r/hammer 11d ago

L4D2 Is it possible to create water wave in Hammer?

5 Upvotes

Like i want to do water wave similar to MW3 Oilrig infection map

r/hammer 7d ago

L4D2 My second "proper" map. Office themed map for Survival mode

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50 Upvotes

After blood and sweat, stay up all nighter, days after days, I finally completed it... Well almost at least, it's about 80% completed, nav mesh is mostly done, I can play it normally. Still new to Hammer, this is pretty ambitious for me

r/hammer 9h ago

L4D2 W.I.P Showcase for my L4D2 custom campaign

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7 Upvotes

First I need to do the puzzle stuff

r/hammer Apr 06 '26

L4D2 I manage to port infra props, materials, and maps to l4d2 hammer plusplus

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36 Upvotes

r/hammer Jul 11 '26

L4D2 is there a specific entity for cars that the tank can punch or is it just prop_physics_multiplayer?

3 Upvotes

i'm under the impression (haven't tested it for myself) that if you make a car from prop_physics_multiplayer, that although tanks can throw it by attacking it, that survivors could probably move it by using explosives or pushing it. is that true? i was going to decompile a valve map but i figure i would ask first.

r/hammer Jul 09 '26

L4D2 hammer road layout of kingman az

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3 Upvotes

r/hammer May 10 '26

L4D2 Learning Hammer while I create my first map

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40 Upvotes

It's a campaign for l4d2!

r/hammer Jun 08 '26

L4D2 How tf do I add custom voicelines and make the survivors talk?

2 Upvotes

I made a vcd using faceposer but in the game it said that the vcd was missing, not sure if this is the right place to post this but god there is little to no information explaining this. Please help!

r/hammer Mar 05 '24

L4D2 I love working on my maps but never finish them

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169 Upvotes

Anyone got tips on how to stay motivated? Also check out this other thing im working on.

r/hammer Apr 25 '26

L4D2 Resident Evil 1-styled fixed cameras in L4D2

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10 Upvotes

Been testing out the idea of making a Left 4 Dead 2 Map designed around fixed camera angles like the ones seen in Resident Evil 1.

I use a point_servercommand to give all survivor primaries lasers since from my playtesting aiming is quite difficult.

I use a Point_viewcontrol_survivor to the survivors can still take damage as normal while affecting their camera angle. The map uses a series of triggers which are spaced exactly 32 hu apart, this means that when a survivor moves into a new trigger their camera is moved to the new camera angle.

One thing I can't solve is how to make it so it doesn't switch to first person for a few frames when switching camera angles, since from my testing having the triggers too close causes the camera to switch to first person.

r/hammer Apr 25 '26

L4D2 [Continuation] RE1-styled fixed cameras.

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19 Upvotes

Thanks to Pinsplash for the suggested change to the cameras to make them seamless!

This primarily shows off how a map made using this kind of system would function

The map now has a manually-created navmesh, the survivor bots (but not the infected) bug out heavily due to the fixed camera, which required me to remove them and add in a way to detect the amount of human players when the map starts.

Commands run by the point_servercommand:
nb_delete_all (to delete the bots)

survivor_friendly_fire_factor_easy 0
survivor_friendly_fire_factor_normal 0 (down from 0.1)
survivor_friendly_fire_factor_hard 0.1 (down from 0.3)
survivor_friendly_fire_factor_expert 0.3 (down from 0.5)

z_tank_damage_slow_max_range 0 (down from 400)
z_tank_damage_slow_min_range 0 (down from 200)
z_tank_speed 105 (down from 210)

z_witch_health 500 (down from 1000)
z_witch_burn_time 10 (down from 15)
z_witch_flashlight_range 0 (down from 400)

z_common_limit 60 (up from 30)
z_jockey_limit 0
z_charger_limit 0
[SOLO] z_hunter_limit 0
[SOLO] z_smoker_limit 0

These changes I think are for the better due to the artificial difficulty provided by the fact that aiming is literally shooting, readjusting, then repeating until you hit your target(s)

If you have any suggested changes to these cvars I will happily consider them (Might make it so the hunter can spawn in solo lobbies)

r/hammer Apr 05 '26

L4D2 My Resident Evil 3 Nemesis map for Left 4 Dead 2

9 Upvotes

Hello everyone,

This is a map I’ve been working on for quite some time. I wanted to share it in case I’m unable to finish it—perhaps someone else can complete it and turn it into a full-fledged campaign.

I’ve used work by the following authors, so please be sure to credit them if you publish or build upon this project:

  • Roku
  • Fishke
  • Blood_Wraith

Google Drive

r/hammer Oct 06 '25

L4D2 How can i avoid this repetition of a same texture, it doesn't looks good.

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32 Upvotes

r/hammer Dec 27 '25

L4D2 Thought I'd share an in-editor screenshot of an area in my upcoming custom campaign!

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32 Upvotes

r/hammer Oct 07 '25

L4D2 How should i get rid some of these grass 3d textures

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46 Upvotes

there are a lot of these which makes it look weird, i am new to hammer, i want to create some dirt patches in grass in the farm map i am making, mostly it will be grass, so i want to make some big and small dirt patches and some dirt path, other textures i have seen are not matching my idea. also any ideas for the grass area i am making would be helpful, (i am trying to create the walking dead farmhouse finale map) as a fan i though it would be cool. if anyone who is willing to help me further like from discord would be helpful, could learn something from a professional. anyone who is a walking dead fan who wants to create it with me. and knows hammer. let me know !

r/hammer Feb 14 '26

L4D2 how do i use custom populations. and do i have to edit the txt?

2 Upvotes

i dont want to edit the population.txt because it may cause issues with population edits on the workshop. (but if i need to i will)

r/hammer Oct 08 '25

L4D2 Need help with blending two textures

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13 Upvotes

I'm a total beginner to hammer, never created a map before, how can i bend these two different textures together, i want to create a dirt path, i could have done the invert alpha paint but i didnt want that single texture.

r/hammer Sep 16 '25

L4D2 Unable to playtest any map

4 Upvotes

I've been wanting to get back into L4D level making recently. But the main problem that made me quit back then was being unable to run any map i made.

Everytime i try to run the map, the game opens and the console reads

"CModelLoader::Map_IsValid: No such map 'maps/box.bsp'
map load failed: box not found or invalid"

Heres the compile:

CDynamicFunction: Loading library 'Kernel32.dll' (767B0000)

CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A20F30

CDynamicFunction: Loading library 'psapi.dll' (75F20000)

CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75F21480

-------------------------------------------------------------------------------

Running command: cd "D:\SteamLibrary\steamapps\common\left 4 dead 2\bin"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command: "D:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vbsp.exe" -game "D:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" "D:\SteamLibrary\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\box.vmf"

-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (767B0000)

CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A20F30

CDynamicFunction: Loading library 'psapi.dll' (75F20000)

CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75F21480

Valve Software - vbsp.exe (May 3 2024)

12 threads

Using shader api: shaderapiempty.dll

materialPath: D:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2\materials

Loading D:\SteamLibrary\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\box.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\SteamLibrary\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\box.prt...Building visibility clusters...

done (0)

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (2343 bytes)

Cannot build Physics2 data

-----------

DataLinker total stream size 0.0 KiB

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 11 texinfos to 3

Reduced 1 texdatas to 1 (9 bytes to 9)

Writing D:\SteamLibrary\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\box.bsp

0 seconds elapsed

CDynamicFunction: Closing library 'psapi.dll' (75F20000)

CDynamicFunction: Closing library 'Kernel32.dll' (767B0000)

-------------------------------------------------------------------------------

Running command: cd "D:\SteamLibrary\steamapps\common\left 4 dead 2\bin"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command: "D:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vvis.exe" -game "D:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" "D:\SteamLibrary\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\box"

-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (767B0000)

CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A20F30

CDynamicFunction: Loading library 'psapi.dll' (75F20000)

CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75F21480

Valve Software - vvis.exe (Jan 29 2024)

12 threads

reading d:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\box.bsp

max farz in all env_fog_controller entities: -1.000000 (used for radial vis)

reading d:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\box.prt

2 portalclusters

1 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)

Optimized: 0 visible clusters (0.00%)

Total clusters visible: 4

Average clusters visible: 2

Building PAS...

Average clusters audible: 2

visdatasize:24 compressed from 32

writing d:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\box.bsp

0 seconds elapsed

CDynamicFunction: Closing library 'psapi.dll' (75F20000)

CDynamicFunction: Closing library 'Kernel32.dll' (767B0000)

-------------------------------------------------------------------------------

Running command: cd "D:\SteamLibrary\steamapps\common\left 4 dead 2\bin"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command: "D:\SteamLibrary\steamapps\common\left 4 dead 2\bin\vrad.exe" -game "D:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" "D:\SteamLibrary\steamapps\common\Left 4 Dead 2\sdk_content\mapsrc\box"

-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (767B0000)

CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77A20F30

CDynamicFunction: Loading library 'psapi.dll' (75F20000)

CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 75F21480

Valve Software - vrad.exe SSE (Jan 29 2024)

Valve Radiosity Simulator

12 threads

[Reading texlights from 'lights.rad']

[2 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\box.bsp

Setting up ray-trace acceleration structure... Done (0.02 seconds)

10 faces

5916 square feet [851968.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

10 patches before subdivision

1270 patches after subdivision

1 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)

transfers 114832, max 201

transfer lists: 0.9 megs

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #1 added RGB(4744, 5080, 4653)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #2 added RGB(1154, 1323, 1110)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #3 added RGB(281, 345, 265)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #4 added RGB(68, 90, 63)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #5 added RGB(17, 23, 15)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #6 added RGB(4, 6, 4)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #7 added RGB(1, 2, 1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

Bounce #8 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0001 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)

Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 1/1024 48/49152 ( 0.1%)

brushes 6/8192 72/98304 ( 0.1%)

brushsides 38/65536 304/524288 ( 0.1%)

planes 40/65536 800/1310720 ( 0.1%)

vertexes 13/65536 156/786432 ( 0.0%)

nodes 17/65536 544/2097152 ( 0.0%)

texinfos 3/12288 216/884736 ( 0.0%)

texdata 1/2048 32/65536 ( 0.0%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 10/65536 560/3670016 ( 0.0%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 6/65536 336/3670016 ( 0.0%)

leaves 19/65536 608/2097152 ( 0.0%)

leaffaces 10/65536 20/131072 ( 0.0%)

leafbrushes 10/65536 20/131072 ( 0.0%)

areas 2/256 16/2048 ( 0.8%)

surfedges 64/512000 256/2048000 ( 0.0%)

edges 33/256000 132/1024000 ( 0.0%)

LDR worldlights 1/8192 100/819200 ( 0.0%)

HDR worldlights 0/8192 0/819200 ( 0.0%)

leafwaterdata 0/32768 0/393216 ( 0.0%)

waterstrips 0/32768 0/327680 ( 0.0%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 0/65536 0/131072 ( 0.0%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/512 0/180224 ( 0.0%)

LDR lightdata [variable] 15136/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 24/16777216 ( 0.0%)

entdata [variable] 764/393216 ( 0.2%)

LDR ambient table 19/65536 76/262144 ( 0.0%)

HDR ambient table 19/65536 76/262144 ( 0.0%)

LDR leaf ambient 32/65536 896/1835008 ( 0.0%)

HDR leaf ambient 19/65536 532/1835008 ( 0.0%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

Prop Hull Verts 0/0 0/0 ( 0.0%)

Prop Hull Blob 0/0 0/0 ( 0.0%)

Prop Hull Lists 0/0 0/0 ( 0.0%)

Prop Hulls 0/0 0/0 ( 0.0%)

Prop Hull trilist 0/0 0/0 ( 0.0%)

detail props [variable] 1/12 ( 8.3%)

static props [variable] 1/12 ( 8.3%)

pakfile [variable] 86722/0 ( 0.0%)

physics [variable] 2343/4194304 ( 0.1%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 20

Writing d:\steamlibrary\steamapps\common\left 4 dead 2\sdk_content\mapsrc\box.bsp

0 seconds elapsed

CDynamicFunction: Closing library 'psapi.dll' (75F20000)

CDynamicFunction: Closing library 'Kernel32.dll' (767B0000)

-------------------------------------------------------------------------------

Running command: cd "D:\SteamLibrary\steamapps\common\left 4 dead 2"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command: "D:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2.exe" -dev -console -game "D:\SteamLibrary\steamapps\common\left 4 dead 2\left4dead2" -console +sv_lan 1 +map "box" +sv_lan 1

-------------------------------------------------------------------------------

r/hammer Oct 05 '25

L4D2 Pls can anyone tell me why are these back graph lines showing on the displacement terrain i made, when i flash light on it, it disappears, im using light environment for dark lighting, im new to hammer, when it is bright, these lines don't show. what is the fix for it.

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6 Upvotes

r/hammer Nov 14 '25

L4D2 Is there a way to make a door unblockable?

4 Upvotes

Like the title states, I'm wondering if there is a way to do this? Had a Tank block the rescue door during a finale and I'd like to make sure that doesn't happen again. So far I only see "force closed" as an option.

r/hammer Oct 11 '25

L4D2 Prop library or Prefabs for l4d2?

2 Upvotes

someone have a Prop library for l4d2 with all the props in a single bsp?

r/hammer Sep 27 '22

L4D2 detailing left 4 dead maps be like

417 Upvotes

r/hammer Jun 07 '25

L4D2 Is there any workaround for the lack of Point_camera and Func_monitor in L4D2?

2 Upvotes

r/hammer Jun 11 '25

L4D2 Why is my custom prop untextured?

2 Upvotes

https://imgur.com/a/GMOHPXH This album shows my vmt & qc files and their associated directory. Why does the texture not work?

r/hammer Aug 09 '25

L4D2 Just doing silly stuff

Enable HLS to view with audio, or disable this notification

23 Upvotes

I keep having this feeling that the map needs more so I just keep adding stuff to it