Re: [L4D2] Random / Next Map [v1.1 | 8 May 2021]
Quote:
Originally Posted by Deadpool69
(Post 2754061)
So I updated the map list in the .sp file like you said, didn't change anything else. I added tumtara, then loaded it and typed `sm_nm` but it still didn't load the next map. It was also randomized both times I used the command.
Code:
// Official map codes list
char g_sMaps[][][] =
{
//prev, next
//{"c1m1_hotel","c4m1_atrium",},
//{"c8m1_apartment","c8m5_rooftop",},
//{"c2m1_highway","c2m5_concert",},
//{"c9m1_alleys","c9m2_lots",},
//{"c3m1_plankcountry","c3m4_plantation",},
//{"c10m1_caves","c10m5_houseboat",},
//{"c4m1_milltown_a","c4m5_milltown_escape",},
//{"c11m1_greenhouse","c11m5_runway",},
//{"c5m1_waterfront","c5m5_bridge",},
//{"c12m1_hilltop","c12m5_cornfield",},
//{"c6m1_riverbank","c6m3_port",},
//{"c13m1_alpinecreek","c13m4_cutthroatcreek",},
//{"c7m1_docks","c7m3_port",},
//{"c14m1_junkyard","c14m2_lighthouse",},
//Best classical maps
{"tumtara","l4d2_stadium1_apartment",}, // Suicide Blitz
{"l4d2_stadium5_stadium","l4d2_ff01_woods",}, // Fatal Freight
{"l4d2_ff05_station","l4d2_daybreak01_hotel",}, // Daybreak
{"l4d2_daybreak05_rescue","l4d_deathaboard01_prison",}, // Death Aboard
{"l4d_deathaboard05_light","beldurra2_1",}, // Beldurra
{"beldurra2_5","saltwell_1_d",}, // Salthell Park
{"saltwell_5_d","wth_1",}, // Welcome to Hell
{"WTH_5","uz_crash",}, // Undead Zone
{"uz_escape","uf1_boulevard",}, // Urban Flight
{"uf4_airfield","de01_sewersde2",}, // Dead Echo
{"de05_echo_finalede2","ec01_outlets",}, // Energy Crisis
{"ec05_quarry","l4d_ihm01_forest",}, // I Hate Mountains
{"l4d_ihm05_lakeside","dm1_suburbs",}, // Devil Mountain
{"dm5_summit","redemptionII-deadstop",}, // Redemption
{"roundhouse","hotel01_market_two",}, // Dead Vacation
{"hotel05_rooftop_two","l4d2_scream01_yards",}, // Die Screaming
{"l4d2_scream05_finale","highway01_apt_20130613",}, // Highway To Hell
{"highway05_afb02_20130820","l4d_149_1",}, // One 4 Nine
{"l4d_149_5","cdta_01detour",}, // Detour Ahead
{"cdta_05finalroad","AirCrash",}, // Heaven Can Wait
{"BombShelter","esc_jailbreak",}, // Escansion
{"esc_fly_me_to_the_moon","m1_beach",}, // Death From Above
{"m5_station_finale","lc_museum_hall25",}, // The Mortuary
{"l4d_mortuary03","the_return_lvl1",}, // The Return
{"the_return_lvl5","l4d_thewoods2_21",}, // The Woods
{"l4d_thewoods2_25","l4d_military_history_house",}, // A Military History
{"l4d_military_history_finalb","l4d_MIC2_TrapmentD",}, // Military Industrial Complex
{"l4d_mic2_Inter_Vention","l4d2_motamap_m1",}, // A Dam Mission
{"l4d2_motamap_m5","l4d2_deadcity01_riverside",}, // Dead City
{"l4d2_deadcity06_station","desperate_houseway",}, // Dead Series Original
{"band_of_rushers","Dead_Series1",}, // Dead Series Current
{"Dead_Series4","l4d2_ic_1_city",}, // Infected City I
{"l4d2_ic_5_Finale","l4d2_ic_2_1",}, // Infected City II
{"l4d2_ic2_5","l4d_damit01_orchard",}, // Dam It I
{"l4d_damit03_dam","damitdc1",}, // Dam It II
{"damitdc4","unsdwn_mp_1",}, // Undead Smackdown
{"unsdwn_mp_4","bhm1_outskirts",}, // Left Behind
{"bhm4_base","x1m1_cliffs",}, // Open Road
{"x1m5_salvation","l4d2_tgtn01_fridayroad",}, // There Goes The Neighborhood
{"ud_map4","BadHoodL1",}, // Bad Neighborhood
{"BadHoodL3","l4d2_downtowndine01",}, // Downtown Dine
{"l4d2_downtowndine05","cwm1_intro",}, // Carried Off
{"cwm4_building","l4dblackoutbasement1",}, // Blackout Basement
{"l4dblackoutbasement4","grmap1",}, // Roadkill
{"grid4","lost01_club",}, // Lost
{"lost02_2","l4d_dbde_citylights",}, // Dead Before Dawn
//Best newer maps //{"appartments","c2m1_undark","c3m1_rurallighthouse","l4d2_roadtonowhere_route01","l4d2_morgan_road","p84m1_apartment","bjrtcre_m1","mayuns_1","hpmap1","otosotr_m1","bt1","RichardsWorking_Map","hiking_trails","rw_beach1","l4d_greyscale_01_street","ddntr1_01urban","l4d2_deathwoods01_stranded","l4d_deadgetaway01_dam","ds2_1","shopcenter","dw_woods","l4d2_kmaps_ravine","deadbeat01_forest","claustrophobia1","l4d_coldfear01_smallforest","l4d_coaldBlood01","2ee_01","l4d_cardiff",},
// Average maps //{"l4d2_draxmap1","l4d_draxmap0","wildride01","tripday_m1","TheCure001","bjrtc2_lvl1","rh_map01","l4d2_deadflagblues01_city","l4d2_feetunder_outpostazbo","l4d_priston01","1BM","l4d2-DisposalFacility","l4d2_base_east","Underground3","pt_home1","l4d2_planb1_v051","fox_river","nt01_mansion","l4d_auburn","d1c1","gr-mapone-7","outline_m1","l4d_lastnight01_arrival","dead_death_02","l4d_cuirmeat01","alleys1","getout","The Apartments","Return_Home","versus_1","l4d2_fallindeath01","l4d2_eft1_subsystem","l4d2_diescraper1_apartment_36","01_Derailed","canyondownthedrain","l4d2_camp_dead","l4d2_tunnel","l4d_deathrow01_streetstlm","l4d_redsea01_roofs","l4d_bureaux","route_to_city_vs1","apartment","patientscab","l4d2_darkblood01_tanker","lst_l4dmap_a","l4d_co_canal","cotd01_apartments","l4d_ccritical01csd","bloodtracks_01","bdp_bunker01","Las","youcallthatalanding","carnage_jail",},
//A series of maps
//{"beginninghours_m1_shipv2","Frozen_m1_streets","neverendingwar_train","kickedout_m1_subway","lasthours_m1_alleys","revenge_m1_office_new",},
// Maps with lots of water
{"l4d_dbdext_new_dawn","c1m1_outerbayous_a",}, // IMPJAW
{"c1m5_interstate_10","death_sentence_1",}, // Death Sentence
{"death_sentence_5","dayofthedead1",}, // Death Summer
{"dayofthedead6","NewRise",}, // Vague Reminders
{"NewRiseMapFinale","redtide_01_alleyways",}, // Redtide
{"redtide_05_beachfront","riptide_map1_final",}, // Riptide
//Mashups
//{"amsterdam1etd","citystreets1ewc","Hideout01_v5etd","soi_m1_metrostation","l4d2_route66",},
// Short maps //{"m1_village","the_tunnels","building","gasfever_1","ddg1_tower_v2_1","tlv01_city","l4d_suburb01_school","l4d2_sbtd_01","campanar_coop_vs","l4d_noe1","l4d_sc_market","cbm1_lake","l4d_hopedb_gorge01","l4d_5tolife01",},
// Halloween maps
//{"castle_map_01","l4d_tbm_1","hf01_theforest","grave_yard",},
// Christmas Maps
//{"c30m1","wow_map1","l4d_zero01_south","azhill1","Signal_Broken",},
// Asian maps
{"riptide_map4_final","l4d_yama_1",}, // Yama
{"l4d_yama_5","1_m1",}, // Zengcheng City
{"5_m5","beta_thecity1",}, // Qiuming City
{"azcity_end","msd1_town",}, // Farewell Chenming
{"msd3_square","l4c2_wall",}, // Left in China
{"l4c_shrine","ch_map1_city",}, // True Fangshi
{"ch_map3_greatwall","port_01",}, // Dead Destination
{"outpost_3","l4d2_wanli01",}, // Wan Li
// Latin/Euro maps
{"l4d2_wanli03","bsas_m1_barrios",}, // Buenos Aires
{"bsas_m4_costanera","srocchurch",}, // Warcelona
{"mnac","l4d_viennacalling2_1",}, // Vienna Calling
{"l4d_viennacalling2_finale","eu01_residential_b16",}, // Tour of Terror
{"eu05_train_b16","venissia",}, // Venissia
{"xaviere","m1_fabbrecce",}, // Pesaro
// Half-Life maps
{"m5_sanbartolo","l4d2_trainstation_01",}, // The Train Station
{"l4d2_trainstation_06","l4d2_canals_01",}, // Route Kanal
{"l4d2_canals_06","l4d2_canals_07",}, // Water Hazard
{"l4d2_eli_02","l4d2_ravenholmwar_1",}, // Ravenholm V1
{"l4d2_ravenholmwar_4","l4d_ravenholm01_blackmesa",}, // Ravenholm V2
{"l4d_ravenholm05_docks","backtoravenholm_v4_01",}, // Back to Ravenholm
{"backtoravenholm_v4_07","l4d2_coast_01",}, // Highway 17
{"l4d2_coast_05","l4d2_city17_01",}, // City 17
{"l4d2_city17_05","wfp1_track",}, // White Forest
{"wfp4_commstation","omf_01",}, // Our Mutual Fiend
// Modded official maps
//{"dcr_m1_hotel","dkr_m1_motel",},
//{"dprm1_milltown_a","c5m1_darkwaterfront",},
//{"c8m1_apartment_daytime","l4d2_hospital01_apartment",},
//{"ft_m1_apartments","Ulice","l4d_reverse_hos01_rooftop",},
//{"c9m1_alleys_daytime","l4d2_garage01_alleys_a","Alejki",},
//{"l4d2_smalltownday01_caves","l4d2_smalltown01_caves",},
//{"l4d2_DeathToll01_clam","Tunel",},
//{"c11m1_greenhouse_day","l4d2_airport01_greenhouse",},
//{"l4d_farm01_hilltop_day","l4d2_farm01_hilltop","l4d_farm05_cornfield_revbh",},
//{"csm1_beta_alpinecreek","c14m1_day_junkyard",},
//{"phantasmagoria01","r_concert",},
};
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sm_nm works for only the last chapter which is on the previous maps list.
If you typed it on non-last chapter, it will be random.
Just like I said.
Type !nm to change a next map immediately. (on the finale chapter only, if not, it will use a random map.)
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