End of Humanity campaign/versus - updated 5/10/2010

Reveal what you have made so far and get feedback on development.

Re: Currently unnamed L4D coop/vs campaign

Postby Megadude on Fri Sep 04, 2009 2:03 am

First WIP pics of the start of the second map.

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8.9% entdata just from this small section.
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Re: Currently unnamed L4D coop/vs campaign

Postby Armageddon on Fri Sep 04, 2009 2:08 am

Dim the lights looks too bright for L4D. It looks pretty good so far.
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Re: Currently unnamed L4D coop/vs campaign

Postby The Doctor on Fri Sep 04, 2009 8:43 am

Do those lights have flares on them?
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Re: Currently unnamed L4D coop/vs campaign

Postby Megadude on Fri Sep 04, 2009 8:42 pm

The Doctor wrote:Do those lights have flares on them?


You going to have to be a lot more specific. There are a lot of pics with lights.
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Re: Running Away

Postby Megadude on Tue Sep 08, 2009 1:39 am

Beta's only going to be available for about the next 22 hours.

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Re: Running Away

Postby Megadude on Fri Sep 18, 2009 1:18 am

Got some details to do on this bit. Got to add some things to the walls and add some debris adn dead bodies to the floor, the information sign could use a little fine tuning and I've got to demolish a couple of sections of the top floor walkway.

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Re: Running Away

Postby tundra_cool on Fri Sep 18, 2009 1:41 am

Needs to be bigger floor area to run and strafe around objects. Pivot points = good gameplay.
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Re: Running Away - updated 18/09/09

Postby Megadude on Fri Sep 18, 2009 4:15 pm

The floor area is bigger than it looks. Comparing it to the large room at the beginning of DA4, the ground floor of the pics above is a little bit shorter but it is also a little bit wider too. I based the dimensions of this room off that map, as I wanted a similar scale and feel to it. The walkways are a bit narrower but they are still wide enough to allow plenty of moving and strafing.

Edit: My first bit of demolition.

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Re: Running Away - updated 18/09/09

Postby nub on Sat Sep 19, 2009 1:59 am

Megadude, I'm gonna get my buddies together to playtest your latest Beta for you. We love to try out good new maps and yours is looking fantastic. I'm posting a thread over at the forums of the community I play in so I can round some fellas up.


Keep it up dude, it's looking better by the update.



EDIT: Awww...the beta is over...
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Re: Running Away - updated 18/09/09

Postby Megadude on Sat Sep 19, 2009 2:51 pm

nub wrote:Megadude, I'm gonna get my buddies together to playtest your latest Beta for you. We love to try out good new maps and yours is looking fantastic. I'm posting a thread over at the forums of the community I play in so I can round some fellas up.


Keep it up dude, it's looking better by the update.



EDIT: Awww...the beta is over...


I've put the beta up somewhere that is more permament. Click the link for the "Leaving Town" map to go to where you can download it.
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Re: Running Away - updated 18/09/09

Postby Megadude on Wed Oct 21, 2009 12:46 am

Small update. Keep getting distracted so progress is moving slowly.

Pic 1 is a furniture store. Needs more detail and structure and maybe the sprites toned down a bit. Trying to go for the more open plan large furniture store/warehouse feel.
Pics 2 and 3 are what will hopefully be a bus station. Needs more vehicles and detail adding, and maybe a bit more light in places.
Pic 4 is an overview of the map so far.

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Re: Running Away - updated 18/09/09

Postby Zipfinator on Wed Oct 21, 2009 12:54 am

Looking great! A few things I noticed though.

Your lights/sprites/point_spotlights are either way to bright or way too dim. The ones in the furniture warehouse look really bright to me and the ones in the tunnel look way too dim. I can actually see the 3 individual sprites hovering below the light in the tunnel. You need to spend some time finding a good balance between them and using that for most of your lights. Would be easier to just edit Valve's settings on them though.

One more thing is that the tunnel looks way too empty. It needs more cars/busses/trailers for infected to spawn behind. It'd be a good spot to put a few closets in too where you could have some randomly spawning pipe bombs/molotovs/pills. I really like the architecture in those tunnels though. The pillars are perfect except for a few surfaces that are pitch black. I'm not too sure about the stair setup you have on the slants though. I think it would look much better if you just vertex edited one of the flat ones to be on a slant.

Keep up the good work, looks like if you finish this it's going to be one of the better custom campaigns.
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Re: Running Away - updated 21/10/09

Postby jgoodroad on Wed Oct 21, 2009 3:48 am

actually I would prefer that the furnature store had more light, kind of a joke that amoungst all the chaos there is a clean looking furnature store... at least till the infected start chasing after you. do you get what I am saying, when I think furnature store I think of a wallmart type of lighting, where everything is bright and clear.
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Re: Running Away - updated 21/10/09

Postby Megadude on Thu Nov 12, 2009 2:58 am

Few more pics.

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I'm getting close to the end of this map, so I would like your opinions on it. It is not server ready and does not have a nav file yet. Below you will find a link to download the current version of the map. It is a bit bare on detail in some areas, some spotlights are still too bright and the very last part of the map hasn't been made yet. There is one vehicle in the bus station that gtes some weird lighting changes on it when you move towards and from it, but I think that's down to its LOD models. The panic event isn't working properly yet either, (darn func_tracktrain), so when you run into a dead end in the bus station, you'll have to noclip past the blockade. Feedback would be greatly appeciated.

Click here for the download.
Last edited by Megadude on Thu Nov 12, 2009 3:03 am, edited 1 time in total.
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Re: Running Away - updated 21/10/09

Postby Chopium on Thu Nov 12, 2009 3:01 am

Looks fucking ace. I will be sure to try it out and give feedback.
EDIT: Please include NAV file next time.

EDIT2:
1. Betas should be playable.
2. Looks awwight. More custom textures and open mall architecture stuff would be nice (if felt stuffy).
3. Some of the locals need some buffing out (furniture store, behind flower shop, behind stores in general)
4. Some lighting fixtures don't fit. (big lighting in small areas)
Last edited by Chopium on Thu Nov 12, 2009 3:36 am, edited 3 times in total.
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