the sake of readability. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Conceptually, this add-on folder will serve as the base “game” folder for your assets, and will mirror the layout in the shipped .VPK files as we shall see below. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Create_primary_game_assets" id="Create_primary_game_assets"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Create primary game assets &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The assets you create will essentially append those shipped with the game. For a campaign, the primary assets are the .BSP and .NAV files for your map levels. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;Make a folder called '&lt;code&gt;maps&lt;/code&gt;' inside your add-on project folder:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\maps&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Into this maps folder, copy the .BSP and .NAV files you're using for your maps. For this Dead Line tutorial example, there are three map file bsp.nav pairs: &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;table style="text-align: left; margin-left: 0px; margin-right: 0px;" class="standard-table"&gt;  &lt;tbody&gt;&lt;tr&gt; &lt;th&gt; File &lt;/th&gt;&lt;th&gt; Description &lt;/th&gt;&lt;/tr&gt; &lt;tr&gt; &lt;td&gt; &lt;code&gt;l4d_deadline01&lt;/code&gt; &lt;/td&gt;&lt;td&gt; Minimal starting map for co-op &lt;/td&gt;&lt;/tr&gt; &lt;tr&gt; &lt;td&gt; &lt;code&gt;l4d_deadline02&lt;/code&gt; &lt;/td&gt;&lt;td&gt; Final map for co-op, survival &lt;/td&gt;&lt;/tr&gt; &lt;tr&gt; &lt;td&gt; &lt;code&gt;l4d_deadline02_vs &lt;/code&gt; &lt;/td&gt;&lt;td&gt; A variation of the above map that includes modifications designed for with versus mode &lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The advantage of having a single map function for multiple game modes is size reduction, which can be worth the additional authoring complexity. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;You may also optionally create custom .VTF texture images, custom .VMT material description files, and custom .MDL models which your maps can utilize. In order to keep the size of your add-on small, it's advisable to use as many textures and models from the game as possible. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;Additional .VMT and .VTF materials should go under this folder: &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\materials&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;.MDL and related model files should go under here: &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\models&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;And materials for your models should go under here:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\materials\models&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;It should be noted that L4D treats the /deadline folder much the same way as the /left4dead folder, so any folders you use inside the /materials and /models that you employ must also be present in your campaign's folder. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Create_secondary_game_assets" id="Create_secondary_game_assets"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Create secondary game assets &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Secondary assets such as poster and thumbnail images are not strictly required, but they can give your campaigns an extra level of polish. (Besides, the poster/concept art was likely the first thing you created, wasn't it?) If you haven't already, go ahead and make a &lt;code&gt;materials&lt;/code&gt; folder and a &lt;code&gt;vgui&lt;/code&gt; folder inside of it:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\materials\vgui&lt;br /&gt;&lt;/pre&gt; &lt;a name="Campaign_Poster" id="Campaign_Poster"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h4 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Campaign Poster &lt;/span&gt;&lt;/h4&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Inside the vgui folder you'll want to place at least two .VTF files, along with .VMTs that reference them:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;dl style="text-align: justify;"&gt;&lt;dt&gt; LoadingScreen_DeadLine.vtf &lt;/dt&gt;&lt;dd&gt; This is a poster image that is displayed while your campaign loads. Standard size is 1024 x 1024 pixels with an alpha channel for transparency. &lt;/dd&gt;&lt;dt&gt; OutroTitle_DeadLine.vtf &lt;/dt&gt;&lt;dd&gt; This is a title image that appears behind the end credits/stats. Standard size is 1024 x 256 pixels. Your design should look good against a black background and also allow white text in the foreground to be readable. &lt;/dd&gt;&lt;/dl&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Map_Thumbnail_Previews" id="Map_Thumbnail_Previews"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h4 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Map Thumbnail Previews &lt;/span&gt;&lt;/h4&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;In addition to these two, you'll also want to make thumbnail images for each map in your campaign. These serve to provide a visual reinforcement indication for users while they're selecting map "chapters" in the UI. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;To do so, create a new folder named '&lt;code&gt;maps&lt;/code&gt;' under the vgui folder:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\materials\vgui\maps&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;In this folder, you'll want to create a .VTF/.VMT pair for each map you wish to create. They should each be 256 by 128 pixels. If appropriate, you may use a single thumbnail image to represent multiple .BSP maps, such as when you have a versus or survival variant of the same level. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;.VMT files which are used for interface elements such as posters, thumbnails, etc., (I.e. Those typically found in the materials/vgui folder,) often need to specify an &lt;b&gt;UnlitGeneric&lt;/b&gt; material. See &lt;a href="http://developer.valvesoftware.com/wiki/Deadline_vgui_.VMT_File" title="Deadline vgui .VMT File"&gt;Deadline vgui .VMT File&lt;/a&gt; for an example. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Create_metadata_files" id="Create_metadata_files"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Create metadata files &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;There are a few more files that you will make in order to allow your add-on content to function in game.  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="addoninfo.txt" id="addoninfo.txt"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h4 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; addoninfo.txt &lt;/span&gt;&lt;/h4&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The first is the addoninfo.txt file. This should go inside your add-on root folder, which was the first one we created way back at the top: &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;This file is used by the game in the Extras-&gt;Add-ons screen. It describes your add-on in general and what it provides. The example &lt;a href="http://developer.valvesoftware.com/wiki/Deadline_AddonInfo_File" title="Deadline AddonInfo File"&gt;Deadline AddonInfo File&lt;/a&gt; includes full comments and instructions for using it as a template for your own add-on. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="addonimage.jpg" id="addonimage.jpg"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h4 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; addonimage.jpg &lt;/span&gt;&lt;/h4&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Another file you can create in the root folder is an image named addonimage.jpg. This serves as an icon to help differentiate your add-on and is displayed when an add-on is selected in the UI along with add-on details listed in the addoninfo.txt. Some JPG files may not work, depending on which application they are saved from. If you're having trouble getting you JPG to work, try exporting it from &lt;a href="http://developer.valvesoftware.com/wiki/VTFEdit" title="VTFEdit"&gt;VTFEdit&lt;/a&gt;. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Mission_File" id="Mission_File"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h4 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Mission File &lt;/span&gt;&lt;/h4&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The second required file is the mission file. This describes the structure and content of your campaign and is used by the campaign selection UI, matchmaking, and the game server. This can be a .TXT file of any name in the '&lt;code&gt;missions&lt;/code&gt;' folder, which you will need to make:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;...\left4dead\addons\deadline\missions&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The example &lt;a href="http://developer.valvesoftware.com/wiki/Deadline_Mission_File" title="Deadline Mission File"&gt;Deadline Mission File&lt;/a&gt; includes full comments and instructions for using it as a template for your own mission. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Test_it_out" id="Test_it_out"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Test it out &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;At this point, your add-on should be fully functional. You should be able to launch the game, go to Extras-&gt;Add-ons, and enable your add-on. If you type &lt;code&gt;path&lt;/code&gt; into the console, you should see the root directory of your add-on near the bottom. This means that the game will search your add-on folder for files that it cannot find in the standard game .VPK files. You can continue tweaking your content in folder form until you're ready for that magical moment: Release into the wild. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Packaging_and_shipping" id="Packaging_and_shipping"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Packaging and shipping &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;The final remaining step is to package your add-on into a .VPK for distribution.  &lt;/p&gt;&lt;p style="text-align: justify;"&gt;The .VPK serves as a convenient, one file method for others to install your add-on folder. They need simply put the .VPK in their own add-on folder. Or, assuming they, like most non-authoring players, haven't associated the .VPK extension with something else, they can double click on it and it will install itself in the correct place. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;Every .VPK file contains a unique ID that allows the game to ensure everyone is running the same content. If you've put in meta-data properly, the game will also prompt users to download a newer version if it is required to play. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;Navigate to this folder:  &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;pre&gt;C:\Program Files\Steam\steamapps\common\left 4 dead\bin\&lt;br /&gt;&lt;/pre&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Locate the &lt;code&gt;vpk.exe&lt;/code&gt; packaging utility and make a shortcut to it on your desktop. Drag your add-on root folder and drop it onto the shortcut. The utility should make a new .VPK next to your original folder. By default it will not include source files such as .VMF, .TGA, .SMD, .QC etc., and it will always strip out executable binaries. Remove the folder version of the add-on (or move it to a safe location) so that the .VPK is alone and test it out. The .VPK should function exactly as the add-on folder does. If it works, you're ready to upload it to a location you specified in the metadata files and from which it is available. &lt;/p&gt;&lt;p style="text-align: justify;"&gt;Ideally, you'll want an add-on "homepage" that includes ratings, screenshots, and player comments.  &lt;a href="http://media.steampowered.com/apps/513/deadline.html" class="external text" title="http://media.steampowered.com/apps/513/deadline.html" rel="nofollow"&gt;A simple example can be found here.&lt;/a&gt; &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Compression" id="Compression"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h3 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Compression &lt;/span&gt;&lt;/h3&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;Since full Left 4 Dead campaigns can be very large it is advisable to compress them before uploading to file sharing sites for distribution. The open source Windows utility 7-zip supports compressing files in the 7z format/LZMA algorithm, which provide a very high compression ratio. The bulk of a campaigns size comes from the .bsp map files, which are highly compressible, so a vpk can be reduced to 25% or less of its original size. For example an unofficial version of Death Aboard was packaged up by a fan; the vpk was 267MB uncompressed, 92MB zipped, and 55MB with 7z. &lt;/p&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Final_testing" id="Final_testing"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt; &lt;span class="mw-headline"&gt; Final testing &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;p style="text-align: justify;"&gt;At this point, you should test out the download prompt. Start a lobby with a local server, and invite a friend to join. When they accept, they should be prompted to download the necessary add-on, after which a browser window will opened to your add-on homepage. They should be able to download and install the add-on without having to restart the game, and then join your lobby. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1459972234042219826?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1459972234042219826'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1459972234042219826'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/l4d-campaign-add-on-tutorial.html' title='L4D Campaign Add-on Tutorial'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-205027037694436064</id><published>2009-10-14T16:18:00.000-07:00</published><updated>2009-10-14T16:26:11.185-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Tutoriales Sketchup para left4dead</title><content type='html'>&lt;div style="text-align: justify;"&gt;Aqui estan los tutoriales del Sketchup, si no te quieres meter de cero con hammer puedes crear parte de tu escenario en el google sketchup y luego importarlo con los plugins del hammer para sketchup (Los plugins los puedes descargar de &lt;a href="http://www.fileden.com/files/2009/2/17/2326245/L4D%20sketchup%20plugins.rar"&gt;aquí_plugins_sketchup&lt;/a&gt; ).&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://sketchup.google.com/intl/es/training/videos/new_to_gsu.html#"&gt;TUTORIALES DEL GOOGLE SKETCHUP&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://sketchup.google.com/intl/es/training/videos/new_to_gsu.html#"&gt;&lt;img alt="Google SketchUp" src="http://www.google.com/images/logos/sketchup_logo.png" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-205027037694436064?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/205027037694436064'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/205027037694436064'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/tutoriales-sketchup-para-left4dead.html' title='Tutoriales Sketchup para left4dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-635141693685881708</id><published>2009-10-14T16:07:00.000-07:00</published><updated>2009-10-16T16:44:21.013-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear un mapa simple</title><content type='html'>&lt;div style="text-align: center; font-weight: bold; color: rgb(0, 153, 0);"&gt;&lt;span style="font-size:130%;"&gt;Usando Sketchup y Hammer&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="font-weight: bold;"&gt;.: Parte 1 :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IgbFMz6lyGk&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/IgbFMz6lyGk&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="font-weight: bold;"&gt;.: Parte 2 :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/JUK3-KcP0t4&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/JUK3-KcP0t4&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-635141693685881708?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/635141693685881708'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/635141693685881708'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-un-mapa-simple.html' title='Crear un mapa simple'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5647436822427915908</id><published>2009-10-14T16:06:00.000-07:00</published><updated>2009-10-16T16:46:29.719-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear terrenos naturales con desniveles</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 1 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/kj1MgyFWNI0&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/kj1MgyFWNI0&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 2 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Wni2NQRa3lM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Wni2NQRa3lM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 3 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/irYcDHSEBLw&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/irYcDHSEBLw&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5647436822427915908?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5647436822427915908'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5647436822427915908'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-terrenos-naturales-con-desniveles.html' title='Crear terrenos naturales con desniveles'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-725463016446061454</id><published>2009-10-14T16:01:00.000-07:00</published><updated>2009-10-16T16:48:21.886-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear zombies y rutas para los bots</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-size: 180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 1 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XLqHBiy01eQ&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/XLqHBiy01eQ&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 2 parte :.&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/0ygeNVj3sTI&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/0ygeNVj3sTI&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size: 180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;.: 3 parte :.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/vGsy8YDBkTM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/vGsy8YDBkTM&amp;hl=es&amp;fs=1&amp;color1=0x234900&amp;color2=0x4e9e00&amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-725463016446061454?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/725463016446061454'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/725463016446061454'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-zombies-y-rutas-para-los-bots.html' title='Crear zombies y rutas para los bots'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3629765592463768001</id><published>2009-10-14T13:53:00.000-07:00</published><updated>2009-10-21T15:03:09.743-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Survival'/><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Versus'/><title type='text'>Ilogic city of the dead</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_09zp6q-auPY/Std0a4ioDEI/AAAAAAAACBs/fvIkIIOqyqk/s1600-h/ILOGIC+CITY+OF+THE+DEAD.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 289px; height: 400px;" src="http://1.bp.blogspot.com/_09zp6q-auPY/Std0a4ioDEI/AAAAAAAACBs/fvIkIIOqyqk/s400/ILOGIC+CITY+OF+THE+DEAD.jpg" alt="" id="BLOGGER_PHOTO_ID_5392907084002495554" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;6/6 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- Jesuscrisht city&lt;/li&gt;&lt;li&gt;- Fall city&lt;/li&gt;&lt;li&gt;- Cross city&lt;/li&gt;&lt;li&gt;- New final (more short)&lt;/li&gt;&lt;li&gt;- New Ultimate restaurant (survival)&lt;/li&gt;&lt;li&gt;- The church (survival)&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;                   &lt;br /&gt;&lt;div style="text-align: justify;"&gt;Maps based short gameplay and the players ability , adapted for all kinds of levels promises to be fun.&lt;/div&gt;&lt;h3&gt;&lt;/h3&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/rLyOkeif-2Q&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/rLyOkeif-2Q&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=2237"&gt;Ilogic city of the dead&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3629765592463768001?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3629765592463768001'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3629765592463768001'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/ilogic-city-of-dead.html' title='Ilogic city of the dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_09zp6q-auPY/Std0a4ioDEI/AAAAAAAACBs/fvIkIIOqyqk/s72-c/ILOGIC+CITY+OF+THE+DEAD.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3927464297136631510</id><published>2009-10-14T13:51:00.000-07:00</published><updated>2009-10-21T15:00:41.819-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Vienna Calling</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_09zp6q-auPY/StcqQWRdn3I/AAAAAAAACBk/JzxoEpXbsh4/s1600-h/VIENNA+CALLING.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 275px; height: 275px;" src="http://4.bp.blogspot.com/_09zp6q-auPY/StcqQWRdn3I/AAAAAAAACBk/JzxoEpXbsh4/s400/VIENNA+CALLING.jpg" alt="" id="BLOGGER_PHOTO_ID_5392825539144556402" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;They could take a look at the precious sights of Vienna, at the ancient catacombs, the famous recreation areas, or all the other places of interest, if they would not be hunted by millions of hungry, undead Austrians.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;hr /&gt;          &lt;ul style="text-align: center;" class="joomloads-package-video"&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/fylYVLemJd0&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/fylYVLemJd0&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;(2 opciones)&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=2895"&gt;Vienna Calling&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/file-download.php?file=2895&amp;amp;entry=3030"&gt;&lt;br /&gt;Vienna Calling&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3927464297136631510?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3927464297136631510'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3927464297136631510'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/vienna-calling.html' title='Vienna Calling'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_09zp6q-auPY/StcqQWRdn3I/AAAAAAAACBk/JzxoEpXbsh4/s72-c/VIENNA+CALLING.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8690634137442045611</id><published>2009-10-14T13:44:00.000-07:00</published><updated>2010-01-25T16:21:12.669-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Survival'/><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Versus'/><title type='text'>Vinos y Viandas (Madrid)</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_09zp6q-auPY/StY4_DdOyJI/AAAAAAAACBY/8Me1ifTee-A/s1600-h/campaign_template2+copy.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 300px; height: 400px;" src="http://3.bp.blogspot.com/_09zp6q-auPY/StY4_DdOyJI/AAAAAAAACBY/8Me1ifTee-A/s400/campaign_template2+copy.jpg" alt="" id="BLOGGER_PHOTO_ID_5392560259733571730" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="580" height="360"&gt;&lt;param name="movie" value="http://www.youtube.com/v/BNoj1SUbZqg&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/BNoj1SUbZqg&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="360"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;Survival Map of a Madrid Restaurant. Zombies comes from streets and you´ll try to survive inside the restaurant.&lt;br /&gt;&lt;div style="text-align: center;"&gt;   &lt;span style="color: rgb(255, 255, 102);"&gt;[Drunk too much, die too fast...]&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 102);"&gt;Thanks to Skarmentus&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 255, 102);"&gt;C/Juan Alvarez Mendizabal nº3, Plaza de España Tlfn:915490167&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fpsbanana.com/maps/124077"&gt;Vinos y Viandas (Madrid)&lt;/a&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=2966"&gt;&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8690634137442045611?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8690634137442045611'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8690634137442045611'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/vinos-y-viandas-madrid.html' title='Vinos y Viandas (Madrid)'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_09zp6q-auPY/StY4_DdOyJI/AAAAAAAACBY/8Me1ifTee-A/s72-c/campaign_template2+copy.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3568119488011709297</id><published>2009-10-14T13:27:00.000-07:00</published><updated>2009-10-21T15:00:56.218-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Silent Hill</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_09zp6q-auPY/Std0kgR_C4I/AAAAAAAACB0/b-aEfms55dA/s1600-h/SILENT+HILL.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 278px; height: 370px;" src="http://3.bp.blogspot.com/_09zp6q-auPY/Std0kgR_C4I/AAAAAAAACB0/b-aEfms55dA/s400/SILENT+HILL.jpg" alt="" id="BLOGGER_PHOTO_ID_5392907249288940418" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;8/8 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- Eight maps avalible.&lt;/li&gt;&lt;li&gt;- Rebuild audio for new added sounds&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;                    This is based on the first Silent Hill game for the Playstation. Do not download this if you do not like; Puzzle solving,getting lost or exploring the maps.&lt;br /&gt;First time playing, type this in the console "snd_rebuildaudiocache", takes 2-5 min&lt;/div&gt;&lt;h3&gt;&lt;/h3&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="580" height="360"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ksV-JN9JAkc&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/ksV-JN9JAkc&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="360"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=865"&gt;Silent Hill&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3568119488011709297?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3568119488011709297'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3568119488011709297'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/silent-hill.html' title='Silent Hill'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_09zp6q-auPY/Std0kgR_C4I/AAAAAAAACB0/b-aEfms55dA/s72-c/SILENT+HILL.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2316290021582364712</id><published>2009-10-14T13:20:00.000-07:00</published><updated>2009-10-21T15:01:14.108-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Death Row</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_09zp6q-auPY/Std0v8sueeI/AAAAAAAACB8/o4NN08h65HM/s1600-h/DEATH+ROW.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 309px; height: 400px;" src="http://3.bp.blogspot.com/_09zp6q-auPY/Std0v8sueeI/AAAAAAAACB8/o4NN08h65HM/s400/DEATH+ROW.jpg" alt="" id="BLOGGER_PHOTO_ID_5392907445895854562" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center; color: rgb(0, 102, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;Survivors must battle their way through a city to a prison on the outskirts of town, get inside and radio for assistance. Due to University commitments, This will remain a 3 Part Campaign. Updates may also be scarce but I will do my best.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=1909"&gt;Death Row&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2316290021582364712?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2316290021582364712'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2316290021582364712'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/death-row.html' title='Death Row'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_09zp6q-auPY/Std0v8sueeI/AAAAAAAACB8/o4NN08h65HM/s72-c/DEATH+ROW.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5816884492050035120</id><published>2009-10-14T13:11:00.000-07:00</published><updated>2010-01-25T16:25:51.513-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Escape from Toronto: A new nightmare</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/Std1UB6wqMI/AAAAAAAACCE/-VM4MJI5E-w/s1600-h/ESCAPE+FROM+TORONTO.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 300px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/Std1UB6wqMI/AAAAAAAACCE/-VM4MJI5E-w/s400/ESCAPE+FROM+TORONTO.jpg" alt="" id="BLOGGER_PHOTO_ID_5392908065772185794" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;font-size:130%;" &gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;br /&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;6/6 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li class="unavailable"&gt;- Subsystem&lt;/li&gt;&lt;li class="unavailable"&gt;- Tower&lt;/li&gt;&lt;li class="unavailable"&gt;- Queens Quay&lt;/li&gt;&lt;li class="unavailable"&gt;- Dry Bay&lt;/li&gt;&lt;li class="unavailable"&gt;- Niagara City&lt;/li&gt;&lt;li class="unavailable"&gt;- Bordercrossing Finale&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;                    survivors find them selves in the great white north. Instead of questioning it they attempt to go south from Toronto to Niagara Falls into the U.S., Where rumor has it the U.S.Army Spec. Forces are hold up and in need of a few good battle buddies, however&lt;/div&gt;&lt;h3&gt;&lt;/h3&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="580" height="360"&gt;&lt;param name="movie" value="http://www.youtube.com/v/RPqocJy8N5o&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/RPqocJy8N5o&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="360"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fpsbanana.com/maps/90852"&gt;Escape from Toronto: A new nightmare&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;h3&gt;&lt;/h3&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5816884492050035120?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5816884492050035120'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5816884492050035120'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/escape-from-toronto-new-nightmare.html' title='Escape from Toronto: A new nightmare'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_09zp6q-auPY/Std1UB6wqMI/AAAAAAAACCE/-VM4MJI5E-w/s72-c/ESCAPE+FROM+TORONTO.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7947407293183391009</id><published>2009-10-14T08:05:00.000-07:00</published><updated>2009-10-21T15:01:49.406-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>The Arena of the Dead</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_09zp6q-auPY/StsvMn7n_ZI/AAAAAAAACCs/bt_wHrl1zTo/s1600-h/THE+ARENA+OF+THE+DEAD.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 222px; height: 140px;" src="http://3.bp.blogspot.com/_09zp6q-auPY/StsvMn7n_ZI/AAAAAAAACCs/bt_wHrl1zTo/s400/THE+ARENA+OF+THE+DEAD.jpg" alt="" id="BLOGGER_PHOTO_ID_5393956872630304146" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;  &lt;h4&gt; &lt;/h4&gt;   &lt;div class="entry"&gt;&lt;br /&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;4/4 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- Downtown&lt;/li&gt;&lt;li&gt;- The Alleys&lt;/li&gt;&lt;li&gt;- The Rooftops&lt;/li&gt;&lt;li&gt;- The Arena&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;                    Escort your companions across town and over the rooftops to the Arena. Hold off the legions of zombies until the Rescue Chopper arrives.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=1835"&gt;The Arena of the Dead&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7947407293183391009?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7947407293183391009'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7947407293183391009'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/arena-of-dead.html' title='The Arena of the Dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_09zp6q-auPY/StsvMn7n_ZI/AAAAAAAACCs/bt_wHrl1zTo/s72-c/THE+ARENA+OF+THE+DEAD.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4626911976470439738</id><published>2009-10-12T19:09:00.000-07:00</published><updated>2009-10-17T19:28:49.789-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Completo tutorial del Hammer</title><content type='html'>&lt;div style="text-align: justify;"&gt;Este tutorial es muy completo y en español! gracias a &lt;span style="color: rgb(0, 153, 0);"&gt;*-=MORC=-*.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(255, 102, 102);"&gt;(la unica pega es que es un tutorial dedicado al counter strike y no al left4dead, pero seguro que se le encuentra utilidad.)&lt;/span&gt;&lt;/div&gt;&lt;p style="text-align: center;"&gt;&lt;span style="font-weight: bold; font-style: italic; color: rgb(0, 153, 0);"&gt;Esto es lo que incluye el tutorial&lt;/span&gt;&lt;strong style="font-style: italic; color: rgb(0, 153, 0);"&gt;&lt;/strong&gt;&lt;span style="font-style: italic; color: rgb(0, 153, 0);"&gt;:&lt;/span&gt;         &lt;select name="menudownload" onchange="MM_jumpMenu('parent',this,0)"&gt;      &lt;option value="#1"&gt;  1) CONFIGURACIÓN Y PUESTA A PUNTO&lt;/option&gt;      &lt;option value="#2"&gt;  2) EL ENTORNO VHE&lt;/option&gt;      &lt;option value="#3"&gt;  3) LA 1º HABITACIÓN&lt;/option&gt;      &lt;option value="#4"&gt;  4) PUERTAS&lt;/option&gt;      &lt;option value="#5"&gt;  5) ESCALERAS&lt;/option&gt;      &lt;option value="#6"&gt;  6) INTERRUPTORES&lt;/option&gt;       &lt;option value="#7"&gt;  7) ASCENSORES&lt;/option&gt;       &lt;option value="#8"&gt;  8) CIELOS&lt;/option&gt;      &lt;option value="#9"&gt;  9) HUMO, FUEGO Y VAPOR&lt;/option&gt;      &lt;option value="#10"&gt;10) LÍQUIDOS&lt;/option&gt;      &lt;option value="#11"&gt;11) VIDRIOS&lt;/option&gt;         &lt;option value="#12"&gt;12) SONIDOS&lt;/option&gt;       &lt;option value="#13"&gt;13) LLUVIA&lt;/option&gt;      &lt;option value="#14"&gt;14) OBJETOS DESTRUCTIBLES&lt;/option&gt;      &lt;option value="#15"&gt;15) VEHÍCULOS&lt;/option&gt;      &lt;option value="#16"&gt;16) CONSEJOS VALVE HAMMER EDITOR&lt;/option&gt;                &lt;/select&gt;       &lt;/p&gt;         &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="2"&gt;El entorno  Valve Hammer Editor&lt;/h1&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Las diferentes vistas del editor &lt;/h2&gt;    &lt;p&gt;Ahora vamos a ver el entorno donde vamos a trabajar, y todas las emocionantes cosas que tiene el &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt; para ayudarte a crear &lt;strong&gt;mapas&lt;/strong&gt;.&lt;/p&gt;    &lt;p&gt;Una vez cerrada la ventana de configuraciones vas a ver una pantalla vacía como esta:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-5.jpg" alt="El entorno del Valve Hammer Editor" /&gt;&lt;/p&gt;    &lt;p&gt;Los recuadros grises son los botones de la barra de herramientas que se van a habilitar cuando creemos un mapa nuevo u abramos uno existente.&lt;/p&gt;    &lt;p&gt;Ahora hace click en el menú File -&gt; New&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-6.jpg" alt="Las vistas del Valve Hammer Editor" /&gt;&lt;/p&gt;    &lt;p&gt;Cada uno de esos recuadros negros son los tipos de vista: en la esquina izquierda superior tenemos la vista en 3D que puede ser ajustada por líneas (3D wireframe), sólidos rellenos (3D flat), y sólidos texturados (3D textured), después arriba a la derecha tenemos la vista TOP en donde veremos todo desde arriba, en la parte inferior a la izquierda tenemos la vista FRONT (frente) de nuestro mapa, y a la derecha tenemos la vista SIDE (desde un costado).&lt;/p&gt;    &lt;p&gt;Vos podes ajustar cada uno de los cuadros a gusto, nosotros preferimos dejarlos en el modo que esta y utilizamos en el modo 3D la vista de &lt;strong&gt;texturas&lt;/strong&gt;.&lt;/p&gt;    &lt;p&gt;Nosotros vamos a crear los sólidos y agregaremos &lt;strong&gt;entidades&lt;/strong&gt; en los recuadros de: TOP, FRONT y SIDE, según nos sea más cómodo, ya que todos son vistas diferentes de lo mismo.&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Las herramientas del Valve Hammer Editor &lt;/h2&gt;    &lt;p&gt;Pero antes de empezar creando nuestro mapa, vamos a ver un poco que tenemos en la barra de herramientas:&lt;/p&gt;    &lt;table class="m_table"&gt;     &lt;tbody&gt;&lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-7.jpg" alt="Selection Tool" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Selection Tool&lt;/span&gt; [Shit+S]&lt;/span&gt; Esta opción sirve para seleccionar objetosEste botón lo vamos a utilizar para seleccionar objetos en cualquiera de los 4 espacios que tenemos. Al seleccionarlos aparecen 8 puntos alrededor del sólido en donde podemos agrandarlo o achicarlo según la necesidad, al segundo clic sobre el objeto seleccionado aparecen 4 círculos que nos dejan rotar el sólido, y al tercer clic tenemos la posibilidad de deformar el objeto.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-8.jpg" alt="Magnify" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Magnify&lt;/span&gt; [Shit+G] &lt;/span&gt;Esta opción sirve para hacer zoom.Esta opción es muy fácil de usar, sirve para acercar o alejar cualquiera de los 4 cuadros de trabajo. Con el clic izquierdo se acerca y con el derecho se aleja. Aunque es más fácil si tenés un mouse con rueda de scroll, ya que realiza la misma tarea.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-9.jpg" alt="Camera" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;Camera&lt;/span&gt; [Shit+C]&lt;/span&gt; Esta opción sirve como cámara para navegar en la vista 3D.Esta es la opción de cámara, con ella nos podemos mover en todas direcciones en el cuadro de vistas en 3D. Una sugerencia, presionando la letra Z podemos navegar la vista en 3D como si estuviéramos en el juego.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-10.jpg" alt="Entity Tool" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;Entity Tool&lt;/span&gt; [Shit+E] &lt;/span&gt;Esta opción sirve para aplicar &lt;strong&gt;entidades&lt;/strong&gt;.Este simple iconito sirve para aplicar &lt;strong&gt;entidades&lt;/strong&gt;, para agregarlas seleccionen esta opción y hagan click, en la vista 3D, en alguna pared cercana a donde la quieren, y después muevanla en cualquiera de las vistas 2D a donde la quieran.Recordá que también se pueden agregar &lt;strong&gt;entidades&lt;/strong&gt; a los sólidos, pero no se realiza con esta opción, eso te lo vamos a explicar más adelante.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-11.jpg" alt="Block Tool" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;Block Tool&lt;/span&gt; [Shit+B]&lt;/span&gt; Esta opción sirve para crear sólidos.Esta es la opción principal, sin ella no podrías ir muy lejos, sirve para crear los sólidos, para que te des una idea los sólidos son bloques, de diferentes formas y tamaños, que sirven para hacer las paredes, pisos, techos, cielo, ventanas, todo lo que existe en el mapa al fin y al cabo. Podés cambiar el tipo de sólido, abajo a la derecha en la pantalla hay dos menús de, uno dice primitives, y otro dice Object. Donde dice Object figuran todos los tipos de sólidos que hay para poder crear: Cubos, triángulos, cilindros, conos, o arcos.Con esta herramienta también poder crear los famosos Prefabs (Los prefabs son objetos prediseñados por otras personas para facilitarnos el trabajo, en nuestra sección de prefabs vas a encontrar varios para bajar y también algunos links).Volviendo al tema anterior, en el &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt; vienen muchos Prefabs, solo tenés que abrir el menú de Primitives y seleccionar cualquiera de los que figuran.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-12.jpg" alt="Toggle Texture Aplication" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;Toggle Texture Aplication&lt;/span&gt; [Shit+A] &lt;/span&gt;Esta opción sirve para aplicar &lt;strong&gt;texturas&lt;/strong&gt; a los sólidos cara por cara.Esta aplicación es muy especial, ya que es la que le da vida a los sólidos. Mediante esta vas a poder aplicar texturas correctamente, para ello contamos con un montón de opciones las cuales listamos acá abajo:&lt;/div&gt;       &lt;p style="text-align: center;"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-13.jpg" alt="Configurar Toggle Texture Aplication" class="derecha" /&gt;&lt;/p&gt;       &lt;div&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Scale x/y:&lt;/span&gt; Podes cambiar la escala de la textura así como achatarla o estirarla. &lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Shift x/y:&lt;/span&gt; Esta opción te permite ubicar una textura con respecto a X e Y.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Rotation:&lt;/span&gt; Te sirve para rotar una textura.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Justify:&lt;/span&gt; Hay 6 botones para jugar acá: L (Izquierda), R (Derecha), Fit (Se adapta a la cara), T (Arriba), B (Abajo), C (Centro).&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Treat as One:&lt;/span&gt; Cuando seleccionas muchas caras esta opción te permite que se las tomen como una sola cara.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Aling World to Face:&lt;/span&gt; Estas opciones son un poco difíciles de explicar, World sirve para ubicar texturas basándose en el mapa completo, y Face sirve para ubicar texturas basándose en la cara del sólido.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Texture Group:&lt;/span&gt; Sirve para seleccionar o todos los wads, o cada uno por separado.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Current Texture:&lt;/span&gt; Muestra el nombre de la textura que tenemos seleccionada en ese momento.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Hide Mask:&lt;/span&gt; Sirve para ocultar la selección roja que aparece al seleccionar algo.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Apply:&lt;/span&gt; Sirve para aplicar todos los cambios que hicimos.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Browse:&lt;/span&gt; Sirve para buscar en los archivos wads las &lt;strong&gt;texturas&lt;/strong&gt;.&lt;/p&gt;        &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Replace:&lt;/span&gt; Seleccionando esta opción el programa va a tomar la textura seleccionada y la va a reemplazar con la textura que elijamos, pero también va a cambiar todas las texturas con el mismo nombre en el resto del mapa.&lt;/p&gt;       &lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-14.jpg" alt="Apply Current Texture" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;" class="table_cell_color_name"&gt;Apply Current Texture&lt;/span&gt; Esta opción sirve para aplicar texturas en todas las caras de un sólido a la vez. Esta opción sirve para aplicar texturas también, pero tiene una cosa en particular, para aplicarlas de este modo tenés que seleccionar un sólido y al hacer click en este botón se van a aplicar las texturas de todas las caras a la vez, siguiendo la textura que tenemos seleccionada.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-15.jpg" alt="Apply Decals" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Apply Decals&lt;/span&gt; [Shit+D]&lt;/span&gt;Esta opción sirve para aplicar decals.Este botoncito te da la posibilidad de que apliques los famosos Decals.Los Decals son &lt;strong&gt;texturas&lt;/strong&gt; que están superpuestas a las texturas, una de las más famosas es el bomb target, en el gráfico que indica donde hay que poner la bomba..., los tiros en las paredes son también Decals, las grietas, etc.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-16.jpg" alt="Clipping Tool" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Clipping Tool&lt;/span&gt; [Shit+X]&lt;/span&gt;Esta opción sirve para cortar objetos.Este botón sirve para cortar a gusto los sólidos. Para usarla tenés que seleccionar el sólido primero, luego apretar este botón.Ahora que lo tenés listo para cortar simplemente has 2 veces click en puntos diferentes y vas a ver que te aparecen 2 círculos unidos por una línea blanca, esta línea es por donde vamos a cortar al objeto, así que movela a gusto para cortar el sólido.Vas a ver que una parte del sólido queda con líneas entrecortadas rojas y la otra con líneas gruesas blancas, bueno, la parte de líneas blancas es la que va a quedar, lo demás va a desaparecer.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-17.jpg" alt="Vertex Tool" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Vertex Tool&lt;/span&gt; [Shit+V]&lt;/span&gt; Esta opción sirve para modificar un sólido moviendo sus puntas.Con esta herramienta podes mover los vértices de un sólido a gusto para formar objetos complejos.Al hacer click van a aparecer los vértices y aristas del objeto, que podes mover a gusto.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;     &lt;tr&gt;      &lt;td&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-18.jpg" alt="Path Too" /&gt;&lt;/td&gt;      &lt;td&gt;&lt;div&gt;&lt;span class="table_cell_color_name"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);"&gt;Path Tool&lt;/span&gt; [Shit+P]&lt;/span&gt; Esta opción sirve para crear rutas/caminos de los personajes del juego.Esta herramienta es muy especial y dudo que lleguemos a usarla. Sirve para marcar el camino que van a seguir los personajes en el modo single player (un solo jugador) del Half-Life. Para utilizarla, tenés que mantener la tecla SHIT presionada y vas haciendo click marcando el camino que van a seguir los personajes.Esta opción es muy avanzada y hay que tener altos conocimientos sobre mapping y aplicación de AI (inteligencia artificial) para poder utilizarla.&lt;/div&gt;&lt;/td&gt;     &lt;/tr&gt;    &lt;/tbody&gt;&lt;/table&gt;    &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="3"&gt;Crear una habitación con Valve Hammer Editor&lt;/h1&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Primeros pasos con VHE &lt;/h2&gt;    &lt;p&gt;Lo primero que vamos a hacer es crear un mapa nuevo. Para ello nos dirigimos a File -&gt; New.&lt;/p&gt;    &lt;p&gt;Antes de crear la habitación lo normal es seleccionar una textura general, ya que la que esta seleccionada por defecto (AAATrigger) es la que se suele usar para las &lt;strong&gt;entidades&lt;/strong&gt; (como detectores de aperturas de puertas, escaleras, etc.), de todas formas podes cambiar en cualquier momento las texturas de la habitación con la herramienta de texturas.&lt;/p&gt;    &lt;p&gt;En el cuadro de dialogo Textures, hace click en el botón Browse. Así se abre el explorador de &lt;strong&gt;texturas&lt;/strong&gt;. Una vez en el explorador de texturas, en la parte de abajo en el cuadro Filter, escribí por ejemplo WALL (pared). El filtro de textura reduce la lista de texturas a únicamente las que contengan la cadena de texto que escribimos en su nombre. Seguramente vas a ver unas cuantas texturas, selecciona la que mas te guste.&lt;/p&gt;    &lt;p&gt;Una aclaración: No es necesario usar el filtro si no quieres, simplemente úsalo cuando sepas o tengas una idea de lo que buscas.&lt;/p&gt;    &lt;p&gt;Ahora, para hacer las paredes, como dijimos en el &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; anterior, vamos a utilizar la herramienta Block. Para que sea más fácil cambiar el tamaño de los sólidos vamos a achicar el tamaño de la rejilla del &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt;.&lt;/p&gt;    &lt;p&gt;Para achicar o agrandar el tamaño de la rejilla utiliza estos dos Botones de la barra de herramientas:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-19.gif" alt="Configurar el tamaño de la rejilla" /&gt;&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;La barra de estado del Valve Hammer Editor&lt;/h2&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-20.jpg" alt="Información de la barra de estado" /&gt;&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;1 -&lt;/span&gt; Este casillero nos informa si es un sólido y número de caras tiene, por el contrario, si hubiésemos convertido el bloque en una entidad, en ese espacio nos informaría que entidad habíamos usado.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;2 -&lt;/span&gt; Este casillero posee una @ a su izquierda y este nos informa las coordenadas de cada sólido en el mapa.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;3 -&lt;/span&gt; Este casillero tiene 3 valores: xx w, xx l, xx h. Estos indican las unidades de ancho, profundidad y alto (en su respectivo orden).&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;4 -&lt;/span&gt; Este casillero nos provee información sobre el zoom que estamos usando.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;5 -&lt;/span&gt; Este casillero nos informa sobre el tamaño de grilla en el cual estamos trabajando.&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Crear paredes, pisos y techos con VHE&lt;/h2&gt;    &lt;p&gt;Ahora, para empezar a construir la habitación, vamos a utilizar la herramienta Block, vamos a ir a la vista TOP y vamos a crear un rectángulo de 32w 256l 256h unidades.&lt;/p&gt;    &lt;p&gt;Una vez creado, vamos a ubicarlo a la izquierda del eje Y (Línea verde azulada vertical). Si hicimos este paso bien nos va a quedar algo así:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-21.jpg" alt="La primera pared" /&gt;&lt;/p&gt;    &lt;p&gt;Repitiendo el paso anterior, vamos a crear 3 sólidos mas formando 4 paredes. El resultado lo podemos ver en la siguiente imagen:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-22.jpg" alt="La primera habitación" /&gt;&lt;/p&gt;    &lt;p&gt;Siempre es bueno alinear a la cuadricula nuestro mapa, es decir, siempre que podamos, hay que basar nuestras habitaciones siguiendo las de los ejes X e Y o grises claras. Solo si es necesario deberíamos a achicar la cuadricula al máximo. Lo recomendable siempre es trabajar con una grilla de 16 unidades.&lt;/p&gt;    &lt;p&gt;Alineando los sólidos a la cuadricula, nos ayuda fácilmente a ubicar las &lt;strong&gt;texturas&lt;/strong&gt; sin necesidad de configurar su tamaño o posición.&lt;/p&gt;    &lt;p&gt;Ahora que tenemos las paredes, vamos a crear el techo y el piso. De la misma manera que hicimos antes con las paredes vamos a crear un sólido de 256w 256l 32h unidades en medio de las cuatro paredes en la vista TOP.&lt;/p&gt;    &lt;p&gt;Con el sólido seleccionado nos dirigimos a la vista SIDE y lo movemos verticalmente hasta los bordes inferiores de las paredes, y quedaría algo así:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-23.jpg" alt="Vista lateral de la habitación" /&gt;&lt;/p&gt;    &lt;p&gt;Ya tenemos el piso, ahora vamos a crear el techo. Para ello, en lugar de crear un sólido nuevo, te vamos a enseñar un atajo que te va a facilitar un poco el trabajo. Posiciónate en la vista SIDE y con la tecla SHIFT presionada has click en el sólido del piso y arrástralo hasta los bordes superiores de las paredes.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-24.jpg" alt="Colocando el techo de la habitación" /&gt;&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Poner texturas con Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Vamos a darle un poco de estilo al cuarto, para empezar vamos a cambiar las &lt;strong&gt;texturas&lt;/strong&gt; del piso. Para ello vamos al explorador de texturas y en el filtro ponemos FLR y elegimos un piso que nos guste. Una vez que lo tenemos seleccionado, vamos a la vista 3D y presionando la letra Z vamos a navegar al interior de nuestra habitación. Volvemos a presionar la tecla Z para desactivar el navegador y seleccionamos el sólido del piso.&lt;/p&gt;    &lt;p&gt;Con el sólido y la textura deseada seleccionada hacemos click en la herramienta Apply Current Texture. Al usar esta opción, todas las caras del sólido en cuestión se van a cambiar por la textura que elegimos. El resultado seria más o menos así:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-25.jpg" alt="Aplicando texturas" /&gt;&lt;/p&gt;    &lt;p&gt;Volvemos a navegar la vista 3D, para visualizar el techo. Nuevamente vamos al explorador de &lt;strong&gt;texturas&lt;/strong&gt;, y en el filtro ingresamos el criterio CEI, esto nos muestra varios tipos de cielos razos. Elegimos uno que mas nos guste y lo seleccionamos. &lt;/p&gt;    &lt;p&gt;Seleccionamos el sólido del techo y volvemos a utilizar la herramienta Apply Current Texture. Finalmente ya tenemos las paredes, piso y techo bien definidos.&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Crear el punto de salida del mapa&lt;/h2&gt;    &lt;p&gt;Pero esto no termina acá. Todo nivel para jugarlo necesita un punto de salida para el jugador. Esto se hace colocando una entidad info_player_start en el mapa.&lt;/p&gt;    &lt;p&gt;Para hacer esto, vamos a utilizar la herramienta Entity. Una vez seleccionada, nos dirigimos al menú de la derecha y abajo de todo veremos la opción de Objects. Ahí debajo hay un menú desplegable en el cual figuran todas las &lt;strong&gt;entidades&lt;/strong&gt; que no requieren ningún sólido para funcionar. Nosotros vamos a utilizar la entidad info_player_start, así que la buscamos en la lista y la seleccionamos.&lt;/p&gt;    &lt;p&gt;Ahora nos vamos a la vista 3D y hacemos click en el sólido del piso (siempre con la herramienta Entity seleccionada).&lt;/p&gt;    &lt;p&gt;Si se fijan bien, el programa nos agregó un cubo verde claro en medio del sólido del piso como se ve en la imagen:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-26.jpg" alt="Vista de cámara" /&gt;&lt;/p&gt;    &lt;p&gt;Si nos fijamos bien, en las vistas SIDE y FRONT vemos que mitad del info_player_start esta dentro del mapa y la otra mitad fuera. Esto no debe quedar así por dos motivos.&lt;/p&gt;    &lt;p&gt;El primer motivo y algo que tenés que aprender antes de empezar a mappear es que todas las &lt;strong&gt;entidades&lt;/strong&gt; que estén del lado negro, es decir, fuera del mapa van a generar un error conocido con el nombre de LEAK.&lt;/p&gt;    &lt;p&gt;El mapa siempre tiene que estar sellado, y no se puede dejar ni una sola unidad de espaciado. Todos los sólidos que dan al exterior deben estar juntos si o si.&lt;/p&gt;    &lt;p&gt;El segundo motivo es que el info_player_start esta pegado al piso. Esto va a traer problemas cuando compilemos ya que cuando el jugador haga el worldspawn (ingrese al mapa) va a quedar trabado ya que tiene sus pies pegados al piso.&lt;/p&gt;    &lt;p&gt;Para solucionar este tema, vamos a mover la entidad hacia arriba, de modo tal que quede a unas 3-6 unidades por sobre el piso. De esta manera nos aseguramos que no haya trabas cuando el jugador ingrese al mapa.&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;La iluminación del Valve Hammer Editor &lt;/h2&gt;    &lt;p&gt;Si compilamos el mapa así como está vamos a ver todo oscuro. Lo que nos queda por hacer es agregar luz. Para ello, vamos a agregar una entidad Light. Nuevamente usamos la herramienta Entity, volvemos al menú Objects y en este caso elegimos la entidad Light.&lt;/p&gt;    &lt;p&gt;Acto siguiente agregamos la entidad (por ejemplo) a una de las paredes y la movemos al centro del cuarto utilizando las vistas 2D.&lt;/p&gt;    &lt;p&gt;Esta iluminación es solo una base, en los próximos tutoriales vamos a detallar más este tema.&lt;/p&gt;       &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="4"&gt;Crear una  puerta con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Siguiendo con el mapa del &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; anterior, vamos a crear una puerta. Para más comodidad mueve las &lt;strong&gt;entidades&lt;/strong&gt; info_player_start y light a un costado, pero solo para sacar las screens, no hace falta que vos los muevas en tu mapa.&lt;/p&gt;    &lt;p&gt;Lo primero es crear el agujero en la pared del tamaño de una puerta, el tamaño predeterminado de una puerta es de 64 x 16 x 96 unidades, claro que esto depende en realidad de lo que uno quiera.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Dividir una pared con VHE&lt;/h2&gt;    &lt;p&gt;Teniendo la habitación anterior iluminada y todo, vamos a dividir una de las paredes en tres partes para insertar la puerta. Para ello vamos a utilizar la herramienta Clipping Tool.&lt;/p&gt;    &lt;p&gt;Seleccionamos la pared que nos interesa, hacemos doble click en la herramienta Clipping Tool y trazamos una línea como muestra la imagen:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-27.jpg" alt="Haciendo una puerta" /&gt;&lt;/p&gt;    &lt;p&gt;Luego presionamos ENTER y el sólido se va a haber cortado. Si por alguna razón un pedazo del sólido desapareció es que usamos mal la herramienta. La herramienta Clipping Tool tiene 3 posiciones, las 2 primeras hacen que el lado izquierdo o derecho desaparezca luego de hacer un corte, y la 3er posición deja los los pedazos de sólido sin eliminarlos.&lt;/p&gt;    &lt;p&gt;Si hicimos esto bien nos tiene que haber quedado como la imagen inferior, y como paso siguiente vamos a trazar nuevamente una línea también como se ve en la imagen:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-28.jpg" alt="Terminando la puerta" /&gt;&lt;/p&gt;    &lt;p&gt;Nuevamente presionamos enter y vamos a ver que la pared se dividió en tres sólidos. Ahora vamos a cambiar un poco el tamaño para que el hueco de la puerta no nos quede tan grande. Las dos paredes de las puntas tienen que ser de 96 x 64 x 256 unidades y la del medio 64 x 64 x 256 unidades. El resultado es el siguiente:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-29.jpg" alt="Viendo la puerta con vista de cámara" /&gt;&lt;/p&gt;    &lt;p&gt;Lo que vamos a hacer ahora es crear el lugar para colocar la puerta. Vamos a achicar el sólido del medio, para eso lo seleccionamos y en la vista SIDE o FRONT (depende que pared hayamos cortado) vamos a reducirlo a un cubo de 64 x 64 x 160 unidades como se ve en la siguiente imagen:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-30.jpg" alt="Vista de cámara de la puerta" /&gt;&lt;/p&gt;      &lt;p&gt;Ahora vamos a crear la puerta que va a ir en ese espacio. Para que tenga aspecto de puerta vamos a ir al Explorador de Texturas y en el filtro vamos a poner c1a0b_dr4b, seleccionamos esa textura y pasamos a crear el sólido de la puerta. Creamos uno que tenga 64 x 16 x 96 unidades y lo colocamos de manera que encaje con el agujero de las mismas proporciones como se ve en la imagen inferior:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-31.jpg" alt="Aplicando texturas a la puerta" /&gt;&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Alinear texturas con Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Bueno, al menos ocupamos el espacio, pero eso no parece una puerta. Para ello vamos a tener que alinear la textura. Utilizando la herramienta Texture Aplication [Shift+A] vamos a hacer click en la cara del sólido de la puerta que se ve en la screen anterior. En la ventana de aplicación de &lt;strong&gt;texturas&lt;/strong&gt; presionamos el botón Fit y vemos como se corrigió la textura, también podemos hacer lo mismo con la cara contraria y lograremos el mismo efecto.&lt;/p&gt;    &lt;p&gt;Nuevamente, esto no termina acá. Lo único que tenemos es el sólido de la puerta, pero no se va a comportar como tal hasta que le asignemos la entidad correspondiente.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;La entidad puerta de Valve Hammer Editor &lt;/h2&gt;    &lt;p&gt;Lo primero que vamos a hacer es seleccionar la puerta y presionamos [Crtl+T]. Ese es el cuadro de diálogo de las &lt;strong&gt;entidades&lt;/strong&gt; asignadas a sólidos, es decir, que van junto con un sólido. En el menú desplegable buscamos la entidad func_door.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-32.jpg" alt="Object properties de la puerta" /&gt;&lt;/p&gt;    &lt;p&gt;Generalmente con los parámetros por defecto la puerta ya funciona, pero se puede personalizar a gusto manejando sus propiedades, que son las siguientes:&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Speed:&lt;/span&gt; es la velocidad a la que se abre/cierra la puerta. El valor por defecto es 100.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Move Sound:&lt;/span&gt; selecciona de la lista el sonido que emite la puerta cuando se abre.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Stop Sound:&lt;/span&gt; selecciona de la lista el sonido que emite la puerta cuando se termina de cerrar.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Delay before Close:&lt;/span&gt; es el tiempo que tarda la puerta en cerrarse. El valor por defecto es 4 (se mide en segundos) y para que la puerta se quede abierta pone el valor es -1.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Lip:&lt;/span&gt; Las puertas de este tipo suben, bajan o van de un lado a otro desde su base hasta su punta. Para que se vea más claramente, la puerta se mete por completo dentro de la pared. Asignándole un valor a este casillero va a dejar un borde. Recomiendo que usen valores del 1-3.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Damage inflicted when blocked:&lt;/span&gt; sirve para hacerle daño a quien se ubique en su trayectoria, Se debe poner la cantidad de daño que le hace al jugador.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Locked Sound:&lt;/span&gt; sonido que emite la puerta si esta trabada o si es trabada.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Unlocked Sound:&lt;/span&gt; sonido que emite la puerta si esta destrabada o si es destrabada.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-33.jpg" alt="Yaw" /&gt;&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Yaw:&lt;/span&gt; Esta última propiedad define el ángulo en que la puerta se va a mover. Por defecto la puerta se mueve a la derecha, pero si cambiamos el ángulo esta se mueve en cualquier posición que elijamos. &lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt;Para concluir, tendríamos que cerrar el mapa, para que no haya agujeros que den al exterior. Para ello vamos a tener que cubrir con un sólido el hueco que hay en el piso. Además de esto, hay que cubrir el hueco que queda detrás de la puerta, ya que la puerta es una entidad y no impide que el interior esté expuesto al exterior. &lt;/p&gt;    &lt;p&gt;Si hicimos esto bien nos va a quedar algo así:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-34.jpg" alt="Vista de cámara de la puerta terminada" /&gt;&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="5"&gt;Escaleras con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Hacer escaleras es una de las cosas más fáciles de hacer, es un procedimiento rápido y sencillo. El tipo de escaleras que vamos a diseñar son las verticales, así que para empezar te aconsejamos que uses el explorador de texturas y busques la textura ladder1.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-35.jpg" alt="Vista de cámara de la escalera" /&gt;&lt;/p&gt;    &lt;p&gt;El tamaño estándar de las escaleras de este tipo es de 32 x 4 x (la altura que vos quieras) unidades. Para obtener el resultado como en la imagen vamos a crear un sólido de 32 x 4 x 128 unidades, siempre con la textura ladder1 seleccionada.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-36.jpg" alt="Vistas generales de la escalera" /&gt;&lt;/p&gt;    &lt;p&gt;Utilizando las herramientas de alineación de &lt;strong&gt;texturas&lt;/strong&gt; que aprendimos en tutoriales anteriores, vamos a alinearla correctamente para que se vea como en la imagen.&lt;/p&gt;    &lt;p&gt;Para que la escalera se vea más real, podemos cambiar la textura de sus laterales. Seleccionamos las caras y buscamos la textura generic99c (siempre y cuando la textura de la escalera sea roja, sino podemos probar con otro color) la aplicamos y quizá no noten mucha diferencia en la ventana del &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt;, pero cuando estén en el juego si se va a notar.&lt;/p&gt;    &lt;p&gt;Algo interesante que remarcar es que si en las propiedades de &lt;strong&gt;texturas&lt;/strong&gt; dejamos la escala en 1.00 y la alineación en 0.00, y además el sólido está alineado a la cuadricula como se muestra en la imagen, la textura va a estar alineada perfectamente y no hay necesidad de re-alinearla.&lt;/p&gt;    &lt;p&gt;Esto se aplica a todas las &lt;strong&gt;texturas&lt;/strong&gt; con los tamaños: 16, 32, 64, 128, 256, 512 (pixeles a lo ancho o a lo largo) y dependiendo del tamaño de sólido. Por eso te aconsejamos que siempre trates de alinear los sólidos a la cuadricula, eso te va a ahorrar mucho trabajo.&lt;/p&gt;    &lt;p&gt;Si dejamos esto así, el color azul se va a ver negro en el juego. Para hacer que sea transparente, vamos a convertir ese sólido con la entidad func_wall. Para ello presionamos [Ctrl+T] y en la lista de &lt;strong&gt;entidades&lt;/strong&gt; seleccionamos la antes mencionada.&lt;/p&gt;    &lt;p&gt;Una vez hecho esto vamos a cambiar algunas de las propiedades. En Render Mode vamos a elegir el valor Solid, y en Fx Ammount vamos a introducir el valor 255.&lt;/p&gt;    &lt;p&gt;Con esto la escalera ya está lista, pero solo visualmente. Ahora tenemos que agregarle una sentencia que le diga al juego que se puede subir por esa escalera.&lt;/p&gt;    &lt;p&gt;Para ello, vamos a crear un sólido idéntico al anterior, con la textura aaatrigger y vamos a posicionarlo junto al mismo. Para una vista más clara echale un vistazo a la imagen aquí debajo:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-37.jpg" alt="Añadiendo texturas a la escalera" /&gt;&lt;/p&gt;    &lt;p&gt;Lo único que nos falta es asignarle la entidad que funcionara como escalera al sólido que creamos recientemente. Para ello repetimos el paso anterior con [Ctrl+T], pero esta vez en el menú elegimos la entidad func_ladder. Y eso es todo.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="6"&gt;Interruptores con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Un interruptor tiene varias utilidades, pero todas se resumen a una básica: activar y/o desactivar ciertas acciones, como encender una luz, o abrir una puerta. En este &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; te vamos a enseñar a utilizar un botón para cerrar una puerta.&lt;/p&gt;    &lt;p&gt;Utilizando la habitación que creamos en el &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; de puertas, vamos a convertirla para que pueda ser abierta o cerrada mediante un botón.&lt;/p&gt;    &lt;p&gt;En el engine de Half-Life las &lt;strong&gt;texturas&lt;/strong&gt; botones se representan como:&lt;/p&gt;    &lt;p class="centrado"&gt;     &lt;span class="table_cell_color_name"&gt;+0nombre (Textura apagada)&lt;/span&gt;&lt;br /&gt;  &lt;span class="table_cell_color_name"&gt;+Anombre (Textura encendida)&lt;/span&gt;   &lt;/p&gt;    &lt;p&gt;Aunque podemos utilizar cualquier textura y el botón va a funcionar, lo ideal para que parezca más realista, es utilizar las &lt;strong&gt;texturas&lt;/strong&gt; con las características arriba mencionadas.&lt;/p&gt;    &lt;p&gt;A un lado de la puerta vamos a crear un sólido de unas 16 x 2 x 24 unidades y vamos a decorarlo con la textura +0~lab1_gad3. En la imagen podemos tener una vista más clara del botón y su posición con respecto al info_player_start y a la puerta:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-38.jpg" alt="Creando un interruptor" /&gt;&lt;/p&gt;    &lt;p&gt;Lo que vamos a hacer ahora es convertir el sólido del botón a la entidad, presionando [Ctrl+T] y seleccionando la entidad func_button.&lt;/p&gt;    &lt;p&gt;Ahora vamos configurar el botón y la puerta para que cuando activemos el botón se abra la puerta. Para esto vamos a abrir las propiedades del botón.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-39.jpg" alt="Object properties del interruptor" /&gt;&lt;/p&gt;    &lt;p&gt;Lo primero que vamos a hacer es ir a la solapa Flags y vamos a tildar la opción Don't Move. Eso va a evitar que el botón se desplace a un costado cuando lo presionemos.&lt;/p&gt;    &lt;p&gt;Lo segundo que vamos a hacer es volver a la solapa Class Info y ubicamos la propiedad Target o Targetted Object (dependiendo que versión del FGD tengamos) e introducimos en el casillero la palabra puerta.&lt;/p&gt;    &lt;p&gt;Ahora vamos a la ventana de propiedades de la puerta y en la propiedad Name ingresamos nuevamente la palabra puerta. Sin salir de la ventana de propiedades de la entidad func_door vamos a la solapa Flags y tildamos el casillero que dice Toggle.&lt;/p&gt;    &lt;p&gt;Ahora vamos con las explicaciones. El casillero Target / Targetted Object le indica al botón que tiene que desactivar o activar cualquier entidad que tenga el nombre que pusimos, en nuestro caso, va a activar o desactivar todas las &lt;strong&gt;entidades&lt;/strong&gt; que tengan por nombre la palabra puerta.&lt;/p&gt;    &lt;p&gt;En las propiedades del func_door está más que claro por que pusimos en Name la palabra puerta. Por otro lado, la opción Toggle en la solapa flags le está diciendo a la puerta que no se abra cuando alguien pasa por ella, sino que espere a que alguna sentencia (en este caso el botón) la abra o la cierre.&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="7"&gt;Ascensores con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Lo primero que vamos a hacer es construir el ascensor. En este &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; hemos creado una habitación especial, donde hay una planta baja y un 1er piso.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-40.jpg" alt="Vista de cámara del ascensor" /&gt;&lt;/p&gt;    &lt;p&gt;En nuestro caso pusimos la plataforma al ras del piso en la planta baja, ya que nosotros queremos que el primer viaje del ascensor sea hacia arriba, de otro modo, el ascensor estaría en el primer piso si quisiéramos que baje.&lt;/p&gt;    &lt;p&gt;Tengan en cuenta que el ascensor está compuesto por la plataforma y por la columna que lo eleva:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-41.jpg" alt="Vista de los objetos que componen el ascensor" /&gt;&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Mover un ascensor con Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Los ascensores se pueden activar de dos maneras: por proximidad o mediante la acción de un botón.&lt;/p&gt;    &lt;h3 class="colorWhite"&gt;Accionado por proximidad&lt;/h3&gt;    &lt;p&gt;Seleccionamos el ascensor y la columna, y transformarlos en entidad func_plat. En sus propiedades, y seleccionamos la opción Travel altitude (can be negative), esta es la distancia que nuestro ascensor va a subir o a bajar. Este valor se haya expresado en unidades y para nuestro ascensor vamos a escoger el valor 128 (unidades), ya que esa es la diferencia de altura entre la planta baja y el 1er piso. En caso de que quisiéramos que baje solo nos queda por agregar un valor negativo de las unidades.&lt;/p&gt;    &lt;h3 class="colorWhite"&gt;Accionado por botones&lt;/h3&gt;    &lt;p&gt;Es similar a lo anterior, pero en las propiedades de la entidad func_plat, tenemos que introducir un nombre en el campo Name, por ejemplo ascensor. Ahora vamos a la solapa Flags y activamos la opción Toggle o Triggerable (Activable por medio de botones. El nombre varía según que versión del FGD tengamos).&lt;/p&gt;    &lt;p&gt;Ahora tenemos que crear el botón que servirá para moverlo de una posición a otra y configuramos a nuestro gusto las propiedades del func_button. Empezamos con Delay before reset (wait) (es el tiempo que tarda el botón en volver a ser usable) e ingresamos el valor 2; Delay before trigger (delay) (es el tiempo que pasa desde que pulsamos el botón hasta que se activa el evento, el ascensor en este caso), también usamos el valor 2. Ahora en la solapa de Flags activamos Don't move (el botón cambia del estado inactivo al activo cuando es usado sin moverse). Cada vez que sea usado va a activar los eventos, como mover el ascensor.&lt;/p&gt;    &lt;p&gt;Lo último que nos queda por hacer es duplicar el botón y situarlo en la planta alta. En el mapa ejemplo vas a encontrar el ascensor activable mediante el botón.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="8"&gt;Cielos con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Hacer el cielo de un mapa es realmente fácil y simple. Para hacer los lugares al aire libre tenés que imaginarte que son habitaciones, como las que vinimos haciendo hasta recién, pero que en el techo, en lugar de tener una textura de techo, tiene la textura sky.&lt;/p&gt;    &lt;p&gt;Con la siguiente imagen vamos a aclarar un poco las cosas:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-42.jpg" alt="Vista de cámara del cielo" /&gt;&lt;/p&gt;    &lt;p&gt;Lo único que hay que hacer es cerrar la "habitación" con la textura sky y ya está.&lt;/p&gt;    &lt;p&gt;Cuando corramos el juego, la textura sky va a ser reemplazada por el cielo. Ahora lo que vamos a hacer es definir que cielo vamos a querer que aparezca. Para ello vamos al menú Map -&gt; Map Propierties, y nos deberíamos encontrar con la siguiente ventana:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-43.jpg" alt="Object properties del cielo" /&gt;&lt;/p&gt;    &lt;p&gt;En el casillero de enviroment map (cl_skyname) vamos a introducir el nombre de algún cielo existente, por ejemplo: trainyard. Los cielos se encuentran en la carpeta C:\Sierra\Half-Life\valve\gfx\env\. Como podemos ver los cielos están en formato .tga y si prestamos atención hay 6 archivos que corresponden a cada tipo de cielo:&lt;/p&gt;    &lt;p class="centrado"&gt;     &lt;span class="table_cell_color_name"&gt;     nombre_de_cielobk.tga&lt;br /&gt; nombre_de_cielodn.tga&lt;br /&gt; nombre_de_cieloft.tga&lt;br /&gt; nombre_de_cielolf.tga&lt;br /&gt; nombre_de_cielort.tga&lt;br /&gt; nombre_de_cieloup.tga&lt;br /&gt; &lt;/span&gt;   &lt;/p&gt;       &lt;p&gt;Cada una de esas 6 imágenes pertenece a una cara de un cubo el cual forma el cielo (Back, Down, Front, Left, Right, Up)&lt;/p&gt;    &lt;p&gt;Volviendo al &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt;, en el casillero enviroment map (cl_skyname) vamos a ingresar solamente el nombre_de_cielo. Cerramos la ventana y lo único que nos queda por hacer es darle luz al mapa.&lt;/p&gt;       &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;La entidad Sol del Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Como en el &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; de la 1ª habitación, si no agregamos alguna entidad que genere luz, el mapa va a estar a oscuras. En este caso, en lugar de usar la entidad light, vamos a utilizar la entidad light_enviroment.&lt;/p&gt;    &lt;p&gt;Esta entidad se coloca una sola vez por mapa y va a emitir luz cada vez que haya una textura sky.&lt;/p&gt;    &lt;p&gt;Seleccionamos la herramienta Entity Tool [Shift+T] y en el menú desplegable de Objects (abajo a la derecha) seleccionamos la entidad light_enviroment y la agregamos al mapa.&lt;/p&gt;    &lt;p&gt;No importa la ubicación de la entidad, ya que el tipo de luz y dirección de la misma se configura desde su ventana de propiedades.&lt;/p&gt;    &lt;p&gt;Dentro de la ventana de propiedades vamos a la propiedad Pitch, esta indica el ángulo de inclinación de los rayos del sol. Por defecto los rayos del sol en Half-Life son desde arriba hacia abajo, por ende, para que parezca real vamos a tener que ingresar un valor negativo. En nuestro caso, vamos a utilizar el valor -60.&lt;/p&gt;    &lt;p&gt;Ahora solamente nos queda configurar el ángulo en que los rayos van a caer sobre nuestro mapa, y eso lo hacemos con la opción Yaw o Angle (según la versión del &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt; que uses), en nuestro caso vamos a dejarlo como está, esta opción es si queremos algo en especial, sino déjenlo como está.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="9"&gt;Humo, fuego y vapor con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Vapor y Humo con VHE&lt;/h2&gt;    &lt;p&gt;Antes que nada tenes que tener claro donde querés el vapor en tu mapa. Nosotros vamos a simular una tubería rota.&lt;/p&gt;    &lt;p&gt;Para simular el vapor vamos a usar varias &lt;strong&gt;entidades&lt;/strong&gt; env_sprite (voy a usar 6 para mi vapor) en fila, hacia donde quieras que vaya el vapor. Las colocamos mas juntas cerca de la ruptura de la tubería y las vamos espaciando mas según nos vamos alejando de ella. Por ahora solo crea una sola entidad env_sprite, más adelante, cuando este todo listo te vamos a pedir que dupliques las veces que quieras la entidad, así con configurar una sola entidad, duplicándola, vamos a ahorrarnos mucho tiempo y trabajo.&lt;/p&gt;    &lt;p&gt;Vamos a configurar las características básicas de la entidad env_sprite. En sus propiedades ingresamos en el campo Render Mode el valor Additive. Luego en la propiedad Sprite Name ingresamos sprites/smokepuff.spr que es el siguiente sprite:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-44.gif" alt="Sprite de humo" /&gt;&lt;/p&gt;    &lt;p&gt;Ahora si querés que se inicie automáticamente seguí con el Paso 1, pero si lo que querés es que sea activable/desactivable dirigite al Paso 2.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Paso 1:&lt;/span&gt; Entra en las propiedades de la entidad env_sprite hacé click en la solapa Flags activa la opción Start On.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Paso 2:&lt;/span&gt; Dale a la entidad env_sprite un nombre en el campo Name dentro de sus propiedades. Por ejemplo: vapor.&lt;/p&gt;    &lt;p&gt;Ahora duplicamos (Presionamos la tecla Shift mientras arrastramos la entidad) tantas &lt;strong&gt;entidades&lt;/strong&gt; env_sprite como queramos y las ubicamos como mas nos guste (El vapor, según las leyes de la física, es mas liviano que el oxigeno y tiende a subir. Tené eso en cuenta). &lt;/p&gt;    &lt;p&gt;Para darle realismo, modificamos en las propiedades la escala de cada env_sprite. Empezamos por el que está mas pegado a la tubería, le damos un valor, por ejemplo, de 0.3. Acordate que los valores son: tamaño reducido (número menor que 1), tamaño original (1) y aumentado (número mayor que 1). Empezando por 0.3 dale valores a los 6 env_sprite hasta el mas alejado, que va a tener un valor de 1.&lt;/p&gt;    &lt;p&gt;Para darle aún más realismo, también vamos a cambiar los valores del campo Framerate de cada env_sprite. Asi evitamos que la animación de cada uno sea igual que la de los demás, consiguiendo unos movimientos aleatorios mas próximos a los del auténtico vapor. Empezamos de nuevo por el que está mas pegado a la tubería. Nosotros dimos a los env_sprite valores de 10, 14, 18, 22, 26 y 30, pero podes ajustarlo a tu gusto, claro está.&lt;/p&gt;    &lt;p&gt;Para ir terminando los efectos visuales tenemos que modificar los valores de transparencia de cada env_sprite, ya que cuanto mas alejado esté de la tubería, mas transparente va a ser el vapor, hasta que desaparezca. Entonces en el campo FX Amount ponemos un valor bajo, como 80 al más cercano a la tubería (esto lo hace transparente, podes elegir un numero entre 0 =invisible, y 255 = totalmente opaco).&lt;/p&gt;    &lt;p&gt;Vamos a ir reduciendo el valor de los env_sprite. Para que te des una idea, el último env_sprite tiene un valor de 15. O sea que los valores de los env_sprite fueron desde 80 con el primero a 15 con el último.&lt;/p&gt;       &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Añadir  efectos con Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Para que el realismo sea total, como siempre, vamos a poner una entidad sonora: ambient_generic (vamos a explicar esta entidad más adelante) y elegimos un sonido de vapor (dentro del PAK del Half-Life tenemos el sonido ambience/steamjet1.wav).&lt;/p&gt;    &lt;p&gt;Entonces le damos las propiedades que queramos, como Start Silent (que comience en silencio, por si luego lo vamos a activar con un botón o sentencia) y Small Radius, esto nos indica que el radio de alcance del sonido es chico, ya que la fuga de vapor es chica.&lt;/p&gt;    &lt;p&gt;Por último nos queda cambiar la propiedad Name, ingresando el nombre: vapor. Esto es más o menos como va quedando:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-45.jpg" alt="Ejemplo de vapor" /&gt;&lt;/p&gt;    &lt;p&gt;También podemos hacer que el vapor dañe al jugador, para ello vamos a crear un sólido con la textura aaatrigger, lo ponemos alrededor del vapor y entonces lo transformamos [Ctrl+T] en una entidad trigger_hurt. Configuramos sus propiedades: en el casillero Name ponemos el mismo nombre que las &lt;strong&gt;entidades&lt;/strong&gt; env_sprite, en nuestro ejemplo habíamos usado el nombre: vapor. Damage ingresamos la cantidad de daño que queremos que le haga al personaje cuando se acerque, por ejemplo 5. Y para que el daño que cause sea por quemadura, en el campo Damage Type seleccionamos Burn.&lt;/p&gt;    &lt;p&gt;Ahora, si vamos a hacer que el vapor se pueda activar (lo que implica que el daño también se active), tenemos que darle a esta entidad (trigger_husrt) un valor de Start Off en sus Flags.&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;La entidad Vapor del Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Ahora hay varias posibilidades. Podemos hacer que el vapor esté siempre ahí, que aparezca y desaparezca rápidamente, o hacer que aparezca y desaparezca de forma progresiva:&lt;/p&gt;    &lt;p&gt;Para que permanezca en su mismo estado, ponemos los env_sprite con la propiedad de Start On, en la entidad ambient_generic desactivamos la opción Start Silent, y en la entidad trigger_hurt desactivamos la opción Start Off.&lt;/p&gt;    &lt;p&gt;Para hacer que aparezca y desaparezca rápidamente, dejamos las propiedades como las vinimos configurando y nos aseguramos que todas las &lt;strong&gt;entidades&lt;/strong&gt; tengan el mismo Name: vapor. Para que cuando activemos el botón se activen todas las &lt;strong&gt;entidades&lt;/strong&gt; al mismo tiempo.&lt;/p&gt;    &lt;p&gt;También podemos usar además del botón, una entidad multi_manager (capaz de manejar hasta 16 eventos) y activar cada entidad con un retardo que estipulemos (en segundos). Entonces damos a cada env_sprite, al ambient_generic y trigger_hurt nombres diferentes. &lt;/p&gt;    &lt;p&gt;Ahora viene lo difícil: Entramos en las propiedades del multi_manager y activamos el modo SmartEdit. Ahora vemos que tenemos un botón de Add para añadir parámetros a la entidad multi_manager. Lo presionamos y metemos en el campo Key el nombre de cada entidad, y en Value el valor en segundos del retardo. Nosotros usamos un valor mas pequeño para el env_sprite que está mas cerca de la tubería que para el mas alejado. Quedan estos valores para los env_sprite: 0.5, 0.75, 1, 1.25, 1.5 y 1.75.&lt;/p&gt;    &lt;p&gt;Y para la entidad ambient_generic y la trigger_hurt, le puse 0.5.&lt;/p&gt;    &lt;p&gt;Ahora tenemos que darle un nombre al multi_manager para que pueda ser activado con un botón como ya vimos en tutoriales anteriores, o podemos crear un sólido con la textura aaatrigger y asignarle la entidad trigger_multiple o trigger_once. (el primero repite su accionar cada vez que un jugador lo atraviesa, el trigger_once realiza su accionar solamente una vez que el jugador pasa). Su configuración es muy parecida a la del botón, solo tenemos que ingresar el nombre de la entidad multi_manager en el casillero Target.&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;La entidad Fuego del Valve Hammer Editor&lt;/h2&gt;    &lt;p&gt;Ahora para crear el fuego, vamos a simular una fogata, pero vos podés ubicarlo donde más te plazca.&lt;/p&gt;    &lt;p&gt;Empezamos poniendo una entidad env_sprite sobre los pedazos de madera que vamos a quemar. En las propiedades, en Sprite Name escribimos el nombre de algún sprite de fuego, en este caso vamos a usar el sprites/flame.spr que es precisamente una llamarada.&lt;/p&gt;    &lt;p&gt;Después en la propiedad Render mode elegimos la opción Additive. En Render FX pone 150. Lo que sigue es arreglar la escala y los demás valores que crean convenientes para su fuego. Nosotros pusimos una escala de 0.5.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-46.jpg" alt="Ejemplo de fuego" /&gt;&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Configurar el calor&lt;/h2&gt;    &lt;p&gt;Ahora vamos a hacer que al acercarnos nos queme (esto es similar a la quemadura creada por el vapor).&lt;/p&gt;    &lt;p&gt;Para que el fuego cause daño a quien se acerque, vamos a crear un sólido con la textura aaatrigger, lo ponemos alrededor del fuego y entonces lo transformamos en una entidad trigger_hurt. Configuramos sus propiedades: en Damage ponemos la cantidad de daño que queremos que le haga al personaje cuando se acerque, por ejemplo 5. Y para que el daño que cause sea por quemadura, en el campo Damage Type seleccionamos Burn.&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Añadir detalles &lt;/h2&gt;    &lt;p&gt;Bueno, para que quede la ilusión del fuego completa, haría falta añadirle sonido y luz. Esto es muy sencillo, agregamos un ambient_generic y utilizamos algún sonido de llamarada dentro del .PAK de Half-Life y para complementar el sonido, agregamos una entidad light y en la propiedad Appearance elegimos alguna de estas: Candel A, Candle B o Candle C.&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="10"&gt;Líquidos con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Antes que nada vamos a aclarar que hay 3 tipos de líquidos: estáticos, animados y realistas.&lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Líquidos estáticos&lt;/h2&gt;    &lt;p&gt;Este es el mas fácil de crear. Sólo necesitas una textura que comience por el carácter de exclamación ! (como !waterblue, !lavax, !toxicgrn1, !radio, etc.).&lt;/p&gt;    &lt;p&gt;Ahora haces un sólido con ella y ya tenes tu fluido listo para servir.&lt;/p&gt;    &lt;p&gt;Lo único malo de hacerlo de este modo es que no puedes hacer que el fluido tenga movimiento superficial (oleaje), ni transparencia.&lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Líquidos animados&lt;/h2&gt;    &lt;p&gt;Este es el modo mas extendido de crear líquidos, porque podemos hacer que tenga oleaje, que sea transparente y que se pueda mover (hacer que suba o baje)&lt;/p&gt;    &lt;p&gt;Se hace en un principio como antes: seleccionamos una textura de liquido, creamos un sólido con la textura elegida y lo transformamos [Ctrl+T] en una entidad func_water.&lt;/p&gt;    &lt;p&gt;Entramos en sus propiedades y las configuramos como más nos guste. Antes de nada estableceremos los valores de Render Mode en Texture, y FX Amount en, por ejemplo, 150. &lt;/p&gt;    &lt;p&gt;Ahora vamos a las 2 últimas propiedades. En la penúltima propiedad, llamada Contents pondremos Water (agua), ya que si elegimos Slime (cieno) o Lava vamos a morir al instante. Ahora, si queremos oleaje, nos vamos a la última opción llamada Wave Height (altura del oleaje) y le ponemos la altura que queramos, les recomiendo nos sobrepasar un valor de 5 por que las olas son enormes y no se ven nada reales.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Nota:&lt;/span&gt; Para hacer que dañe al jugador, crea un sólido con la textura aaatrigger del mismo tamaño que el sólido del agua y conviértelo en una entidad trigger_hurt. Entonces establecemos sus propiedades a gusto, por ejemplo en Damage (daño) ponemos un valor de 10 (acordate que si pones 100 te mata en un segundo) y en Damage Type (tipo de daño) ponemos Chemical (químico).&lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Líquidos realistas&lt;/h2&gt;    &lt;p&gt;La idea es hacer una zona con líquidos que tengan la capacidad de desplazar al jugador, como si lo llevara la corriente... &lt;/p&gt;    &lt;p&gt;Primero comenzamos por la textura, que ya no va a poder ser como las otras, sino que va a tener que ser una con scroll (movimiento) como por ejemplo scrolltoxic. Hacemos un sólido con ella, que va a ser nuestro líquido. Entonces en vez de hacerlo func_water como antes, lo hacemos func_conveyor (cinta transportadora)&lt;/p&gt;    &lt;p&gt;Entonces entramos en sus propiedades y ponemos en Conveyor Speed (velocidad de transporte/arrastre) un valor de 20. &lt;/p&gt;    &lt;p&gt;También, muy importante, tenemos que establecer el ángulo que va a ser hacia donde nos arrastre el agua (para editar el ángulo, entra a propiedades, mira arriba a la derecha). Desde la vista TOP vemos el ángulo que queremos, como quiero que me lleve hacia la derecha, pongo 0º. Acordate de también ponerle el mismo valor al ángulo de la textura, para que quede realista. Si querés que te lleve hacia la izquierda pone 180°, arriba (según la vista TOP) 90° y abajo (según la vista TOP) 270°, pero si querés que te levante o te baje al lado del circulo negro tenés un botón que si lo presionas se abre un menú que donde están las opciones "up" (arriba) y "down" (abajo).&lt;/p&gt;    &lt;p&gt;Después vamos a la solapa Flags y seleccionamos las dos opciones, No Push y Not Solid.&lt;/p&gt;    &lt;p&gt;Ahora hacemos un sólido exactamente con el mismo tamaño del de antes, pero esta vez si va a ser func_water. Entonces entramos a sus propiedades y la hacemos invisible, porque solo queremos de ella sus propiedades de líquido, nada mas. Para hacer esto, vamos como siempre, dentro de sus propiedades, a Render Mode y le damos el valor de Texture, y en FX Amount ponemos 0.&lt;/p&gt;    &lt;p&gt;Para finalizar hacemos otro sólido con una entidad asignada, pero esta vez será trigger_push. Lo situamos exactamente como los otros dos, para que coincidan los tres. Entramos en sus propiedades y establecemos el valor de la velocidad de empuje.&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="11"&gt;Vidrios con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;En este &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; te vamos a enseñar a crear varios tipos de &lt;strong&gt;vidrios&lt;/strong&gt;, tenemos los que se rompen, los polarizados de uno o ambos lados y los que no se rompen.&lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Vidrios rompibles&lt;/h2&gt;    &lt;p&gt;Estos son los básicos. Simplemente crea un sólido con una textura de vidrio (todas las &lt;strong&gt;texturas&lt;/strong&gt; de vidrio contienen la palabra glass en su nombre así que ya sabes como filtrarlos con el &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt;). Después de que lo creamos lo convertimos en una entidad func_breakable (Función Rompible) y entra en sus propiedades, las que vamos a configurar a gusto, yo solo te digo para que sirve cada cosa.&lt;/p&gt;     &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Target   on Break:&lt;/span&gt; Si querés que algo se active/desactive cuando el vidrio sea roto pone el nombre del objeto que querés activar/desactivar en este casillero..&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Strenght:&lt;/span&gt; Esta es la dureza del vidrio, lo normal para un vidrio no sobrepasa casi nunca los 50 o como un extremo máximo 100, a menos que sea un vidrio como el techo de una zona, en cuyo caso debería ser un vidrio fuerte, ya que en la realidad un vidrio así tendría que soportar mucho peso, de si mismo, como de factores climáticos como &lt;strong&gt;lluvia&lt;/strong&gt;, granizo, nieve, etc.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Material Type:&lt;/span&gt; Acá pone si o si glass, para que cuando se rompa se vean pedazos de vidrio y suene como un vidrio roto, ya que si elegís otro, como metal, cuando rompas el vidrio van a salir pedazos de metal en lugar de vidrio.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Gibs directions:&lt;/span&gt; Este es un detalle que dirige el movimiento de los pedazos rotos. Si elegís Random van a salir hacia cualquier lado cuando rompas el vidrio, pero si pones Relative to Attack, el movimiento va a ser relativo al ataque. Por ejemplo, si la bala ingreso por la cara izquierda del vidrio, los pedazos van a salir eyectados de izquierda a derecha. Obviamente, este último es el modo más real y por lo tanto queda mejor, así que sugerimos uses Relative to Attack en lugar de Random, salvo que quieras recrear una situación especial.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Render Mode:&lt;/span&gt; Utilizamos   la opción Texture.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;FX Amount:&lt;/span&gt; Esto define   la transparencia del vidrio, va de 0 a 255, 0 invisible y 255 opaco,   recomiendo para &lt;strong&gt;vidrios&lt;/strong&gt; entre 75 y 180.&lt;/p&gt;    &lt;p&gt;Ahora si entramos a la solapa Flags vamos a ver 3 características que nos interesan: Only Trigger (solo puede ser roto mediante otra entidad), Touch (se rompe cuando hacemos contacto con el vidrio, supongo no lo he usado) y Pressure (se rompe por presión, es decir, cuando algún objeto cae sobre el mismo, o cuando caminamos sobre su superficie).&lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Vidrios no rompibles&lt;/h2&gt; Hacer un vidrio no rompible es exactamente igual, pero con la entidad func_wall y no tenés las siguientes propiedades: Target on Break, Strenght, Material Type ni Gibs Directions. Esta entidad no tiene Flags. Asi que las únicas propiedades que tenés que modificar son Render Mode y FX Amount. &lt;h3 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Vidrios polarizados de un solo lado&lt;/h3&gt; Empecemos por tener creado un vidrio con la entidad func_wall común y corriente, ahora abrimos la herramienta de Aplicación de Texturas [Shift+A] y a una de las caras del vidrio le aplicamos la textura {blue (ese color azul se vuelve transparente cuando utilizamos una entidad y la configuramos correctamente). &lt;p style="text-align: center;" class="centrado"&gt;     &lt;img src="http://zona-counter.com/imagenes/vhe-47.jpg" alt="Creando un vidrio" /&gt;     &lt;img src="http://zona-counter.com/imagenes/vhe-48.jpg" alt="Creando un vidrio polarizado" /&gt;   &lt;/p&gt;    &lt;p&gt;Ahora vamos a crear un vidrio idéntico al anterior. Vamos a utilizar una textura más oscura para el vidrio que va a ser polarizado. Luego los juntamos perfectamente de modo tal que sus caras azules estén pegadas completamente. En la screen debajo están separadas pero solo para que vean como ubicamos los &lt;strong&gt;vidrios&lt;/strong&gt; con respecto a las &lt;strong&gt;texturas&lt;/strong&gt;:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-49.jpg" alt="Juntando ambos vidrios" /&gt;&lt;/p&gt;    &lt;p&gt;Pues bien, convertimos el vidrio polarizado en una entidad func_wall y en sus propiedades Render Mode ponemos Texture y en FX Amount ponemos 180.&lt;/p&gt;    &lt;p&gt;El vidrio que resta también lo convertimos a la entidad func_wall pero en sus propiedad Render Mode ponemos Texture y en Fx Amount ponemos 70.&lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="12"&gt;Sonidos con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Antes que nada, vamos a elegir un sonido que nos guste y quede bien para la parte que vamos ambientar. En nuestro &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; , escogimos el sonido Drips.wav que se encuentra en el pak0.pak del Half-Life, exactamente en ambience/Drips.wav.&lt;/p&gt;    &lt;p&gt;Ahora, para hacer que el sonido suene en nuestro mapa debemos agregar una entidad, en este caso la misma es ambient_generic. De esta forma, en la vista 3D vamos a ver el siguiente icono:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-50.jpg" alt="Creando sonidos" /&gt;&lt;/p&gt;    &lt;p&gt;Ahora vamos a configurar la entidad en cuestión, para ello, abrimos sus propiedades, y vemos lo siguiente:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-51.jpg" alt="Object properties del sonido" /&gt;&lt;/p&gt;    &lt;p&gt;En el casillero de Path/filename.wav of WAV ponemos, como dijimos antes, ambience/Drips.wav y ya el sonido debería funcionar perfectamente haciendo un loop (sonido que se repite) infinitamente.&lt;/p&gt;    &lt;p&gt;Para no quedarnos solo en los límites del sonido, te vamos a explicar el resto de las &lt;strong&gt;entidades&lt;/strong&gt; más importantes:&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Volume (10 = Loudest):&lt;/span&gt; Esta propiedad habla por si sola, y mediante esta, vamos a poder cambiar el volumen del sonido.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Dynamic Presets:&lt;/span&gt; Esta propiedad es muy interesante, ya que si tenemos un sonido de una voz, cambiando esta propiedad, el Half-Life va a aplicar filtros sobre el sonido y lo va a simular la opción que hayamos elegido (Por ej: la voz en off "robótica" de Half-Life, se hace con esta opción).&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Fade in time (0-100):&lt;/span&gt; Esto mide el tiempo en segundos, del efecto Fade In (Comienzo del sonido, subiendo el volumen).&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Fade out time (0-100):&lt;/span&gt; Esto mide el tiempo en segundos, pero en este caso, del efecto Fade Out (Fin del sonido, bajando el volumen).&lt;/p&gt;    &lt;p&gt;Las demás propiedades son todos efectos/filtros adicionales para agregar a nuestro clip de audio. Por otro lado, la entidad ambient_generic tiene los siguientes flags:&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Play Everywhere:&lt;/span&gt; Tildando esta opción, vas a lograr que el sonido se escuche en todo el mapa.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Small / Medium / Large Radius:&lt;/span&gt; Si no utilizamos la opción anterior, esta nos ayuda a establecer el radio del sonido.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Start Silent:&lt;/span&gt; Tildando esta opción, el sonido no se reproduce. Esto es ideal para que el sonido sea activado por una sentencia (trigger o por un botón).&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Is not Looped:&lt;/span&gt; Como dijimos antes, un Loop hace que el sonido se repita infinitamente, si tildamos esta opción, el sonido solo se va a reproducir una sola vez.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="13"&gt;Lluvia con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Lo primero que vamos a hacer es bajarte el sprite de &lt;strong&gt;lluvia&lt;/strong&gt; y descomprímelo en la carpeta valve/sprites. Lo siguiente que vamos a hacer es crear un entorno en donde ubicar la &lt;strong&gt;lluvia&lt;/strong&gt;. Como podemos ver en la imagen de aquí abajo, vemos que las &lt;strong&gt;entidades&lt;/strong&gt; están ubicadas en un lugar a cielo abierto, por razones obvias:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-52.jpg" alt="Creando lluvia" /&gt;&lt;/p&gt;    &lt;p&gt;Ahora vamos a crear un punto en donde va a empezar a moverse la gota (inicio) y otro en donde va a finalizar (fin) este movimiento.&lt;/p&gt;    &lt;p&gt;Vamos a ubicar una entidad info_Target en donde queremos que comience el movimiento de la gota. Para hacer que luzca más real, nos deberíamos situarlo cerca del cielo. Además vamos a ubicar otra emtidad info_Target cerca al piso en donde va a terminar el movimiento de la gota. Lo próximo que nos queda por hacer es cambiar el nombre de estas &lt;strong&gt;entidades&lt;/strong&gt; como describimos aquí debajo:&lt;/p&gt;    &lt;p class="centrado"&gt;     &lt;span class="table_cell_color_name"&gt;info_target (inicial): gota1ini&lt;br /&gt; &lt;/span&gt;&lt;span class="table_cell_color_name"&gt;info_target (final): gota1fin&lt;/span&gt;   &lt;/p&gt;    &lt;p&gt;Ahora estamos creando solo una gota, pero si querés hacer más reemplaza el número 1 por cada gota que crees porej: gota2ini, gota3ini; gota2fin, gota3fin.&lt;/p&gt;    &lt;p&gt;Esto es un trabajo no muy agradable, aunque le dan un toque profesional a tus &lt;strong&gt;mapas&lt;/strong&gt;. La alternativa: RainMaker, un programa que genera estas 3 &lt;strong&gt;entidades&lt;/strong&gt; automáticamente y nos ahorran mucho trabajo.&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-53.jpg" alt="Creando cada gota de lluvia" /&gt;&lt;/p&gt;    &lt;p&gt;Ahora que ya definimos los nombres de las gotas, vamos a crear la entidad que define el sprite y el movimiento. Para ello vamos a crear una entidad env_beam por cada gota (no importa donde los hayamos creado) y cambiamos sus propiedades de la siguiente manera:&lt;/p&gt;      &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Start   Entity:&lt;/span&gt; gota#ini (donde # es el número correspondiente   a cada gota).&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;End   Entity:&lt;/span&gt; gota#fin (idem anterior).&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Beam   Color (R G B):&lt;/span&gt; ponemos el valor 255 255 255, de   otra forma, las gotas serían invisibles.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Radius:&lt;/span&gt; 512.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Life   (seconds, 0=infinite):&lt;/span&gt; ponemos el valor 0.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Width   of Beam:&lt;/span&gt; esto define el ancho del sprite, nosotros   vamos a usar un valor de 20.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Sprite   Name:&lt;/span&gt; ponemos el nombre del sprite (*.spr) y la   carpeta. En este caso es sprite/rain.spr.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Texture   Scroll:&lt;/span&gt; esto define la velocidad de movimiento,   y es importante que pongamos un valor negativo; sino, la &lt;strong&gt;lluvia&lt;/strong&gt;   va a dirigirse hacia arriba. Nosotros vamos a usar un valor de -20   o -30.&lt;/p&gt;    &lt;p&gt;En la solapa Flags tildamos Start On (esto habilita la &lt;strong&gt;lluvia&lt;/strong&gt; desde que ingresamos al mapa), y finalmente Shade Start.&lt;/p&gt;    &lt;p&gt;Ahora que ya tenés las 3 &lt;strong&gt;entidades&lt;/strong&gt; que forman cada gota, podés duplicarlas para ahorrar tiempo, pero ten mucho cuidado: no hay que olvidar cambiar los nombres de cada entidad, en consecuencia, las gotas van a caer en un mismo lugar y puede suceder otro tipo de error desconocido.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Nota:&lt;/span&gt; Hay mods como Spirit of Half-Life o la versión del &lt;strong&gt;Counter-Strike 1.6&lt;/strong&gt;, las cuales tienen &lt;strong&gt;entidades&lt;/strong&gt; propias de lluvias ya programadas, es decir, con solo agregar una sola entidad, ya tenemos &lt;strong&gt;lluvia&lt;/strong&gt; en todo el mapa.&lt;/p&gt;     &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="14"&gt;Objetos destructibles con Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;Este &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; es muy sencillo y te vamos a enseñar como crear sólidos que se destruyen cuando los disparamos se destruyen.&lt;/p&gt;    &lt;p&gt;Vamos a empezar creando un sólido de 8 x 64 x 48 unidades con la textura glassblue1 situándolo como si fuese una ventana como se ve en la imagen:&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-54.jpg" alt="Creando objetos destructibles" /&gt;&lt;/p&gt;    &lt;p&gt;Lo siguiente que vamos a hacer es convertir [Ctrl+T] ese sólido a la entidad func_breakable. Esta entidad nos va a permitir romper en pedazos cualquier sólido que deseemos, ya sea disparándole o mediante una sentencia (trigger o un botón).&lt;/p&gt;    &lt;p style="text-align: center;" class="centrado"&gt;&lt;img src="http://zona-counter.com/imagenes/vhe-55.jpg" alt="Object properties del objeto destructible" /&gt;&lt;/p&gt;    &lt;p&gt;Ahora vamos a conocer un poco las propiedades:&lt;/p&gt;       &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Target   on Break:&lt;/span&gt; Si necesitamos que cuando se destruya el sólido, se active una secuencia, en este casillero ponemos su nombre, en nuestro ejemplo dejamos este casillero vació.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Strengh:&lt;/span&gt; Esta propiedad mide la dureza del sólido. Para nuestro ejemplo   lo vamos a dejar en 1.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Material   Type:&lt;/span&gt; Si desplegamos este menú vamos a ver varias opciones. Cada una de esas categorías define los gibs (astillas/pedazos) del objeto que rompamos. En nuestro caso, vamos a dejar la opción por defecto: Glass.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Gibs   Direction:&lt;/span&gt; Esta propiedad define hacia que lado van a salir despedidos los gibs. Te recomendamos usar la opción Relative to Attack, ya que luce más realista, ya que toma en cuenta el lado en que disparamos.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Delay   befor Fire:&lt;/span&gt; Este valor en segundos sirve en el caso que necesitemos que el sólido se destruya luego de X cantidad de segundos luego de disparado. Nosotros lo vamos a dejar en 0.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Gib   Model:&lt;/span&gt; Si no nos gusta ninguna de las categorías   de materiales de gibs, en este casillero podemos definir un modelo   propio.&lt;/p&gt;    &lt;p&gt;Luego tenemos propiedades como Render Mode y Fx Amount, las cuales ya vimos como funcionan y en este caso es exactamente igual.&lt;/p&gt;    &lt;p&gt;Ahora, para concluir con la configuración de la entidad func_breakable vamos a ver sus flags:&lt;/p&gt;       &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Only   Trigger:&lt;/span&gt; este flag nos sirve si queremos evitar que el sólido se rompa al dispararse. En este caso, solo se va a romper cuando alguna sentencia lo active por su nombre.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Touch:&lt;/span&gt; tildando esta opción, vamos a poder romper el sólido en cuestión con sólo pasar a través de el, sin necesidad de dispararle.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Pressure:&lt;/span&gt; con este flag tildado, el sólido se va a romper cuando algo haga fuerza sobre el mismo. Por ejemplo: cuando pisamos el sólido, o otro sólido ejerce presión sobre el.&lt;/p&gt;    &lt;p&gt;Con esto concluimos el &lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; de objetos destructibles. En el mapa de ejemplo incluimos un ejemplo con dos sólidos rompibles: uno de vidrio y otro de metal. Las únicas diferencias radican en 2 o 3 propiedades.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="15"&gt;Vehículos con Valve Hammer Editor&lt;/h1&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Vehículos para el CS&lt;/h2&gt;    &lt;p&gt;Lo primero es diseñar el vehículo, una vez hecho esto, crea justo en el medio del vehículo un nuevo sólido (un cubo por ejemplo), con la textura "Origin" (que para sintetizar le voy a decir "cuborigin", y agrupalo con el vehículo. Este sólido con al textura "Origin" va a determinar el centro de gravedad del vehículo, lo que va a hacer saber al Half-Life que ese sólido se puede mover en todas las direcciones.&lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;El motor&lt;/h2&gt;    &lt;p&gt;Ahora hay que hacer el "motor" del vehículo. Para esto, crea adelante del vehículo, y a la misma altura que el cuborigin, dos &lt;strong&gt;entidades&lt;/strong&gt; "path_tracks", alineadas de forma que ambas coincidan en línea recta con el cuborigin. Entra en las propiedades de un "path_track" y ponle de nombre, por ejemplo, "parada1", y en "Next stop target" pone "parada2". Abrí las propiedades de la otra entidad y ponle de nombre "parada2", y en "Next stop target" pone "parada1". Con esto, conseguís un loop, y así engañas al motor del Half-Life, consiguiendo que todo el mapa sea un gran circuito. &lt;/p&gt;    &lt;p&gt;Ahora hay que asignarle las propiedades al vehículo. Para ello, le vamos a dar la función de "func_vehicle" y vamos a configurar las siguientes propiedades:&lt;/p&gt;      &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Name:&lt;/span&gt; Acá pone un nombre que lo identifique, a tu gusto.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Fist   Stop Target:&lt;/span&gt; tiene que ser "parada1" o   "parada2".&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Lenght   of the Vehicle:&lt;/span&gt; fíjate cual es la longitud   del vehículo y asignale ese valor.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Width   of the Vehicle:&lt;/span&gt; lo mismo que con la longitud, pero   ahora midiendo el ancho.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Height   above track:&lt;/span&gt; esto sirve para nivelar el vehículo   a la altura del suelo en caso de que los "func_track"   no estén bien alineados.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Speed:&lt;/span&gt; la velocidad máxima del vehículo medida en unidades.&lt;/p&gt;    &lt;p&gt;&lt;span class="table_cell_color_name"&gt;Acceleration:&lt;/span&gt; la cantidad de aceleración del vehículo.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Nota:&lt;/span&gt; También es muy importante que el vehículo mire hacia el este o el oeste.&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;h2 style="color: rgb(0, 153, 0);" class="colorWhite"&gt;Los controles&lt;/h2&gt;    &lt;p&gt;La última cosa que nos queda por hacer es crear un nuevo sólido de 64 unidades de alto como mínimo, y convertirlo en una entidad "func_vehiclecontrols", dándole el mismo nombre que al "func_vehicle". Ahora pone los controles adentro del vehículo, compila, y vas a haber conseguido un vehículo de libre movimiento...&lt;/p&gt;      &lt;p&gt; &lt;/p&gt;    &lt;p&gt; &lt;/p&gt;    &lt;h1 style="color: rgb(0, 153, 0); text-align: center;" class="colorWhite" id="16"&gt;Consejos  Valve Hammer Editor&lt;/h1&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº1&lt;/span&gt;&lt;br /&gt;Crea sólidos individuales. Esto tal vez suene obvio, pero todavía hay gente que construye los &lt;strong&gt;mapas&lt;/strong&gt; usando Carve y Hollow. No hagan eso. Tal vez sea más rápido, pero a la larga los &lt;strong&gt;mapas&lt;/strong&gt; van a ser más fáciles de mantener y si son sólidos individuales hasta te pueden ayudar a que el mapa quede justo como vos querés, cosa mucho más difícil de lograr usando dichas herramientas.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº2&lt;/span&gt;&lt;br /&gt;Es vital para hacer &lt;strong&gt;texturas&lt;/strong&gt; perfectas examinar las bases. Corre alrededor de los &lt;strong&gt;mapas&lt;/strong&gt; que mas te gusten hasta que encuentres estilo que vaya bien con tu mapa. Entonces saca una Screenshot de las texturas que te gusten apretando F5. Después cárgalos con un editor de imágenes para tenerlas de referencias al hacer tus propias &lt;strong&gt;texturas&lt;/strong&gt;. Usado correctamente puede servir mucho. (Nota: en el Counter Strike, con sv_cheats 1, podes escribir impulse 107 para obtener el nombre de la textura a la que estás mirando) &lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº3&lt;/span&gt;&lt;br /&gt;Es bueno ser influenciado. No, no quiero decir que copies, pero si estás estancado sin ideas, revisa los niveles que admires e influénciate por ellos. Con el tiempo, vas a obtener varias ideas para tus &lt;strong&gt;mapas&lt;/strong&gt;, y vas a retorcer esas ideas para obtener tus propias creaciones.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº4&lt;/span&gt;&lt;br /&gt;Usa diferentes foros de discusión. Primero lee los FAQ's siempre. Si tenés algún problema, pregunta. Si alguien tiene un problema que vos sepas solucionar, respóndele. Así vas a ganar confianza y vas a mantener la comunidad viva. &lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº5&lt;/span&gt;&lt;br /&gt;Si alguien te dice que uses o cargues desde el &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt; todas las texturas que puedas, dile que se equivoca terriblemente. No abuses del engine del Half-Life. Trata de usar la menor cantidad posible de &lt;strong&gt;texturas&lt;/strong&gt; (obviamente mientras no perjudique al mapa). &lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº6&lt;/span&gt;&lt;br /&gt;Desarma y analiza todo. Si estás teniendo problema con una serie de &lt;strong&gt;entidades&lt;/strong&gt; relacionadas, agarra un pedazo de papel, y anota todo. Esto te va a ayudar a visualizar el orden de los eventos, para ver donde está el error.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº7&lt;/span&gt;&lt;br /&gt;Tomate tu tiempo. No es buena idea ir al &lt;strong&gt;Valve Hammer Editor&lt;/strong&gt; sin una idea fijada anteriormente, no es recomendable ser espontáneo en el mapeo. De todas maneras, si a vos te sale bien, buenísimo. Tomate tu tiempo para pensar acerca de lo que querés hacer.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº8&lt;/span&gt;&lt;br /&gt;Arregla todo en el momento. Si estás testeando un mapa, y encuentras un error, arréglalo lo antes posible, no importa lo mínimo que sea. Mientras los defectos se acumulan, vos te vas a ir olvidando (en la mayor parte de los casos) de los menos obvios. Tener la menor cantidad de errores en los &lt;strong&gt;mapas&lt;/strong&gt; es esencial para que parezcan profesionales.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº9&lt;/span&gt;&lt;br /&gt;Usa las &lt;strong&gt;texturas&lt;/strong&gt; apropiadamente. Especialmente en las esquinas... no pongas de un lado una textura y del otro otra.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº10&lt;/span&gt;&lt;br /&gt;Mantén un ojo sobre las r_speeds. Anda a la consola, escribí r_speeds 1 y unos números van a aparecer arriba a la izq. mientras jugas (lo que tenés que revisar es el número de los wpoly). Corre por todo tu mapa y después por los &lt;strong&gt;mapas&lt;/strong&gt; oficiales del Counter Strike. Compara las r_speeds, y si los tuyos son muy elevados, trata de simplificar las partes de tu mapa que tengan altas r_speeds. Mientras más bajo sea el número, más rápido va a cargar y menos lag va a producir.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Nota:&lt;/span&gt; Los r_speeds cambian depende de la compilación que tengas, siempre que veas los r_speeds, trata de hacerlo con la compilación full.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº11&lt;/span&gt;&lt;br /&gt;Sácale provecho a las &lt;strong&gt;texturas&lt;/strong&gt;. Muchas texturas en varios juegos están diseñadas para ser usadas en más de un sólido.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº12&lt;/span&gt;&lt;br /&gt;¿Tratando de crear una escena al aire libre que tenga piedra y hierba? Trata de hacerla más natural ¿Alguna vez se dieron cuenta que si vemos en el Half-Life una parte rocosa o con pasto desde lejos la textura se ve repetida varias veces? Bueno, eso es feo y obviamente no es natural. Lo que recomiendo es que escalen las texturas a un valor de 2.00, y que la roten como 30º. Esto hace que las texturas se vean dos veces más grandes y naturales.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº13&lt;/span&gt;&lt;br /&gt;No se sobrepasen con los resplandores de las luces... los &lt;strong&gt;mapas&lt;/strong&gt; llenos de sprites de brillos no tienen tan buena apariencia como los que los usan esparcidos y en lugares precisos.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº14&lt;/span&gt;&lt;br /&gt;Usen pilares para cubrir las esquinas feas. No quiero decir que lo hagan en todas las esquinas, sino en aquellas que se vean particularmente aburridas. Asegurate de no afectar los movimientos de los jugadores (Nota: Para no afectarlos usen el tip 18).&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº15&lt;/span&gt;&lt;br /&gt;¡¡¡ Compilen sus &lt;strong&gt;mapas&lt;/strong&gt; correctamente en la versión final !!! No hay nada más feo que bajarse un mapa y ver que está mal compilado.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº16&lt;/span&gt;&lt;br /&gt;No abusen de los prefabs. Hay muchísimos &lt;strong&gt;mapas&lt;/strong&gt; que tienen al menos 1 expendedor de bebidas en alguna parte, y en el peor de los casos 5 uno al lado del otro... Así que ya saben, piensen bien antes de usar los prefabs.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº17&lt;/span&gt;&lt;br /&gt;Testeen sus &lt;strong&gt;mapas&lt;/strong&gt; lo más que puedan. Juégalo y juégalo y seguí jugándolo hasta que estés harto, solo entonces vas a darte bien cuenta que mejoras necesita. Ten papel en mano para anotar errores y mejoras. Después juégalo con otras personas, en lo posible desde newbies hasta profesionales, entonces escucha sus opiniones y seguí mejorándolo al mapa tanto como puedas.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº18&lt;/span&gt;&lt;br /&gt;La utilidad de los sólidos "clip". Si acaso odian quedarse trabado en una partecita de la pared que sobresale un poco esto les puede servir.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº19&lt;/span&gt;&lt;br /&gt;Los decals son excelentes para añadir atmósfera al mapa. Si tenés una parte con un textura muy aburrida, podes usar los decals para hacerlas un poco más interesantes.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº20&lt;/span&gt;&lt;br /&gt;Algunas esquinas simplemente no se ven bien, con o sin pilares. Para variar un poco podes hacerlas curvas! Todo lo que tenés que hacer es cortar la esquina a gusto o modificar un cilindro por sus vértices!&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº21&lt;/span&gt;&lt;br /&gt;¡Las Spotlight son una gran invención! Especialmente en un mapa donde predomine el Eye-Candy! Bien usados pueden quedar muy bien.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº22&lt;/span&gt;&lt;br /&gt;La redundancia es fea. No solo las &lt;strong&gt;texturas&lt;/strong&gt; repetidas hasta el cansancio, sino también los sonidos y &lt;strong&gt;entidades&lt;/strong&gt; mal posicionadas. Por ejemplo, si estás tratando de hacer una serie de sonidos para hacer parecer que una batalla está comenzando, da lugar a la variación. No pongas el mismo sonido repetido mil veces, así no sonaría una batalla, o no? En otro ejemplo, tal vez tenés un corredor largo con lámparas de techo. Si posicionas mal las luces puede quedar muy repetitivo, porque quedaría todo iluminado de la misma forma.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº23&lt;/span&gt;&lt;br /&gt;Checkeá siempre para ver si hay nuevas actualizaciones de los programas que uses. Puede que te sirvan para arreglar un bug que te molestaba en una versión anterior, o puede traer nuevas herramientas que te faciliten mucho tu trabajo. En otros casos pueden traer un nuevo .fgd con nuevas &lt;strong&gt;entidades&lt;/strong&gt;. También asegurate de tener la última versión del Half-Life y del CS.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº24&lt;/span&gt;&lt;br /&gt;¡¡ Trata de mantener todas las proporciones en múltiplos de 4, 8 y 16 !! Tal vez tengas al principio el presentimiento de que es mejor tener paredes de 50 o 100 unidades de ancho, pero no lo es. Así que, para un ejemplo, las paredes quedan mejor si son de 32 o 64 unidades de ancho, no solo para ser mas simple con la grilla del WC, sino porque también es más simple de manejar para el engine del Half-Life. Aparentemente, paredes más finas hacen que la compilación BSP y CSG sean más rápidas.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº25&lt;/span&gt;&lt;br /&gt;Los &lt;strong&gt;mapas&lt;/strong&gt; "lineares" son feos y aburridos. Es decir, trata de ponerle más de un solo acceso a las habitaciones, es muy feo que para ir a un lugar solo puedas tomar un solo camino. Esto puede mejorar mucho el mapa y obviamente la jugabilidad del mismo.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº26&lt;/span&gt;&lt;br /&gt;Algunas paredes simplemente se ven aburridas. Si los decals no la hacen mas interesante, podes añadir más detalles.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº27&lt;/span&gt;&lt;br /&gt;Los sonidos ambientales son lo mejor. La entidad env_sound es muy buena para crear una buena atmósfera. Para los que no lo saben, esta entidad cambia la manera en que los sonidos son manejados en el juego. Por ejemplo si un jugador se topa con una de estas &lt;strong&gt;entidades&lt;/strong&gt;, que tenga el setting de Tunnel Large en Room Type, en cierta parte del mapa hace que los sonidos suenen como si estuviéramos en un túnel muy largo. Lo malo de esta entidad es que el efecto se queda para siempre con el jugador, a menos que se tope con otra entidad env_sound.&lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº28&lt;/span&gt;&lt;br /&gt;Dibuja el mapa. Muchos de los mappers profesionales en lugares como Valve, id, Epic, Ritual, Raven y muchos otros lados dibujan sus &lt;strong&gt;mapas&lt;/strong&gt; antes de pasarlos a 3 dimensiones. Yo lo hago siempre con toda la precisión posible, te puede ayudar a completar ideas, mejorar estructuras y planificar la jugabilidad. Obviamente no toda la gente hace esto, hay personas que obtienen mejores resultados creando sólidos al azar y modificando en el camino. No se ha probado que algún método sea mejor que el otro, pero prueben para ver cuál les viene mejor. &lt;/p&gt;    &lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº29 &lt;/span&gt;&lt;br /&gt;Si querés ser contratado por una gran compañía como Valve o id, entonces prepárate para mucho trabajo. Primero y principal, requiere muchísima experiencia en diseño de niveles para otros juegos ya que es para lo que te contratan. No solo eso, si podes demostrar que podes trabajar bien en equipo eso también ayuda. Hacer tus propias &lt;strong&gt;texturas&lt;/strong&gt;, sonidos, modelos, etc, y hasta programar algunos add-on's para algún juego o programa es una GRAN ayuda. Finalmente, necesitas mucha determinación, suerte, y una vez más, experiencia. &lt;/p&gt;&lt;p&gt;&lt;span class="colorWhite"&gt;Consejo vhe Nº30&lt;/span&gt;&lt;br /&gt;Las rocas no son chatas, así que por favor no las hagan chatas! Si estás creando un escenario al aire libre con paredes de piedra, no hagas un solo sólido gigante con una textura de roca... Usa varios sólidos para hacer lucir a la piedra como piedra de verdad. Hasta los mappers con muy poca experiencia te van a decir que lo hagas, hace que todo se vea mejor. Aunque si la roca aparece en algún lugar colgado (o sea, que no esperaríamos ver roca ahí), puede permanecer chata, pero no mucho.&lt;/p&gt;    &lt;div style="text-align: center; color: rgb(0, 153, 0);"&gt;&lt;strong&gt;Manual Valve Hammer Editor&lt;/strong&gt; por *-=MORC=-*&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4626911976470439738?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4626911976470439738'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4626911976470439738'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/completo-tutorial-del-hammer.html' title='Completo tutorial del Hammer'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-576287923053219509</id><published>2009-10-12T18:45:00.000-07:00</published><updated>2009-10-17T18:49:32.766-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Iniciación en el Hammer</title><content type='html'>&lt;div style="text-align: justify;"&gt;Lo dicho, un breve videotutorial para aquellos que quieren iniciarse con el  Valve Hammer Editor.&lt;br /&gt;&lt;br /&gt;Cuando abrimos el Hammer no vemos nada, pero le damos a FILE--&gt;NEW.&lt;br /&gt;&lt;br /&gt;Ahora ya si, Aquí teneis una explicación del espacio de trabajo de Hammer y como se crea una habitación simple en Hammer, y para qué sirven las cosas que hay en Hammer.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/rq5oCfwX6UE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/rq5oCfwX6UE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;De forma adicional, os recomiendo el siguiente video para aprender un poco mas de lo que podemos hacer de manera básica con hammer.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://video.google.com/videoplay?docid=-2893108263929699422" rel="nofollow" target="_blank"&gt;VIDEOTUTORIAL CREACIÓN Y MANIPULACIÓN DE SOLIDOS (Nuestra primera habitación)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Si hemos seguido el tutorial al pie de la letra, ya deberíamos haber creado nuestro primer mapa (chapucerillo pero bueno).&lt;br /&gt;&lt;br /&gt;Y aquí finalíza la primera entrega de Iniciación al mapeo.&lt;br /&gt;&lt;br /&gt;Mientras tanto, una vez hayais acabado con ese videotutorial, os dejo unos links de referencia EN ESPAÑOL  para aprender mas:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.lithium-project.net/wiki/index.php/Videotutoriales_de_Baxayaun" rel="nofollow" target="_blank"&gt;VIDEOTUTORIALES DE BAXAYAUN SOBRE HAMMER (EL EDITOR DE MAPAS)&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.lithium-project.net/web_foro/index.php?" rel="nofollow" target="_blank"&gt;LITHIUM PROJECT (MUERTOS, PERO DE INESTIMABLE AYUDA AL MAPPER)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://gameartspain.es/" rel="nofollow" target="_blank"&gt;WIKIGAMEARTSPAIN (COMUNIDAD DE DESAROLLO DE JUEGOS Y MODS)&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;Poco a poco vamos aprendiendo algo...&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-576287923053219509?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/576287923053219509'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/576287923053219509'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/iniciacion-en-el-hammer.html' title='Iniciación en el Hammer'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-7070925925703059843</id><published>2009-10-12T18:13:00.000-07:00</published><updated>2009-10-17T18:14:27.355-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Vote for Zombie Defense</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;img src="http://www.left4deadmods.com/joomloads_uploads/18e75a6a-0a5d-3400/images/1_display.jpg" width="192" height="256" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmods.com/index.php?option=com_joomloads&amp;amp;controller=package&amp;amp;task=download&amp;amp;Itemid=2&amp;amp;packageId=68"&gt;Vote for Zombie Defense&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-7070925925703059843?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7070925925703059843'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/7070925925703059843'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/vote-for-zombie-defense.html' title='Vote for Zombie Defense'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5137123357267762552</id><published>2009-10-12T18:09:00.000-07:00</published><updated>2009-10-17T18:14:39.965-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>Emergency Zombie Poster</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a title="thumbnail image - click to enlarge" class="modal" href="http://www.left4deadmods.com/joomloads_uploads/5ad2628b-1875-3400/images/1_display.jpg"&gt;&lt;img src="http://www.left4deadmods.com/joomloads_uploads/5ad2628b-1875-3400/images/1_th.jpg" alt="thumbnail image - click to enlarge" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmods.com/index.php?option=com_joomloads&amp;amp;controller=package&amp;amp;task=download&amp;amp;Itemid=2&amp;amp;packageId=300"&gt;Emergency Zombie Poster&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5137123357267762552?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5137123357267762552'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5137123357267762552'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/emergency-zombie-poster.html' title='Emergency Zombie Poster'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2971632720972920759</id><published>2009-10-12T18:07:00.000-07:00</published><updated>2009-10-17T18:09:22.364-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='z - L4D - Sprays'/><title type='text'>How to Kill a Zombie</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span class="modal"&gt;&lt;img src="http://www.left4deadmods.com/joomloads_uploads/5acede92-6f69-3006/images/1_th.jpg" alt="thumbnail image - click to enlarge" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmods.com/index.php?option=com_joomloads&amp;amp;controller=package&amp;amp;task=download&amp;amp;Itemid=2&amp;amp;packageId=648"&gt;How to Kill a Zombie&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2971632720972920759?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2971632720972920759'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2971632720972920759'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/how-to-kill-zombie.html' title='How to Kill a Zombie'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-5769553365886683110</id><published>2009-10-12T18:06:00.000-07:00</published><updated>2009-10-20T18:08:46.874-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hammer'/><title type='text'>Lista de Entidades</title><content type='html'>&lt;div style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="font-size:180%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Environment&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;h2 style="text-align: justify;"&gt;&lt;span class="mw-headline"&gt; &lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Env_detail_controller" title="Env detail controller"&gt;env_detail_controller&lt;/a&gt; - Overrides the min and max fade distances for details sprites in the map. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Env_outtro_stats&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Env outtro stats (page does not exist)"&gt;env_outtro_stats&lt;/a&gt; - Used to roll the credits and ending statistics. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Env_tonemap_controller_ghost&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Env tonemap controller ghost (page does not exist)"&gt;env_tonemap_controller_ghost&lt;/a&gt; - An entity that controls the HDR tonemapping for ghost players. (Eye exposure) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Env_tonemap_controller_infected&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Env tonemap controller infected (page does not exist)"&gt;env_tonemap_controller_infected&lt;/a&gt; - An entity that controls the HDR tonemapping for infected players. (Give infected MUCH higher eye exposure so they can see in the dark.) &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Filter" id="Filter"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Filter &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Filter_activator_team" title="Filter activator team"&gt;filter_activator_team&lt;/a&gt; - Updated to include the Survivor and Infected teams. &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Function" id="Function"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Function &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_button" title="Func button"&gt;func_button&lt;/a&gt; - Updated to give a target object an edge glow when facing the button and within +use range. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Func_detail_blocker&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Func detail blocker (page does not exist)"&gt;func_detail_blocker&lt;/a&gt; - When touching a &lt;a href="http://developer.valvesoftware.com/wiki/Displacement" title="Displacement"&gt;displacement&lt;/a&gt;, this entity prevents &lt;a href="http://developer.valvesoftware.com/wiki/Prop_detail" title="Prop detail"&gt;detail props&lt;/a&gt; from being displayed. Useful for creating paths in heavy detailed areas. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_elevator" title="Func elevator"&gt;func_elevator&lt;/a&gt; - Used for elevators in Left 4 Dead. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_nav_attribute_region" title="Func nav attribute region"&gt;func_nav_attribute_region&lt;/a&gt; - Possibly sets a region which will automatically have the specified attributes in the nav mesh &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Func_nav_avoidance_obstacle&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Func nav avoidance obstacle (page does not exist)"&gt;func_nav_avoidance_obstacle&lt;/a&gt; - Possibly used to give higher priority to go around an area, instead of through it, unless the bots or infected have no other choice. (Used around the cubicles in Dead Air 2) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_nav_blocker" title="Func nav blocker"&gt;func_nav_blocker&lt;/a&gt; - Blocks bot navigation. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_orator" title="Func orator"&gt;func_orator&lt;/a&gt; - A very simple model entity that has animations and response rules. Used for the interactive responses from the church guy. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_playerinfected_clip" title="Func playerinfected clip"&gt;func_playerinfected_clip&lt;/a&gt; - Blocks infected from accessing an area in versus mode. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Func_precipitation" title="Func precipitation"&gt;func_precipitation&lt;/a&gt; - Updated with a new rain and cinder effect. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Func_precipitation_blocker&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Func precipitation blocker (page does not exist)"&gt;func_precipitation_blocker&lt;/a&gt; - A brush entity that prevents rain and snow inside its volume. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Func_simpleladder&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Func simpleladder (page does not exist)"&gt;func_simpleladder&lt;/a&gt; - Similar to func_ladder, but uses trigger texture? Three keyvalues names (normal.x, normal.y, normal.z) interfere with the .fgd. (This ladder entity has a team property. It can be found in versus mode. Team = 1 is presumed survivor, team = 2 is infected) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Fog_volume&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Fog volume (page does not exist)"&gt;fog_volume&lt;/a&gt; - Used to fade between env_fog_controllers. (ie: interior vs exterior fog) &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Information" id="Information"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Information &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_changelevel" title="Info changelevel"&gt;info_changelevel&lt;/a&gt; - A point entity version of trigger_changelevel. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_director" title="Info director"&gt;info_director&lt;/a&gt; - The Director entity. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_game_event_proxy" title="Info game event proxy"&gt;info_game_event_proxy&lt;/a&gt; - Triggers a game event. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_gamemode" title="Info gamemode"&gt;info_gamemode&lt;/a&gt; - Has outputs to tell which gamemode the map is loaded as. (For dynamic alterations of the map ie: blocked areas for suvival mode) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Info_goal_infected_chase&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Info goal infected chase (page does not exist)"&gt;info_goal_infected_chase&lt;/a&gt; - A target for the bot infected. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_map_parameters" title="Info map parameters"&gt;info_map_parameters&lt;/a&gt; - Controls map item parameters. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_survivor_position" title="Info survivor position"&gt;info_survivor_position&lt;/a&gt; - A survivor specific starting position. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_survivor_rescue" title="Info survivor rescue"&gt;info_survivor_rescue&lt;/a&gt; - A possible location of a rescuable survivor. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Info_zombie_spawn" title="Info zombie spawn"&gt;info_zombie_spawn&lt;/a&gt; - A select spawnpoint for a random infected. &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Light" id="Light"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Light &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Light_directional&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Light directional (page does not exist)"&gt;light_directional&lt;/a&gt; - A directional light with no falloff. Similar to sunlight in light_environment. Currently unsupported by VRAD. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Light_spot" title="Light spot"&gt;light_spot&lt;/a&gt; - Updated to optionally cast dynamic shadows? &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Misc." id="Misc."&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Misc. &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Postprocess_controller&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Postprocess controller (page does not exist)"&gt;postprocess_controller&lt;/a&gt; - Controls postprocess effects. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Shadow_control" title="Shadow control"&gt;shadow_control&lt;/a&gt; - Updated to control dynamic shadows from static lights? &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Point" id="Point"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Point &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Beam_spotlight" title="Beam spotlight"&gt;beam_spotlight&lt;/a&gt; - Creates a spotlight beam. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Point_deathfall_camera&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Point deathfall camera (page does not exist)"&gt;point_deathfall_camera&lt;/a&gt; - If a player is in this camera's FOV, it automatically enables when a player is falling to their death. (The same time the player's scream is first heard.) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/w/index.php?title=Point_viewcontrol_multiplayer&amp;amp;action=edit&amp;amp;redlink=1" class="new" title="Point viewcontrol multiplayer (page does not exist)"&gt;point_viewcontrol_multiplayer&lt;/a&gt; - A camera entity that controls all players' views. While it's active, the players will see out of the camera. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Point_viewcontrol_survivor" title="Point viewcontrol survivor"&gt;point_viewcontrol_survivor&lt;/a&gt; - A camera entity that controls the player's view in 3rd person, and can be triggered to zoom into the players head, ending in 1st person view. (For intro sequences) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Commentary_zombie_spawner" title="Commentary zombie spawner"&gt;commentary_zombie_spawner&lt;/a&gt; - Used to spawn a specific zombie class for demonstrational purposes." &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Prop" id="Prop"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Prop &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Prop_car_alarm" title="Prop car alarm"&gt;prop_car_alarm&lt;/a&gt; - A car that is able to trigger a panic event when disturbed. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Prop_car_glass" title="Prop car glass"&gt;prop_car_glass&lt;/a&gt; - Breakable glass of a car. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Prop_door_rotating_checkpoint" title="Prop door rotating checkpoint"&gt;prop_door_rotating_checkpoint&lt;/a&gt; - A safe room checkpoint door. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Prop_health_cabinet" title="Prop health cabinet"&gt;prop_health_cabinet&lt;/a&gt; - A cabinet that contains health items. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Prop_minigun" title="Prop minigun"&gt;prop_minigun&lt;/a&gt; - A minigun. &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Trigger" id="Trigger"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Trigger &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Trigger_auto_crouch" title="Trigger auto crouch"&gt;trigger_auto_crouch&lt;/a&gt; - Automatically crouch the survivor when within the volume. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Trigger_finale" title="Trigger finale"&gt;trigger_finale&lt;/a&gt; - Triggers the finale onslaught. (Point entity) &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Trigger_multiple" title="Trigger multiple"&gt;trigger_multiple&lt;/a&gt; - Updated with the OnEntireTeamStartTouch output. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Trigger_once" title="Trigger once"&gt;trigger_once&lt;/a&gt; - Updated with the OnEntireTeamStartTouch output. &lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: justify;"&gt; &lt;a name="Weapon_Spawn" id="Weapon_Spawn"&gt;&lt;/a&gt;&lt;/div&gt;&lt;h2 style="text-align: center;"&gt; &lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Weapon Spawn &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_ammo_spawn" title="Weapon ammo spawn"&gt;weapon_ammo_spawn&lt;/a&gt; - A possible spawnpoint for ammo restock. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_autoshotgun_spawn" title="Weapon autoshotgun spawn"&gt;weapon_autoshotgun_spawn&lt;/a&gt; - A possible spawnpoint for automatic shotguns. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_first_aid_kit_spawn" title="Weapon first aid kit spawn"&gt;weapon_first_aid_kit_spawn&lt;/a&gt; - A possible spawnpoint for first aid kits. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_hunting_rifle_spawn" title="Weapon hunting rifle spawn"&gt;weapon_hunting_rifle_spawn&lt;/a&gt; - A possible spawnpoint for hunting rifles. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_molotov_spawn" title="Weapon molotov spawn"&gt;weapon_molotov_spawn&lt;/a&gt; - A possible spawnpoint for Molotov cocktails. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_pain_pills_spawn" title="Weapon pain pills spawn"&gt;weapon_pain_pills_spawn&lt;/a&gt; - A possible spawnpoint for pain pills. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_pipe_bomb_spawn" title="Weapon pipe bomb spawn"&gt;weapon_pipe_bomb_spawn&lt;/a&gt; - A possible spawnpoint for pipe bombs. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_pistol_spawn" title="Weapon pistol spawn"&gt;weapon_pistol_spawn&lt;/a&gt; - A possible spawnpoint for pistols. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_pumpshotgun_spawn" title="Weapon pumpshotgun spawn"&gt;weapon_pumpshotgun_spawn&lt;/a&gt; - A possible spawnpoint for pump shotguns. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_rifle_spawn" title="Weapon rifle spawn"&gt;weapon_rifle_spawn&lt;/a&gt; - A possible spawnpoint for assault rifles. &lt;/li&gt;&lt;li&gt;&lt;a href="http://developer.valvesoftware.com/wiki/Weapon_smg_spawn" title="Weapon smg spawn"&gt;weapon_smg_spawn&lt;/a&gt; - A possible spawnpoint for submachineguns. &lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-5769553365886683110?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5769553365886683110'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/5769553365886683110'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/lista-de-entidades.html' title='Lista de Entidades'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2878778442159107200</id><published>2009-10-12T18:02:00.000-07:00</published><updated>2010-02-13T05:15:07.741-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hammer'/><title type='text'>Lista de Particulas</title><content type='html'>&lt;p&gt;Aqui esta la lista de efectos de particulas que tiene el Left4Dead. Estos nombres de las particulas tienen que estar escritos en el campo &lt;b&gt;effect_name&lt;/b&gt; siendo la entidad info_particle_system.&lt;br /&gt;&lt;/p&gt;&lt;p style="text-align: center; font-weight: bold;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/tutorial-para-poner-particulas-en-el.html"&gt;&lt;span style="font-size:180%;"&gt;VIDEO DEMOSTRATIVO L4D1&lt;/span&gt;&lt;/a&gt;&lt;/p&gt;&lt;p style="text-align: center; font-weight: bold;"&gt;&lt;a href="http://left4dead2maps.blogspot.com/2010/02/tutorial-para-poner-particulas-en-el.html"&gt;&lt;span&gt;&lt;span style="font-size:180%;"&gt;VIDEO DEMOSTRATIVO L4D2&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/p&gt; &lt;hr /&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;awning_collapse &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;barricade_fire &lt;/li&gt;&lt;li&gt;boat_wake &lt;/li&gt;&lt;li&gt;boat_wake_outro &lt;/li&gt;&lt;li&gt;bridge_collapse &lt;/li&gt;&lt;li&gt;burning_city_effect &lt;/li&gt;&lt;li&gt;burning_wood_02 &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;C130_start &lt;/li&gt;&lt;li&gt;chopper_spotlight &lt;/li&gt;&lt;li&gt;cistern_drips &lt;/li&gt;&lt;li&gt;crows_flyaway &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;drainagepipe_short &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;env_fire_large &lt;/li&gt;&lt;li&gt;env_fire_large_smoke &lt;/li&gt;&lt;li&gt;env_fire_medium &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;fire_barrel_big &lt;/li&gt;&lt;li&gt;fire_pipe &lt;/li&gt;&lt;li&gt;fire_tanker &lt;/li&gt;&lt;li&gt;fire_window &lt;/li&gt;&lt;li&gt;Fireflies &lt;/li&gt;&lt;li&gt;Fireflies_Cornfield &lt;/li&gt;&lt;li&gt;Flies &lt;/li&gt;&lt;li&gt;fog_lowpatch &lt;/li&gt;&lt;li&gt;fog_volume_1024_128 &lt;/li&gt;&lt;li&gt;fog_volume_1024_512 &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;gas_explosion_debris_trails &lt;/li&gt;&lt;li&gt;gas_explosion_main &lt;/li&gt;&lt;li&gt;gas_explosion_pump &lt;/li&gt;&lt;li&gt;greenhouse_dust &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;leaves &lt;/li&gt;&lt;li&gt;leaves_blow_horizontal_1 &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;Molotov_groundfire (inferno_particles) &lt;/li&gt;&lt;li&gt;Moths &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;paper_streets &lt;/li&gt;&lt;li&gt;pipe_drips_h &lt;/li&gt;&lt;li&gt;pipe_drips_v &lt;/li&gt;&lt;li&gt;pillardust &lt;/li&gt;&lt;li&gt;policecar_tail_strobe &lt;/li&gt;&lt;li&gt;policecar_tail_strobe2 &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;rain_intro &lt;/li&gt;&lt;li&gt;rain_puddle_ripples &lt;/li&gt;&lt;li&gt;rain_puddle_ripples_large &lt;/li&gt;&lt;li&gt;rain_puddle_ripples_small &lt;/li&gt;&lt;li&gt;rain_sheet &lt;/li&gt;&lt;li&gt;rain_spot &lt;/li&gt;&lt;li&gt;rain_stream_01 &lt;/li&gt;&lt;li&gt;rain_stream_02 &lt;/li&gt;&lt;li&gt;rain_stream_04 &lt;/li&gt;&lt;li&gt;railroad_light_blink1 &lt;/li&gt;&lt;li&gt;railroad_light_blink3 &lt;/li&gt;&lt;li&gt;railroad_light_blink2 &lt;/li&gt;&lt;li&gt;railroad_light_blink4 &lt;/li&gt;&lt;li&gt;railroad_light_explode &lt;/li&gt;&lt;li&gt;railroad_light_glow &lt;/li&gt;&lt;li&gt;roaches_few &lt;/li&gt;&lt;li&gt;roaches_lot &lt;/li&gt;&lt;li&gt;roaches_many &lt;/li&gt;&lt;li&gt;runway_lights &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;sheetrock &lt;/li&gt;&lt;li&gt;shore &lt;/li&gt;&lt;li&gt;shore_45 &lt;/li&gt;&lt;li&gt;shore_75 &lt;/li&gt;&lt;li&gt;shore_90 &lt;/li&gt;&lt;li&gt;skyscraper_drips_h &lt;/li&gt;&lt;li&gt;smoke_campfire &lt;/li&gt;&lt;li&gt;smoke_small_black &lt;/li&gt;&lt;li&gt;smoke_window &lt;/li&gt;&lt;li&gt;smokestack &lt;/li&gt;&lt;li&gt;stars_morning &lt;/li&gt;&lt;li&gt;steam_grate &lt;/li&gt;&lt;li&gt;steam_long &lt;/li&gt;&lt;li&gt;steam_manhole &lt;/li&gt;&lt;li&gt;steam_short &lt;/li&gt;&lt;li&gt;subwaysmoke &lt;/li&gt;&lt;li&gt;sunrise &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;tankwall_concrete &lt;/li&gt;&lt;/ul&gt; &lt;p style="color: rgb(255, 255, 255);"&gt;&lt;br /&gt;&lt;/p&gt; &lt;ul style="color: rgb(255, 255, 255);"&gt;&lt;li&gt;weapon_pipebomb &lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2878778442159107200?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2878778442159107200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2878778442159107200'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/lista-de-particulas.html' title='Lista de Particulas'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1421493010383491361</id><published>2009-10-12T17:59:00.000-07:00</published><updated>2009-10-16T18:03:43.015-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Crear un poster propio para el Left 4 Dead</title><content type='html'>&lt;div style="text-align: justify;"&gt;Gracias a supernorm, podeis crearos vuestro propio poster tanto para vuestra campaña como para un spray, se requiere el Photoshop y conocimientos basicos en el programa, pero no preocuparse que es facil, son cuatro cosas...&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="color: rgb(255, 102, 102);font-size:85%;" &gt;El texto y los nombres de los personajes no esta incluido!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;img style="cursor: -moz-zoom-in; width: 480px; height: 319px;" alt="http://temple.fpsbanana.com/ss/tools/2778.jpg" src="http://temple.fpsbanana.com/ss/tools/2778.jpg" /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;DESCARGA:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fpsbanana.com/mirrors/startdl/5276?path=http://www.ugs-server.net/fpsb/tools/141/l4d_poster_template&amp;amp;sectionid=1481916&amp;amp;ext=rar"&gt;Base de poster para el L4D.&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1421493010383491361?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1421493010383491361'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1421493010383491361'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-un-poster-propio-para-el-left-4.html' title='Crear un poster propio para el Left 4 Dead'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-622112993055171489</id><published>2009-10-12T17:57:00.000-07:00</published><updated>2010-01-24T18:26:33.931-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hammer'/><title type='text'>Atributos del Navigation mesh</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;span style="font-weight: bold; color: rgb(0, 153, 0);font-size:130%;" &gt;&lt;/span&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;Aqui estan los Atributos del Navigation mesh:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Marking&lt;/span&gt;&lt;/span&gt; &lt;div style="text-align: left;"&gt;&lt;h2 style="color: rgb(0, 153, 0); text-align: center;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span class="mw-headline"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/h2&gt; &lt;p&gt;Marking is as important in Left 4 Dead than it is in Counterstrike. While in counterstrike it affects how bots behave, in Left 4 Dead it both controls how they behave and how they spawn. By marking an area with certain attributes certain spawning behaviours can be created. Marking is the same as in Counterstrike, except with extra attributes, such as: &lt;/p&gt;&lt;p&gt;Available attributes for marking areas in Navigation Mesh editing mode. &lt;/p&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;AVOID&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Informs NPCs to avoid the area when possible. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;BATTLEFIELD&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Designates a region where a planned crescendo event will play out. Mobs will spawn and swarm dynamically inside this area. Should be a large region of the map, capable of containing a BATTLESTATION, and many spawn-friendly/mob-related areas within it. Survivors should be located inside this area at the time of the panic event - it is essential to the effect this attribute is intended to create. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;BATTLESTATION&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Indicates a strong defensive area that contains supplies/weapons for use during a panic event. Survivor bots will consider this area as important, and will use or protect it as long as other survivors are nearby. It is intended to be used in carefully selected locations of BATTLEFIELD and FINALE regions. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;CHECKPOINT&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Designates the start/safe-room areas of the map. The round starts when a survivor leaves this area, and ends when the door is closed at the ending checkpoint with only the survivors inside. Infected are prohibited from spawning inside this area at all times. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;CROUCH&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Indicates that the use of crouch is required to navigate the area. Usually automatically added by the game during a nav_analyze. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;CLIFF&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Could be used to determine whether falling in this area triggers the hanging script that prevents survivors from falling great heights. Usually marked during automatic generation. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;DOOR&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Marks areas in which a door is located. Usually located in door frames. Usually automatically added by the game during a nav_analyze. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;DONT_HIDE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Marks area unsafe, and ensures that bots travel through the area with minimal hesitation. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;EMPTY&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Prevents wandering infected from being populated in this location. Useful for places outside the survivors playable area, or any other place you do not want wandering/sleeping infected to spawn (e.g. rooftops &amp;amp; surfaces infected fall off of).&lt;div style="margin: 0.4em 1em 0.5em;"&gt;&lt;strong style="display: table-cell; text-align: right; white-space: nowrap; padding-right: 0.3em;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/c/cc/Note.png" border="0" width="10" height="13" /&gt; Note:&lt;/strong&gt;&lt;span style="display: table-cell;"&gt;Does not affect mobs/special-infected.&lt;/span&gt;&lt;/div&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;ESCAPE_ROUTE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Basic guideline path of map from start to finish by linking spawns/checkpoints to the ending checkpoint/finale. It should be found using the nav_analyze command, and may not work properly if drawn manually. This path helps the game/AI to make decisions based on routes and level progression. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;FINALE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Indicates a finale area, and controls the spawning of ALL infected during a Finale Sequence. Once the sequence has been started, only areas marked with FINALE will spawn infected. Should be used extensively across your finale area, and contain a BATTLESTATION within it. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;JUMP&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; (Probably not L4D Specific) One area was found in a map marked as "jump" - on top of a subway car only reachable by infected who could jump. This area likely signifies a place you must jump to somehow in order to reach. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;NOT_CLEARABLE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Prevents an area from being cleared, and allows infected to spawn here indefinitely. Used in the outer-most areas survivors are able to attack or have line-of-sight to, but can't really see (e.g. through fog); use in conjunction with OBSCURED. &lt;div style="margin: 0.4em 1em 0.5em;"&gt;&lt;strong style="display: table-cell; text-align: right; white-space: nowrap; padding-right: 0.3em;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/c/cc/Note.png" border="0" width="10" height="13" /&gt; Note:&lt;/strong&gt;&lt;span style="display: table-cell;"&gt;Nav-squares are 'cleared' once survivors view and remove them of all infected. Cleared areas cannot spawn infected.&lt;/span&gt;&lt;/div&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;NO_MOBS&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Prevents infected mobs from spawning in this location. Commonly used to help mobs spawn further away from survivors and in more secluded areas of the map. Also used to keep sources of mobs from appearing unnatural or odd, such as spawning on rooftops of certain buildings. A clever example of NO_MOBS is in the "drainage" level of the Death Toll campaign. It is used in the long pipes so that infected must spawn in the upper areas and run at you down the lengths of the pipe, rather than just around the corners. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;NO_JUMP&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;NO_HOSTAGES&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;NO_MERGE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;OBSCURED&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Affects the amount and manner of which infected can spawn. This is a very important navigation attribute, use both wisely and with caution. There are two primary uses: &lt;ul&gt;&lt;li&gt; Indicates that the area is not viewable by survivors, and allows the director to spawn flowing, or large waves of mobs. It is often used in blocked alleyways and other areas that survivors cannot view. The director can still create effective mobs without the use of OBSCURED, but they will usually be further outside the survivor &lt;a href="http://developer.valvesoftware.com/wiki/PVS" title="PVS"&gt;PVS&lt;/a&gt;.   &lt;/li&gt;&lt;li&gt; Allows infected to spawn even when there is line-of-sight to a survivor. Useful in unreachable areas with heavy fog, or areas with props that don't block line-of-sight in the engine, but still obscure the survivors view on all sides (e.g. bushes &amp;amp; leafy trees). Bot line-of-sight is also blocked to prevent omniscient behavior. &lt;div style="margin: 0.4em 1em 0.5em;"&gt;&lt;strong style="display: table-cell; text-align: right; white-space: nowrap; padding-right: 0.3em;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/4/45/Tip.png" border="0" width="10" height="13" /&gt; Tip:&lt;/strong&gt;&lt;span style="display: table-cell;"&gt;Props that have collisions disabled are always unable to block line-of-sight and will need the help of OBSCURED&lt;/span&gt;&lt;/div&gt; &lt;/li&gt;&lt;/ul&gt; &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;OBSTACLE_TOP&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;PLAYER_START&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; This attribute is used in the exact nav mesh area(s) that the players spawn in. This appears to only be used in the very first level of each campaign - likely because after the first level it cannot be guaranteed where a player will spawn into the game (since you load relative to the landmark). &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;PRECISE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Used to mark narrow pathways such as the ticket counters and exposed support-beams in the subway/generator area of No Mercy. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;RESCUE_CLOSET&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Marks off the location of rescue closets inside the level. Usually automatically added by the game during a nav_analyze. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;RESCUE_VEHICLE&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Marks where survivors should go to during rescue. Used only in a Finale sequence and remains locked until "FinaleEscapeVehicleReadyForSurvivors" is fired. Area covered in RESCUE_VEHICLE should be the location of the rescue vehicle once it is in position. In some cases, a lead-in must be made to make the path onto the vehicle navigable (see 'No Mercy' finale). &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;RUN&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;STOP_SCAN&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Rarely used.  Function unknown.  &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;STOP&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;STAND&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;STAIRS&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;THREAT&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; Added automatically by the game during a nav_analyze. Special Infected will not spawn in these areas. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;TRANSIENT&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; This area may not always be navigable, as it could become blocked. &lt;/dd&gt;&lt;dt style="color: rgb(255, 0, 0);"&gt; &lt;code&gt;WALK&lt;/code&gt; &lt;/dt&gt;&lt;dd&gt; &lt;strong style="color: blue; white-space: nowrap;"&gt;&lt;img alt="" src="http://developer.valvesoftware.com/w/images/b/b6/Todo.png" border="0" width="10" height="12" /&gt; To do&lt;/strong&gt; &lt;/dd&gt;&lt;/dl&gt; &lt;p&gt;As you can see, some of these are obvious, and will require experimentation to create the right amount of spawn density or to discover their function. &lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-622112993055171489?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/622112993055171489'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/622112993055171489'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/atributos-del-navigation-mesh.html' title='Atributos del Navigation mesh'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4935468309071930575</id><published>2009-10-12T17:47:00.000-07:00</published><updated>2010-01-24T18:30:38.533-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Hammer'/><title type='text'>Navigation Mesh Commands</title><content type='html'>&lt;div style="text-align: center; font-weight: bold; color: rgb(0, 153, 0);"&gt;&lt;span style="font-size:130%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center; font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Aqui esta la lista con los comandos del navigation mesh.&lt;br /&gt;&lt;br /&gt;Mesh generation &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center; color: rgb(0, 153, 0);"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold;" class="mw-headline"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_mark_walkable &lt;/dt&gt;&lt;dd&gt;Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_clear_walkable_marks &lt;/dt&gt;&lt;dd&gt;Erase any previously placed walkable positions. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_generate &lt;/dt&gt;&lt;dd&gt;Generate a Navigation Mesh for the current map and save it to disk. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_generate_incremental &lt;/dt&gt;&lt;dd&gt;Run the generation process again without altering the existing mesh. If there are additional walkable areas and/or walkable marks, new areas will be generated and added to the mesh. Note that these new areas will have to be manually connected to the existing mesh. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;&lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;nav_generate_incremental_range &lt;/span&gt;&lt;integer&gt; &lt;/integer&gt;&lt;/dt&gt;&lt;dd&gt;Generates nav mesh in range specified (units?). The center of the is defined by the walkable mark. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_save &lt;/dt&gt;&lt;dd&gt;Saves the current Navigation Mesh to disk. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_analyze &lt;/dt&gt;&lt;dd&gt;Analyze the current Navigation Mesh and save it to disk. The analysis phase computes the second-order data needed by the bots for their planning and attention systems. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_load &lt;/dt&gt;&lt;dd&gt;Loads the Navigation Mesh for the current map. &lt;/dd&gt;&lt;/dl&gt; &lt;a name="Selection_commands" id="Selection_commands"&gt;&lt;/a&gt;&lt;h3 style="text-align: center;"&gt;  &lt;span style="font-size:180%;"&gt;Selection commands &lt;/span&gt;&lt;/h3&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_toggle_in_selected_set &lt;/dt&gt;&lt;dd&gt;Selects the nav mesh area that the gun in-game crosshair is pointing at. This command is typically bound to a key for sake of convenience. For example, nav_mode.cfg file found in the L4D config folder binds this command to the Z key. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_clear_selected_set &lt;/dt&gt;&lt;dd&gt;Clears selection of all selected nav mesh areas that were visually highlighted. In other words, this command de-selects the nav mesh areas selected. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_flood_select &lt;/dt&gt;&lt;dd&gt;Selects/highlights all nav meshes that are connected, starting with the nav mesh that the in-game gun crosshair is pointing at. This does not mean that all nav mesh areas are selected. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;select_with_attribute &lt;/dt&gt;&lt;dd&gt;Selects/highlights all nav mesh areas marked with one attribute specified. &lt;/dd&gt;&lt;/dl&gt; &lt;a name="Editing_commands" id="Editing_commands"&gt;&lt;/a&gt;&lt;h3 style="text-align: center;"&gt;  &lt;span style="font-size:180%;"&gt;Editing commands &lt;/span&gt;&lt;/h3&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_delete &lt;/dt&gt;&lt;dd&gt;Deletes the currently highlighted Area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_split &lt;/dt&gt;&lt;dd&gt;To split an Area into two, align the split line using your cursor and invoke the split command. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_make_sniper_spots &lt;/dt&gt;&lt;dd&gt;Chops the marked area into disconnected sub-areas suitable for sniper spots. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_merge &lt;/dt&gt;&lt;dd&gt;To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_mark &lt;/dt&gt;&lt;dd&gt;Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_unmark &lt;/dt&gt;&lt;dd&gt;Clears the marked Area or Ladder. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_begin_area &lt;/dt&gt;&lt;dd&gt;Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_end_area &lt;/dt&gt;&lt;dd&gt;Defines the second corner of a new Area or Ladder and creates it. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_connect &lt;/dt&gt;&lt;dd&gt;To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a &lt;i&gt;one-way&lt;/i&gt; connection from the first to the second Area. To make a two-way connection, also connect the second area to the first. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_disconnect &lt;/dt&gt;&lt;dd&gt;To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_splice &lt;/dt&gt;&lt;dd&gt;To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="font-weight: bold; color: rgb(255, 0, 0);"&gt;nav_corner_select &lt;/dt&gt;&lt;dd&gt;Select a corner of the currently marked Area. Use multiple times to access all four corners. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="font-weight: bold; color: rgb(255, 0, 0);"&gt;nav_corner_raise &lt;/dt&gt;&lt;dd&gt;Raise the selected corner of the currently marked Area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="font-weight: bold; color: rgb(255, 0, 0);"&gt;nav_corner_lower &lt;/dt&gt;&lt;dd&gt;Lower the selected corner of the currently marked Area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="font-weight: bold; color: rgb(255, 0, 0);"&gt;nav_corner_place_on_ground &lt;/dt&gt;&lt;dd&gt;Places the selected corner of the currently marked Area on the ground. &lt;/dd&gt;&lt;/dl&gt; &lt;dl style="font-weight: bold; color: rgb(255, 0, 0);"&gt;&lt;dt&gt;nav_simplify_selected &lt;/dt&gt;&lt;/dl&gt; &lt;a name="Bot_navigation_modification_commands" id="Bot_navigation_modification_commands"&gt;&lt;/a&gt;&lt;h3 style="text-align: center;"&gt;  &lt;span style="font-size:180%;"&gt;Bot navigation modification commands &lt;/span&gt;&lt;/h3&gt; &lt;p&gt;A nav area flag may also be called an attribute. The flag/attribute modifies the nav area with commands that modify NPC behavior, such as a forced crouch, following a specific path, disallowing spawn, etc. Many attributes also have their own command, such as nav_crouch. The command "mark CROUCH" is the same as the command nav_crouch. L4D, as an example, has &lt;a href="http://left4deadmaps.blogspot.com/2009/10/atributos-del-navigation-mesh.html"&gt;a &lt;/a&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/atributos-del-navigation-mesh.html" title="Navigation Meshes (L4D)"&gt;list of attributes&lt;/a&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/atributos-del-navigation-mesh.html"&gt; &lt;/a&gt;where some may apply to only L4D. &lt;/p&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;&lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;mark &lt;/span&gt;&lt;attribute&gt; &lt;/attribute&gt;&lt;/dt&gt;&lt;dd&gt;Marks the area with an attribute, such as CROUCH, PRECISE, NO_MOBS, etc.  &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;&lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;nav_clear_attribute &lt;/span&gt;&lt;attribute&gt; &lt;/attribute&gt;&lt;/dt&gt;&lt;dd&gt;Clears attribute specified. If clear_attribute does not work to clear an attribute specified, this command might work. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;&lt;span style="font-weight: bold; color: rgb(255, 0, 0);"&gt;clear_attribute &lt;/span&gt;&lt;attribute&gt; &lt;/attribute&gt;&lt;/dt&gt;&lt;dd&gt;Clears attribute specified. If nav_clear_attribute does not work to clear an attribute specified, such as PLAYER_START, this command might work. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;wipe_attributes &lt;/dt&gt;&lt;dd&gt;Clears all attributes on the selected part of the nav mesh &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_crouch &lt;/dt&gt;&lt;dd&gt;Toggles the 'must crouch in this area' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_precise &lt;/dt&gt;&lt;dd&gt;Toggles the 'don't avoid obstacles' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_jump &lt;/dt&gt;&lt;dd&gt;Toggles the 'traverse this area by jumping' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(255, 0, 0);"&gt;nav_no_jump&lt;/span&gt; &lt;/dt&gt;&lt;dd&gt;Toggles the 'don't jump in this area' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(255, 0, 0);"&gt;nav_stop&lt;/span&gt; &lt;/dt&gt;&lt;dd&gt;Toggles the 'must stop when entering this area' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_walk &lt;/dt&gt;&lt;dd&gt;Toggles the 'traverse this area by walking' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;nav_run&lt;/span&gt; &lt;/dt&gt;&lt;dd&gt;Toggles the 'traverse this area by running' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_avoid &lt;/dt&gt;&lt;dd&gt;Toggles the 'avoid this area when possible' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;&lt;br /&gt;&lt;/dt&gt;&lt;dd&gt;Toggles the 'area is transient and may become blocked' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(255, 0, 0); font-weight: bold;"&gt;nav_no_hostages &lt;/dt&gt;&lt;dd&gt;Toggles the 'area is not suitable for hiding spots' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_stand &lt;/dt&gt;&lt;dd&gt;Toggles the 'stand while hiding' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_no_hostages &lt;/dt&gt;&lt;dd&gt;Toggles the 'hostages cannot use this area' flag used by the AI system. &lt;/dd&gt;&lt;/dl&gt; &lt;a name="Place_name_commands" id="Place_name_commands"&gt;&lt;/a&gt;&lt;h3 style="text-align: center;"&gt;  &lt;span style="font-size:180%;"&gt;Place name commands&lt;/span&gt; &lt;/h3&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_use_place &lt;/dt&gt;&lt;dd&gt;If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_place_replace &lt;/dt&gt;&lt;dd&gt;Replaces all instances of the first place with the second place. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_place_list &lt;/dt&gt;&lt;dd&gt;Lists all place names used in the map. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_toggle_place_mode &lt;/dt&gt;&lt;dd&gt;Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_set_place_mode &lt;/dt&gt;&lt;dd&gt;Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_place_floodfill &lt;/dt&gt;&lt;dd&gt;Sets the Place of the Area under the cursor to the current Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_place_pick &lt;/dt&gt;&lt;dd&gt;Sets the current Place to the Place of the Area under the cursor. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_toggle_place_painting &lt;/dt&gt;&lt;dd&gt;Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place. &lt;/dd&gt;&lt;/dl&gt; &lt;a name="Other_commands" id="Other_commands"&gt;&lt;/a&gt;&lt;h3 style="text-align: center;"&gt;  &lt;span style="font-size:180%;"&gt;Other commands &lt;/span&gt;&lt;/h3&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_check_file_consistency &lt;/dt&gt;&lt;dd&gt;Scans the maps directory and reports any missing/out-of-date navigation files. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_check_connectivity &lt;/dt&gt;&lt;dd&gt;Reports any areas that aren't connected to every hostage rescue zone and bomb site in the map. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_update_blocked &lt;/dt&gt;&lt;dd&gt;Updates the blocked/unblocked status for every nav area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;nav_check_floor&lt;/span&gt; &lt;/dt&gt;&lt;dd&gt;Updates the blocked/unblocked status for every nav area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_remove_unused_jump_areas &lt;/dt&gt;&lt;dd&gt;Removes jump areas with at most 1 connection to a ladder or non-jump area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0); font-weight: bold;"&gt;nav_strip &lt;/dt&gt;&lt;dd&gt;Strips all Hiding Spots, Approach Points, and Encounter Spots from all Areas in the mesh. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_mark_unnamed &lt;/dt&gt;&lt;dd&gt;Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_warp_to_mark &lt;/dt&gt;&lt;dd&gt;Warps the player to the marked area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_ladder_flip &lt;/dt&gt;&lt;dd&gt;Flips the selected ladder's direction. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_compress_id &lt;/dt&gt;&lt;dd&gt;Re-orders area and ladder ID's so they are continuous. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_show_ladder_bounds &lt;/dt&gt;&lt;dd&gt;Draws the bounding boxes of all func_ladders in the map. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;nav_build_ladder&lt;/span&gt; &lt;/dt&gt;&lt;dd&gt;Attempts to build a nav ladder on the climbable surface under the cursor. &lt;/dd&gt;&lt;/dl&gt; &lt;dl style="color: rgb(0, 153, 0);"&gt;&lt;dt&gt;nav_gui &lt;/dt&gt;&lt;dd&gt;&lt;br /&gt;&lt;/dd&gt;&lt;/dl&gt; &lt;dl style="color: rgb(0, 153, 0);"&gt;&lt;dt&gt;nav_trouble_report &lt;/dt&gt;&lt;dd&gt;&lt;br /&gt;&lt;/dd&gt;&lt;/dl&gt; &lt;dl style="color: rgb(0, 153, 0);"&gt;&lt;dt&gt;nav_recompute_flow &lt;/dt&gt;&lt;dd&gt;&lt;br /&gt;&lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nb_delete_all or nb_delete_all &lt;group&gt; &lt;/group&gt;&lt;/dt&gt;&lt;dd&gt;Removes all NPCs in the game or, if group type is specified, removes group specified. An example group type would be Infected in L4D. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nb_move_to_cursor &lt;/dt&gt;&lt;dd&gt;Commands NPCs to move to area where the in-game gun crosshair is pointing. This command is useful in testing the movement of any infected or survivors in L4D. &lt;/dd&gt;&lt;/dl&gt;  &lt;div style="text-align: center; font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Console Variables&lt;/span&gt;&lt;/div&gt;&lt;h2 style="text-align: center; color: rgb(0, 153, 0);"&gt;&lt;/h2&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_area_bgcolor &lt;i&gt;R G B A&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;RGBA color to draw as the background color for nav areas while editing. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_create_place_on_ground &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;If set to 1, nav areas will be placed flush with the ground when created by hand. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;nav_coplanar_slope_limit &lt;/span&gt;&lt;i style="color: rgb(0, 153, 0);"&gt;value&lt;/i&gt;&lt;br /&gt;&lt;/dt&gt;&lt;dd&gt;Metric to determine whether adjacent walkable samples are planar and can be used to create a single planar nav area. If the dot product of two adjacent candidate's unit normals is equal to or greater than &lt;i&gt;value&lt;/i&gt;, they are considered co-planar and can be merged. Therefore, &lt;i&gt;value&lt;/i&gt; can range from 0 to 1. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_draw_limit &lt;i&gt;count&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;The maximum number of areas to draw in edit mode &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_edit &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;nav_restart_after_analysis &lt;/span&gt;&lt;i style="color: rgb(0, 153, 0);"&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;If set to 1, when nav nav_restart_after_analysis finishes, restart the server. Turning this off can cause crashes, but is useful for incremental generation. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_show_approach_points &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;Show Approach Points in the Navigation Mesh. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_show_area_info &lt;i&gt;duration&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;Duration in seconds to show nav area ID and attributes while editing &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_show_danger &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;Show current 'danger' levels. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_show_player_counts &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;Show current player counts in each area. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_slope_limit &lt;i&gt;Z&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;The ground unit normal's Z component must be greater than this for nav areas to be generated. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_snap_to_grid &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;If set to 1, snap to the nav generation grid when creating new nav areas &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_split_place_on_ground &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;If set to 1, nav areas will be placed flush with the ground when split. &lt;/dd&gt;&lt;/dl&gt; &lt;dl&gt;&lt;dt style="color: rgb(0, 153, 0);"&gt;nav_quicksave &lt;i&gt;(0 or 1)&lt;/i&gt; &lt;/dt&gt;&lt;dd&gt;Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing. &lt;/dd&gt;&lt;/dl&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4935468309071930575?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4935468309071930575'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4935468309071930575'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/navigation-mesh-commands.html' title='Navigation Mesh Commands'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-2152321282689875735</id><published>2009-10-12T16:48:00.000-07:00</published><updated>2009-10-22T16:59:13.675-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Videotutoriales (ESP)'/><title type='text'>Crear diferentes tipos de texturas</title><content type='html'>En estos tutoriales aprendereis a crear distintos tipos de texturas para usar en vuestro mapa usando Photoshop a partir de imagenes o incluso el que sepa usar Photoshop podra crear su propia textura desde cero (esto ultimo no lo explicare, pero si sabreis como añadirlas a Hammer).&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;b style="color: rgb(0, 153, 0);"&gt;-CREAR UNA TEXTURA SIMPLE-&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);"&gt; PARTE 1/2&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/rLAeTEqPuWo&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/rLAeTEqPuWo&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;PARTE 2/2&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/e1_jS4D6qEE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/e1_jS4D6qEE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;b style="color: rgb(0, 153, 0);"&gt;-DARLE VOLUMEN A NUESTRA TEXTURA-&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;PARTE 1/2&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/eoKrtdb3HP0&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/eoKrtdb3HP0&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;PARTE 2/2&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/gpknyPxm0Uw&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/gpknyPxm0Uw&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;b style="color: rgb(0, 153, 0);"&gt;-CREAR TEXTURAS CON PARTES TRANSPARENTES-&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;PARTE 1/2&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/MWVP_FhoBeE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/MWVP_FhoBeE&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;PARTE 2/2&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/LPE-83fsmFg&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/LPE-83fsmFg&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;b style="color: rgb(0, 153, 0);"&gt;-CREAR TEXTURAS CON REFRACCION-&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/2i_ynCmWDPg&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/2i_ynCmWDPg&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;&lt;span style="color: rgb(0, 153, 0);font-size:100%;" &gt;&lt;span style="font-weight: bold;"&gt;NOTA:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;El VMT en este videotutorial sigue el siguiente modelo:&lt;br /&gt;"Refract"&lt;br /&gt;{&lt;br /&gt;"$model" 1&lt;br /&gt;"$blueramount" "1"&lt;br /&gt;"$surfaceprop" "glass"&lt;br /&gt;"$refractamount" ".100"&lt;br /&gt;"$scale" "[1 1]"&lt;br /&gt;"$normalmap" "archivo norm"&lt;br /&gt;"$dudvmap" "archivo dudv"&lt;br /&gt;"$envmap" "env_cubemap"&lt;br /&gt;"$envmaptint" "[.7 .7 .7]"&lt;br /&gt;"$refracttinttexture" "archivo base"&lt;br /&gt;}&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-2152321282689875735?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2152321282689875735'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/2152321282689875735'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/crear-diferentes-tipos-de-texturas.html' title='Crear diferentes tipos de texturas'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-222638654395624925</id><published>2009-10-12T16:40:00.000-07:00</published><updated>2010-01-25T16:25:16.142-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Versus'/><title type='text'>Dead Before Dawn</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_09zp6q-auPY/Su98KRiqWxI/AAAAAAAACDc/r7VXoM6Hc-U/s1600-h/dead-before-dawn.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 278px; height: 370px;" src="http://1.bp.blogspot.com/_09zp6q-auPY/Su98KRiqWxI/AAAAAAAACDc/r7VXoM6Hc-U/s400/dead-before-dawn.jpg" alt="" id="BLOGGER_PHOTO_ID_5399670994189835026" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Developer comment:&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;6/6 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li class="unavailable"&gt;- The City&lt;/li&gt;&lt;li class="unavailable"&gt;- Crossroads Mall&lt;/li&gt;&lt;li class="unavailable"&gt;- Consumer World&lt;/li&gt;&lt;li class="unavailable"&gt;- The Escape&lt;/li&gt;&lt;li class="unavailable"&gt;- Food Court&lt;/li&gt;&lt;li class="unavailable"&gt;- Finale&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;                    This campaign is based around the movie, Dawn of the Dead. More specifically around the mall, Crossroads Mall.   &lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/EpAhJ0q9SIw&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/EpAhJ0q9SIw&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.fpsbanana.com/maps/115702"&gt;Dead Before Dawn&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-222638654395624925?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/222638654395624925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/222638654395624925'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/dead-before-dawn.html' title='Dead Before Dawn'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_09zp6q-auPY/Su98KRiqWxI/AAAAAAAACDc/r7VXoM6Hc-U/s72-c/dead-before-dawn.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-330971134484511226</id><published>2009-10-12T16:32:00.000-07:00</published><updated>2009-11-02T16:34:25.815-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ING)'/><title type='text'>Clip Brushes</title><content type='html'>&lt;div style="text-align: justify;"&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p&gt; Looking around the tutorial_standards.vmf level in Hammer, you may have noticed that some of the brushes placed do not actually render in the game version of the level. &lt;/p&gt; &lt;p&gt; Similar to the trigger_changelevel brush that you created in the checkpoint tutorial, all trigger brush entities are invisible in the game. &lt;/p&gt; &lt;p&gt; There are also clip brushes that can block survivors and infected. &lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;div class="thumb tleft"&gt; &lt;div class="thumbinner" style="width: 494px;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_clipbrush_01.jpg" class="image" title="Using a clip brush."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/7/70/L4d_hammer_clipbrush_01.jpg" class="thumbimage" border="0" width="492" height="381" /&gt;&lt;/a&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;Using a clip brush. &lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; You can use these to cover geometry that players can get stuck on. The railings for the stairs in tutorial_standards.vmf are a good example of this. &lt;/p&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; To make a clip brush, simply create a brush and attach the tools/toolsclip texture to it. &lt;/p&gt;&lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;div class="thumb tleft"&gt; &lt;div class="thumbinner" style="width: 202px;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_cliptexture_01.jpg" class="image" title="The tools/toolsclip texture."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/thumb/b/b4/L4d_hammer_cliptexture_01.jpg/200px-L4d_hammer_cliptexture_01.jpg" class="thumbimage" border="0" width="200" height="224" /&gt;&lt;/a&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;The tools/toolsclip texture. &lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; Brushes with this texture applied to them will block all players, npc's, and physics objects. They will not block bullets. &lt;/p&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; You can also just block players by using the tools/toolsplayerclip texture. &lt;/p&gt;&lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;div class="thumb tleft"&gt; &lt;div class="thumbinner" style="width: 202px;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_cliptexture_02.jpg" class="image" title="The tools/toolsplayerclip texture."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/thumb/6/67/L4d_hammer_cliptexture_02.jpg/200px-L4d_hammer_cliptexture_02.jpg" class="thumbimage" border="0" width="200" height="224" /&gt;&lt;/a&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;The tools/toolsplayerclip texture.&lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; This is handy for above walls and fences that you want infected to climb over but you don't want players to accidentally get knocked over. &lt;/p&gt;&lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;div class="thumb tleft"&gt; &lt;div class="thumbinner" style="width: 494px;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_clipbrush_02.jpg" class="image" title="Using a player clip brush."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/4/46/L4d_hammer_clipbrush_02.jpg" class="thumbimage" border="0" width="492" height="381" /&gt;&lt;/a&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;Using a player clip brush. &lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; The exterior area shown here from tutorial_standards.vmf is a good example of this. &lt;/p&gt;&lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;/span&gt;&lt;div style="text-align: center;"&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;h2&gt;&lt;span class="mw-headline"&gt; &lt;span style="color: rgb(0, 153, 0);"&gt;Nav Blockers &lt;/span&gt;&lt;/span&gt;&lt;/h2&gt;&lt;/span&gt;&lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;/span&gt;&lt;div style="text-align: justify;"&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p&gt; Sometimes, you may want to block the nav mesh without adding a clip brush. You might even want to block the nav for just survivor bots or just infected. You can use a brush entity called a &lt;code&gt;func_nav_blocker&lt;/code&gt; to block the nav. &lt;/p&gt; &lt;p&gt; In the tutorial_standards map, a &lt;code&gt;func_nav_blocker&lt;/code&gt; brush entity has been used to keep the survivor bots from trying to use the ladder nav before the ladder has been raised. &lt;/p&gt;&lt;/span&gt;&lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;div class="thumb tleft"&gt; &lt;div class="thumbinner" style="width: 502px;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_nav_blocker_01.jpg" class="image" title="An example of a func_nav_blocker in the tutorial_standards map."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/thumb/5/57/L4d_hammer_nav_blocker_01.jpg/500px-L4d_hammer_nav_blocker_01.jpg" class="thumbimage" border="0" width="500" height="359" /&gt;&lt;/a&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;An example of a func_nav_blocker in the tutorial_standards map.&lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; To create a &lt;code&gt;func_nav_blocker&lt;/code&gt;: &lt;/p&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;ol style="text-align: justify;"&gt;&lt;li&gt; Use the &lt;b&gt;Block Tool&lt;/b&gt; to create a brush along the area of the floor that you want to block the nav.  &lt;dl&gt;&lt;dd&gt;   &lt;div style="margin: 0.4em 1em 0.5em;"&gt;  &lt;b style="float: left; margin-right: 0.5em;"&gt;&lt;img src="http://developer.valvesoftware.com/w/images/c/cc/Note.png" border="0" width="10" height="13" /&gt; Note:&lt;/b&gt;  &lt;div style="overflow: auto;"&gt;  If  you choose to rotate a brush at an angle between 0 and 90 degrees, the  nav will be blocked along the bounding box of the func_nav_blocker.  &lt;/div&gt;  &lt;/div&gt;  &lt;/dd&gt;&lt;/dl&gt;  &lt;/li&gt;&lt;li&gt; Apply the "tools/toolstrigger" texture to the brush.  &lt;/li&gt;&lt;li&gt; Use &lt;b&gt;Tools &gt; Tie to Entity&lt;/b&gt; to turn the brush into a brush entity and open the brush properties.  &lt;/li&gt;&lt;li&gt; Change the &lt;b&gt;Class&lt;/b&gt; to "&lt;code&gt;func_nav_blocker&lt;/code&gt;".  &lt;/li&gt;&lt;li&gt; Change the &lt;b&gt;Name&lt;/b&gt; to something unique. In this case, I've used "ladder_nav_blocker".  &lt;/li&gt;&lt;li&gt; Change the &lt;b&gt;Team(s) to block&lt;/b&gt; to "Survivor". If you want to block infected only, then change it to "Infected".  &lt;/li&gt;&lt;/ol&gt;&lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;div class="thumb tleft"&gt; &lt;div class="thumbinner" style="width: 502px;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_nav_blocker_02.jpg" class="image" title="The func_nav_blocker properties."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/thumb/3/30/L4d_hammer_nav_blocker_02.jpg/500px-L4d_hammer_nav_blocker_02.jpg" class="thumbimage" border="0" width="500" height="369" /&gt;&lt;/a&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;The func_nav_blocker properties. &lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; You can also unblock the nav that a &lt;code&gt;func_nav_blocker&lt;/code&gt; is blocking by sending an input to it. &lt;/p&gt;&lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt; &lt;/span&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;div class="thumb tleft"&gt;&lt;div style="text-align: center;"&gt; &lt;/div&gt;&lt;div class="thumbinner" style="width: 502px;"&gt;&lt;div style="text-align: center;"&gt; &lt;a href="http://developer.valvesoftware.com/wiki/File:L4d_hammer_nav_blocker_03.jpg" class="image" title="The outputs tab to tell the func_nav_blocker to unblock."&gt;&lt;img src="http://developer.valvesoftware.com/w/images/thumb/a/a3/L4d_hammer_nav_blocker_03.jpg/500px-L4d_hammer_nav_blocker_03.jpg" class="thumbimage" border="0" width="500" height="369" /&gt;&lt;/a&gt;&lt;/div&gt;   &lt;div style="text-align: justify;" class="thumbcaption"&gt; &lt;i&gt;The outputs tab to tell the func_nav_blocker to unblock. &lt;/i&gt; &lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;/div&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;p style="text-align: justify;"&gt; Add an output with the following: &lt;/p&gt;&lt;/span&gt;&lt;div style="text-align: justify;"&gt; &lt;/div&gt;&lt;span name="intelliTxt" id="intelliTXT"&gt;&lt;ul style="text-align: justify;"&gt;&lt;li&gt; &lt;b&gt;My output named&lt;/b&gt;: "OnFullyClosed" (This is set up for the ladder that gets raised.)  &lt;/li&gt;&lt;li&gt; &lt;b&gt;Target entities named&lt;/b&gt;: "ladder_nav_blocker"  &lt;/li&gt;&lt;li&gt; &lt;b&gt;Via this input&lt;/b&gt;: "UnblockNav"  &lt;/li&gt;&lt;/ul&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-330971134484511226?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/330971134484511226'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/330971134484511226'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/clip-brushes.html' title='Clip Brushes'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1461406662467205471</id><published>2009-10-12T15:19:00.001-07:00</published><updated>2009-10-21T15:21:12.092-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Silent Fear</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_09zp6q-auPY/St-JJyOMSCI/AAAAAAAACDU/OHL432Y8Dyk/s1600-h/SILENT+FEAR.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 184px; height: 184px;" src="http://1.bp.blogspot.com/_09zp6q-auPY/St-JJyOMSCI/AAAAAAAACDU/OHL432Y8Dyk/s400/SILENT+FEAR.jpg" alt="" id="BLOGGER_PHOTO_ID_5395181679806269474" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center; color: rgb(0, 102, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;The witch has hidden 5 glyphs throughout the town... Find them to unlock the secret she protects...&lt;br /&gt;&lt;br /&gt;You might want to play this with friends to beat the finale...&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=3017"&gt;Silent Fear&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1461406662467205471?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1461406662467205471'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1461406662467205471'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/silent-fear.html' title='Silent Fear'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_09zp6q-auPY/St-JJyOMSCI/AAAAAAAACDU/OHL432Y8Dyk/s72-c/SILENT+FEAR.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-1422746261933110998</id><published>2009-10-12T15:19:00.000-07:00</published><updated>2009-10-20T18:24:09.983-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Tutoriales (ESP)'/><title type='text'>Tutorial para poner particulas en el juego</title><content type='html'>Hola! mas o menos os voy a explicar aqui lo que he aprendido, en breves palabras, sobre la insercion de elementos de particulas en el juego usando el Valve Hammer Editor.&lt;br /&gt;&lt;br /&gt;Basicamente consiste en lo siguiente, seleccionamos entity, y ahi buscamos &lt;span style="color: rgb(0, 153, 0);"&gt;info_particle_system &lt;/span&gt;de entre todas las opciones, lo ponemos en la zona del escenario que queramos y dentro de las propiedades, le ponemos en nombre de la particula que queremos, aqui esta la lista de particulas, y tambien os dejo un video demostrativo con varias particulas para que veais como va el rollo.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/lista-de-particulas.html"&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;a href="http://left4deadmaps.blogspot.com/2009/10/lista-de-particulas.html"&gt;&lt;span style="font-weight: bold;font-size:180%;" &gt;LISTA DE PARTÍCULAS&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 153, 0);font-size:180%;" &gt;&lt;span style="font-weight: bold;"&gt;VIDEO DEMOSTRATIVO:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="445" height="364"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xOx99ZDNtJU&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/xOx99ZDNtJU&amp;amp;hl=es&amp;amp;fs=1&amp;amp;color1=0x234900&amp;amp;color2=0x4e9e00&amp;amp;border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-1422746261933110998?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1422746261933110998'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/1422746261933110998'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/tutorial-para-poner-particulas-en-el.html' title='Tutorial para poner particulas en el juego'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-3844237009143048248</id><published>2009-10-12T15:17:00.000-07:00</published><updated>2009-10-21T15:19:46.495-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Suicide Blitz</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_09zp6q-auPY/St-Iir1VY-I/AAAAAAAACDM/If_0rYgZvOQ/s1600-h/SUICIDE+BLITZ.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 275px; height: 275px;" src="http://1.bp.blogspot.com/_09zp6q-auPY/St-Iir1VY-I/AAAAAAAACDM/If_0rYgZvOQ/s400/SUICIDE+BLITZ.jpg" alt="" id="BLOGGER_PHOTO_ID_5395181008076497890" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center; color: rgb(0, 102, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;                      &lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;5/5 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- The Apartment&lt;/li&gt;&lt;li&gt;- The Underground&lt;/li&gt;&lt;li&gt;- The Law&lt;/li&gt;&lt;li&gt;- The City&lt;/li&gt;&lt;li&gt;- The Stadium&lt;/li&gt;&lt;/ul&gt;Escape from the Zombie apocalypse.&lt;br /&gt;   &lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=3031"&gt;Suicide Blitz&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-3844237009143048248?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3844237009143048248'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/3844237009143048248'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/suicide-blitz.html' title='Suicide Blitz'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_09zp6q-auPY/St-Iir1VY-I/AAAAAAAACDM/If_0rYgZvOQ/s72-c/SUICIDE+BLITZ.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4389575670914723757</id><published>2009-10-12T15:15:00.000-07:00</published><updated>2009-10-21T15:17:18.158-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Night Terror</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_09zp6q-auPY/St-IRpEyu0I/AAAAAAAACDE/gInaYQxgi4g/s1600-h/NIGHT+TERROR.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 300px; height: 400px;" src="http://2.bp.blogspot.com/_09zp6q-auPY/St-IRpEyu0I/AAAAAAAACDE/gInaYQxgi4g/s400/NIGHT+TERROR.jpg" alt="" id="BLOGGER_PHOTO_ID_5395180715278252866" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center; color: rgb(0, 102, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;6/6 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- l4d_nt01_mansion&lt;/li&gt;&lt;li&gt;- l4d_nt02_haunts&lt;/li&gt;&lt;li&gt;- l4d_nt03_moria&lt;/li&gt;&lt;li&gt;- l4d_nt04_jungleruins&lt;/li&gt;&lt;li&gt;- l4d_nt05_wake&lt;/li&gt;&lt;li&gt;- l4d_vs_nt04_jungleruins&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style="text-align: justify;"&gt;                    Map3 (moria):  Hold use on the book-button until the bucket falls.  Ignore the progress bar.&lt;br /&gt;&lt;br /&gt;Make sure everyone is on the side of the room with the book too.&lt;br /&gt;&lt;br /&gt;This will be fixed in the next version.&lt;br /&gt;&lt;br /&gt;Updated to version 3 on 10/16/09&lt;/div&gt;&lt;h3&gt;&lt;/h3&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=1693"&gt;Night Terror&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4389575670914723757?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4389575670914723757'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4389575670914723757'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/night-terror.html' title='Night Terror'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_09zp6q-auPY/St-IRpEyu0I/AAAAAAAACDE/gInaYQxgi4g/s72-c/NIGHT+TERROR.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-8212589807789703982</id><published>2009-10-12T15:14:00.000-07:00</published><updated>2009-10-21T15:15:50.117-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>M.I.C. Military Industrial Complex</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_09zp6q-auPY/St-H67F3cMI/AAAAAAAACC8/wPDaxDMvD5Q/s1600-h/mic-military-industrial-complex.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 275px; height: 366px;" src="http://4.bp.blogspot.com/_09zp6q-auPY/St-H67F3cMI/AAAAAAAACC8/wPDaxDMvD5Q/s400/mic-military-industrial-complex.jpg" alt="" id="BLOGGER_PHOTO_ID_5395180324977602754" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;div style="text-align: center; color: rgb(0, 102, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;6/6 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- Trapment&lt;/li&gt;&lt;li&gt;- Decent&lt;/li&gt;&lt;li&gt;- Bunker Top&lt;/li&gt;&lt;li&gt;- Bunker Bottom&lt;/li&gt;&lt;li&gt;- Escape&lt;/li&gt;&lt;li&gt;- Finale&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;                    You start out in a shipping dock and work your way deep into the fabled Safe Zone only to find Zombies have already breached the perimeter. One level has you traveling on a train while being attacked from all sides. Lots of Explosions and Eye Candy.&lt;h3&gt;&lt;/h3&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size: 130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=3052"&gt;M.I.C. Military Industrial Complex&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-8212589807789703982?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8212589807789703982'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/8212589807789703982'/><link rel='alternate' type='text/html' href='http://left4deadmaps.blogspot.com/2009/10/mic-military-industrial-complex.html' title='M.I.C. Military Industrial Complex'/><author><name>ShaunMAD</name><uri>http://www.blogger.com/profile/16405500417015123739</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_09zp6q-auPY/S2YarNlFQdI/AAAAAAAACkE/lQqqz2-sc3M/S220/shaun_of_the_dead.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_09zp6q-auPY/St-H67F3cMI/AAAAAAAACC8/wPDaxDMvD5Q/s72-c/mic-military-industrial-complex.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-8760033953975536902.post-4668835149421150288</id><published>2009-10-12T15:03:00.000-07:00</published><updated>2009-10-21T15:14:03.061-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='.L4D-Campañas'/><title type='text'>Fly Gabe Campaign</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_09zp6q-auPY/St-HW0T7yDI/AAAAAAAACC0/h6c1QM7Nbdg/s1600-h/FLY+GABE+CAMPAIGN.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 275px; height: 366px;" src="http://4.bp.blogspot.com/_09zp6q-auPY/St-HW0T7yDI/AAAAAAAACC0/h6c1QM7Nbdg/s400/FLY+GABE+CAMPAIGN.jpg" alt="" id="BLOGGER_PHOTO_ID_5395179704682268722" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;div style="text-align: center; color: rgb(0, 102, 0); font-weight: bold;"&gt;&lt;span style="color: rgb(0, 153, 0);"&gt;Developer comment:&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div style="text-align: justify;"&gt;&lt;div style="display: block;" id="campaignDetails"&gt;&lt;span class="pseudosix"&gt;2/5 Maps Available&lt;/span&gt;   &lt;ul&gt;&lt;li&gt;- Town Hall&lt;/li&gt;&lt;li&gt;- Office Building&lt;/li&gt;&lt;li class="unavailable"&gt;- Gallery&lt;/li&gt;&lt;li class="unavailable"&gt;- Museum&lt;/li&gt;&lt;li class="unavailable"&gt;- Finale&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;                    This is the campaign Gabe Newell flew out to Australia to play. It's not finished - only the first two maps are currently available - but I'm releasing it in order to get more and better feedback, and plan to update it regularly. Post lots of feedback.&lt;h3&gt;&lt;/h3&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="color: rgb(0, 153, 0); font-weight: bold;"&gt;Download:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;a href="http://www.l4dmaps.com/details.php?file=2900"&gt;Fly Gabe Campaign&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8760033953975536902-4668835149421150288?l=left4deadmaps.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/8760033953975536902/posts/default/4668835149421150288'/><link rel='self' type='application/
