L4D2 Campaign Run (Garry's Mod + Left 4 Dead 2 mashup)
STATUS: source only. NOT tested in Garry's Mod, NOT built against Melty, NOT published.
Single-player Garry's Mod gamemode: a Left 4 Dead 2 style AI Director paces horde
waves along one route, ending in a rescue-vehicle finale. Survivor and infected models
are read from the player's own L4D2 install (mounted), never shipped in this package.
Install by hand (for testing)
- Copy
gamemodes/l4d2_campaign into garrysmod/gamemodes/.
- Mount L4D2: copy
cfg/mount.cfg.template to garrysmod/cfg/mount.cfg, replacing
{game:left-4-dead-2} with your Left 4 Dead 2 folder path (the one that contains left4dead2).
- Start GMod, pick gamemode "L4D2 Campaign Run" on gm_flatgrass or gm_construct.
Design sheets (source of truth), in gamemode/sheets/
director_states, map_triggers, horde_events, finale_stages, weapon_spawns.
GM:Preflight() checks that references between sheets resolve at startup.
Known gaps / to verify
- Map is built procedurally on a flat map (barrier-ring safe room, objective marker), not a custom BSP.
- Weapons are stock GMod weapons with L4D2 world models swapped in, not L4D2 SWEPs.
- Infected animations rely on ACT_RUN/ACT_IDLE existing on L4D2 models; untested.
- Common infected only. No Specials in v1.
- Solo only: no multiplayer. A CheckPassword hook rejects a second player (untested).
- Melty recipe (draft): GMod "primary", L4D2 "companion", no recipe.multiplayer; launch args
+maxplayers 1 +gamemode l4d2_campaign +map gm_flatgrass.
- The recipe also needs a file mapping that writes mount.cfg from the template. Not validated with validate_recipe/one_click_check.