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To play Left 4 Dead 2 over a local network, put every computer on the same router or LAN, start the game on one host through the developer console, and have the other players connect to that host’s internal LAN IP. The game does not provide a menu button for creating a local server, so the console and a map command are the normal setup.

For a one-night session, a listen server is the quickest option. If the host must leave while others continue playing, run a separate dedicated server and have players join with its IP address and port.

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What you need before starting

Prepare the network and the game on every PC before launching a campaign. A short check prevents most connection failures.

  • One local network: Connect all computers to the same home or party router. Wired Ethernet and the same Wi-Fi network both work. The computers must be on the same local subnet rather than on unrelated networks.
  • A host PC: A listen server runs inside the host’s game process. That computer must remain in the session for the listen server to remain available.
  • The developer console enabled: The host needs it to start a map because there is no local-server creation menu.
  • A map name: You can use the example c1m1_hotel, or list the installed map files with maps * and choose the desired one.
  • The host’s internal LAN IP: Give joining players this local address, not the public address assigned to the router.

An optional Cat6 Ethernet cable can reduce Wi-Fi interference, but no special cable is required if the existing local network is reliable. A router or an unmanaged switch can provide the shared LAN; the game itself does not require a separate Internet connection for a same-LAN session.

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Choose a listen server or a dedicated server

Use a listen server when you want the fewest setup steps. Use a dedicated process when the game should outlive the person who originally hosted it.

Hosting method Setup effort How long it runs Typical joining method Network scope
Listen server Enable the console and run a map command in the host’s game Ends when the host’s game process ends or the host leaves LAN discovery, friends options, or direct connect <host-LAN-IP> Same-LAN players use the host’s internal address
Dedicated server Run a separate server installation and process Can continue independently of an individual player’s game LAN discovery or direct connect <ip:port> Can serve a LAN; Internet access requires the server’s network mode and exposure to be configured

The listen-server route is appropriate for a family room, classroom, or party where everyone starts and finishes together. A dedicated server is more suitable when the host wants to restart the game client, hand over playing duties, or keep the server running without a player occupying the host role.

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Start a LAN game with a listen server

1. Put every PC on the same LAN

Connect each computer to the same router or switch, or join the same Wi-Fi network. Do not assume that two nearby wireless networks belong to the same LAN. On each PC, check the network-status information and confirm that the machines are receiving addresses from the same local network. If one computer is on a separate guest or mobile connection, move it to the shared LAN before troubleshooting the game.

2. Enable the developer console

  1. Launch Left 4 Dead 2.
  2. Open Options > Keyboard/Mouse.
  3. Set Allow Developer Console to Enabled.
  4. Apply the setting and return to the game.

The console is the documented way to create a local session. Valve’s official wording is: “Left 4 Dead and Left 4 Dead 2 do not have a menu option to create a local server.”

3. Open the console

Use the keyboard key assigned to the developer console. If the console does not appear, return to Options > Keyboard/Mouse, verify that Allow Developer Console is enabled, and try again. The exact key can vary with keyboard layout or personal bindings, so use the key shown by your game configuration.

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4. Find the map file you want

At the console prompt, enter:

maps *

This lists the map files available to the game. Copy the map name exactly as displayed. Listing the files first avoids a failed launch caused by a misspelled campaign or level name.

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5. Start the map on the host

Enter the map command followed by the selected file name. For example:

map c1m1_hotel

The host’s game loads that map and becomes the listen server. Wait until the map has finished loading before asking others to connect. If you want a different level, replace c1m1_hotel with the exact name returned by maps *.

6. Give players the correct address

Read the host PC’s internal LAN IP from the operating system’s network information and send that address to the other players. A computer behind the same router must use this internal address; the router’s public Internet address is not the correct target for a same-LAN connection.

Share the address only with people who are on the same local network for this session. If the host has several network adapters, make sure the address belongs to the adapter connected to the shared router or switch rather than a disconnected, virtual, or unrelated interface.

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7. Join directly when discovery does not work

A joining player can open the developer console and enter:

connect <host-LAN-IP>

Replace <host-LAN-IP> with the host’s actual internal address. For example, the command format is connect 192.0.2.10; use the real address shown on the host, not this documentation example. A successful connection loads the player into the map that the host started.

8. Confirm that everyone is in the same session

Have each player verify that the campaign and starting level match the host’s map. If one player reaches a different lobby or a connection screen, stop and correct the address or network path before starting the campaign. Keeping the host’s game running and on the loaded map is essential while players join.

Joining through LAN discovery

Direct console joining is the most explicit method, but a dedicated server can also be found through LAN discovery. Discovery depends on the computers being on the same local network and on local firewall settings allowing the game’s traffic. If the server does not appear, use the direct connect command with the host’s internal address instead of repeatedly refreshing a list that may not populate.

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Friends or lobby interfaces can be convenient when they expose the local host, but they do not change the addressing rule: players behind the same router should target the host’s internal LAN address. The host must still have a map running before anyone can join the listen session.

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Run a dedicated LAN server when the host must leave

A listen server is tied to the host’s game process. Closing that game or leaving the session ends the server for everyone. A dedicated server separates the server process from the player who starts it, so another player can continue after the original host disconnects.

When a dedicated process is worth the effort

  • The group wants a persistent session that is not tied to one person’s game client.
  • The host needs to restart or use the game client without shutting down the server.
  • You want a fixed address and port that players can save for repeated sessions.

How players connect

For a dedicated server, the direct console syntax is:

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connect <ip:port>

Use the server’s actual IP address and configured port. On a LAN, that is normally the server computer’s internal address plus the port selected for the dedicated process. The dedicated-server documentation also describes LAN discovery, so players can use discovery when it works and direct addressing when it does not.

Port-publishing guidance

Some dedicated-server container examples publish both TCP and UDP for the game port. Treat that as implementation-specific guidance for that server package, not as a universal requirement for every listen-server session. Do not invent a port number or copy a container’s publishing rule into an unrelated setup; use the port documented for the dedicated implementation you actually run.

Internet mode is a different scope

The console command sv_lan 0 enables Internet-server access. It is not a substitute for placing LAN players on the same network. For a true local session, keep the computers on the shared LAN and use the server’s internal address. Only change the server’s scope when you deliberately intend to accept connections beyond the local network and understand the additional network exposure.

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Troubleshoot the most common LAN failures

“LAN servers are restricted to local clients (Class C)” appears

This message indicates that the server is operating in LAN mode for the attempted connection. First verify that the joining player is physically or wirelessly connected to the same router or LAN as the host. For a same-LAN game, keep the local arrangement and connect to the host’s internal address. The command sv_lan 0 is documented for enabling Internet-server access; changing it does not repair a player who is on the wrong network.

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The server does not appear in a list

  1. Confirm that the host is still running the map and has not returned to a menu or closed the game.
  2. Check that every computer is on the same subnet, not merely connected to the Internet at the same time.
  3. Use the host’s internal LAN IP with connect <host-LAN-IP> to bypass discovery.
  4. Review local firewall prompts and rules on the host and joining PC. The available Valve material establishes the address and server-mode requirements but does not prescribe one universal firewall rule for every operating system.

A player used the public IP address

Replace the public router address with the host PC’s internal LAN IP. Players behind the same router are expected to use the internal address. Public addressing belongs to an Internet-access scenario, which requires different server scope and network configuration.

The map command fails

Run maps * again and copy the map filename exactly. The command must be written as map mapname, with the map name after a space. If the host starts a level that is not installed or mistypes the filename, no usable session is created for others to join.

The host leaves and everyone is disconnected

That behavior is expected for a listen server because the server lives inside the host’s game process. Restart the listen session with the console and a new map command, or move the group to a dedicated server that runs independently.

Direct connection to a dedicated server fails

Check the syntax first: a dedicated server requires connect <ip:port>, including the colon and port. Confirm that the address belongs to the server machine, that the process is running, and that the player is using the correct network scope. For a local-only server, use the internal LAN address; do not substitute the public address unless the server has intentionally been configured for Internet access.

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Only one network adapter shows the expected address

Hosts with Ethernet, Wi-Fi, virtual adapters, or disconnected interfaces can display multiple addresses. Give players the address assigned to the adapter that is actually connected to the shared LAN. If the address changes after switching from Wi-Fi to Ethernet, send the new internal address before they reconnect.

Console command reference

Command Purpose Use it when
maps * Lists map files available to the game You need to select or verify a map name
map mapname Starts the specified map and creates the listen session on the host The host is ready to launch a level
connect <host-LAN-IP> Connects a LAN player directly to a listen host Discovery is missing or you want an explicit route
connect <ip:port> Connects to a dedicated server at a specific address and port The server runs as a separate process
sv_lan 0 Enables Internet-server access You intentionally need Internet scope; it is not required for a same-LAN game

Angle-bracket text in these examples is a placeholder for a real value; do not type the brackets themselves. Map names, addresses, and ports must match the host or dedicated server exactly.

A repeatable setup checklist

  1. Connect all PCs to one router, switch, or shared Wi-Fi network.
  2. Verify that the host can open the developer console from Options > Keyboard/Mouse > Allow Developer Console.
  3. Run maps * if you need to confirm a level name.
  4. Start the host map with map mapname.
  5. Read the host’s internal LAN IP and send it to the players.
  6. Join through discovery or use connect <host-LAN-IP>.
  7. If the host must leave, use a dedicated server and give players its ip:port address.
  8. If a connection fails, check network membership, subnet, host map status, address type, and local firewall behavior in that order.

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