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nub wrote:Looking pretty sexy so far. Only thing I can advise is the sidewalk in the first screen shot. It needs "breaking up" so it looks less repetitive.
I'll await and see how it builds up. So far it's looking real sharp, especially the lighting. The different colors from the different sources seem to fit real nice. I especially like the last shot where the oil drum bonfire and the door light clash with each other in the ally.
Mr-Jigsaw wrote:I'd add in a few more walls to complicate that apartment, maybe make the kitchen its own room with one of those open-air windows? And the alleyway could use some height variation, like stairways going into the ground for the basements of other buildings or something.
And just one more thing, could someone make the jump between the roof above the street and that fire escape?
Absurdistof wrote:As far as left 4 dead goes, fences are a virtue along with air vents down the buildings, air vents (models not literal vents, i.e. the ones with fans) along the buildings, random doors to storage rooms, light trash cans, dumpsters, cars, even. Fire escapes, and pipes, too. Don't forget to add windows lol. Thats for the alleyway mostly.
As for the road, it seemed very linear looking down the road with the cars. Left 4 Dead and valve exults in its lack of environmental repetition. Try and spice up the road with a fence guarded by some cop cars and caution tape forcing the player(s) to operate on another story, or at least through the buildings. Think about it: if there was a zombie apocalypse the last place you'd want to be is in the open.
Also, as for the first pic it sort of looks like the gas tanker is problematic and is forcing the building to cut inward, extending the sidewalk. Also, that road looks pretty good from above, but it could be spiced up with more contrasty lighting, manholes, fire hydrants, signs, the godly chain-link fence, and obvious signs of quarantine.
Looks good just remember to minimize repetition repetition. It adds monotony to a level that isn't necessary. It looks to have real promise, maybe a prequel to no mercy.. ending in the cutscene or around thereabouts? on a final note, try changing the roof height and structure variation. That could also help reduce monopoly. For reference, check out the end of the 2nd level of no mercy, they do a great job spicing up the final run there.
Hope this helped and wasn't too preachy I think I'm in a weird mood today..



Absurdistof wrote:Haha sorry for the lecture back there. AS far as your responses:
Good call
Good call
Well said
Fair point
Good call.








mendax wrote:First of all I'd just like to bring up the end saferoom. I kinda noticed that it just sorta.. well, ends. If you look at Valve's maps you can sorta see how they don't really end right away but rather leads to a smaller area to end in. For example, NM2 ends at the back of a pawn shop. This forces the player to go through the store instead of the map just ending right on the street corner. As far as I can remember most, if not all, of the official maps do this, I would assume just cause it looks/feels better, and thought that maybe I'd bring this up cause after all, it's hard to go wrong when following Valve's example.
mendax wrote:I also noticed that your map is kinda hard to follow; the layout is pretty dark and confusing at times. A good amount of the interior part has almost no lights and that sorta makes it hard to know where you are and where to go and that's no fun. For example, I thought I would have to continue going down stairs, but it turned out to be a dead end and the right way was to go through a generic broken wall hidden inside a dark room behind a counter. If you used lights to show the correct path and just kept the extra areas and dead-ends dark it would really help both issues.
mendax wrote:Also the infected seemed to have trouble getting around the map. A lot of the time it seemed that they spawn too far away, whether they be the infected or horde. I think its because they tend to spawn down on the road and have to climb up the ladders/pipes to get to the roof, so maybe you could avoid them spawning below the players using the nav. or something? Otherwise just try to create ledges that the horde can climb up, so that way they can be spread out across the entire ledge instead of them all climbing on a single pipe.
mendax wrote:I think it may also be hard to play on versus. Despite the fact that I played alone I imagine that the infected would have a hard time beating the survivors with so many straight and narrow hallways. I did see a lot of seemingly pointless rooms, and those would be great to add a lot of breakable walls between those rooms and the hallway to create more opportunities for the infected.
mendax wrote:I also had a few more ideas which may work out pretty well, although of course it's your choice whether or not you want to implement them. One idea I had was to open up the floor above the survivors starting area so that the infected can wait in there and, as soon as they are able to spawn, can jump out the windows and rush the survivors. I also think it could be really interesting if you broke off some of that narrow wall blocking the survivors from falling right outside the saferoom. It could work out well if you to it right- just break it in the middle, this way when the survivors leave the starting area they will want to go towards the right of that little room, lest a boomer explodes and pushes them off the edge or something. It's pretty much the same idea as near the ending of NM4- players will instinctively want to keep as far away from high ledges as possible. Fantastic picture: http://i233.photobucket.com/albums/ee5/ ... 010001.jpg
mendax wrote:Another idea I had is kinda hard to explain, so I took a picture of it:
Basically it's just adding an attic with some windows up there to give the smoker a better spot to pull survivors off the the boards (just don't line the a window up directly above the boards, create an offset to make it look unique). However, you could take this a step further and add similar windows on the opposite side as well (where the survivors get out onto the rooftop). Not only will this create an entirely new advantage spot for the infected on both sides, but also gives the infected a way to get from one side of the building to the other and set up a trap there without having to follow the survivors all the way through the building (always try have an alternatate, quicker route for infected) Just be sure to create an opening in the roof in the bedroom, like in DA1, to let infected climp up into/hordes climb out of the attic.
mendax wrote:Finally, the last suggestion I could think of was to put items down the the hole in the roof. I kind of imagined putting tier 2 weapons down there, in a way so that people will kind of slow down and try to look from the roof into the room below them to see if it would be worth going down that way or just take the shorter way down the stairs (similar to what people do in the beginning of NM1 when they look down the sunroof to look for pills and decide their route accordingly). However now that I typing this out I'm starting to realize that if it's the first map in your campaign then you shouldn't have tier 2 weapons, but it might still work with second pistols and grenades if you make them scarce, at least till the end of the map.


That problem has been winding me up for ages. The wall and the broken wall are the same texture and the same VMT originally, but they looked completly different next to each other. Now that I've managed to get them to look similar to the survivors, I now see that they look completly off the the infected. It makes me go
and makes me want to
AHHHHHHH!






























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