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

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

Re: Running Away - updated 21/10/09

Postby Spas12 on Thu Nov 12, 2009 3:14 am

Looks pretty good, i would just change those big concrete step things in the second screenshot more ramp like.
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Re: Running Away - updated 21/10/09

Postby Generalvivi on Thu Nov 12, 2009 4:51 am

looking nice man! Progression looks solid so far :)
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Re: Running Away - updated 12/11/09

Postby Megadude on Thu Nov 12, 2009 11:17 pm

Mr. Chop wrote:Please include NAV file next time.


I did say:

It is not server ready and does not have a nav file yet.


You'll see that there is no safe room for the survivors to go to yet, so a nav file wouldn't work.

Mr. Chop wrote:More custom textures and open mall architecture stuff would be nice (if felt stuffy).


More textures would be nice, but I'm a bit hesitant to add any more custom stuff to this map as it is already 100Mb big. For the open mall stuff, do you mean more structures to give an impression of openess or remove some of the stuff that's there at the moment. I thought I would get the opposite opinion on that :)

Mr. Chop wrote:Some of the locals need some buffing out (furniture store, behind flower shop, behind stores in general)


True. The behind the stores places just had some props put there quickly as they were completly bare before I compiled this latest version. I've been thinking of what to do in the furniture store but I'm a bit stuck. Furniture stores I've seen are normally just packed full of furniture with not much else in them, but I can't do that here otherwise there would be problems trying to navigate around all the props. I'm hoping to keep the area above the ground clear to allow hunters the chance to pounce well from the upper floor, although I may have to place something there to make the room seem more interesting.

Mr. Chop wrote:Some lighting fixtures don't fit. (big lighting in small areas)


In which areas does this happen? If you mean the large spotlights in the furniture shop, I found a way to reduce them so they are now fixed :smt023

Spas12 wrote:Looks pretty good, i would just change those big concrete step things in the second screenshot more ramp like.


I've given that a try and I think they don't look any better or worse than the stepped concrete. However the ramped concrete is a nightmare to try to align textures on, especially when it gets to the curved ends of the concrete. The texture goes completly off course there, so sticking with the stepped concrete would be better I think.

Generalvivi wrote:looking nice man! Progression looks solid so far :)


Thanks very much :)


Thanks for the comment guys :-D
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Re: Running Away - updated 1/12/09

Postby Megadude on Tue Dec 01, 2009 5:54 pm

Next version released!!!

This version is a VPK format file ready to be used on servers. It contains the first 2 campign and versus maps, complete with nav files.


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Known bugs:

Map 1:

*Some props are incorrectly lit.
*Some items are stuck inside shelves.

Map 2:

*All T2 weapons spawn.
*Credits do not show accurate figures.


Click here for the download!
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Re: Running Away - updated 1/12/09

Postby Major Banter on Tue Dec 01, 2009 6:15 pm

That's an awful name. Sorry to be so boring.
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Re: Running Away - updated 1/12/09

Postby Megadude on Tue Dec 01, 2009 6:31 pm

I know. Couldn't think of anything better.
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Re: Running Away - updated 12/12/09

Postby Megadude on Sat Dec 12, 2009 3:18 am

Not sure if the silence means that the campaign is going ok or if it is not good.

Pics of the third map - Industrial Incident. These are of the areas from the saferoom to the area immediately before the sewers start.

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There are some additional shadows in the last 3 pics that shouldn't be there. Those will removed in time.
Last edited by Megadude on Sat Dec 12, 2009 3:40 am, edited 1 time in total.
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Re: Running Away - updated 1/12/09 - release!

Postby Chopium on Sat Dec 12, 2009 3:40 am

Looks good, I can't wait to see how it plays. I'm in the mood for Left 4 Dead 1 :D
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Re: Running Away - updated 12/12/09

Postby - Livewire - on Tue Dec 15, 2009 10:43 am

Seriously, change the name.
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Re: Running Away - updated 12/12/09

Postby Megadude on Sun Dec 27, 2009 9:05 pm

The sewer was going to be just a very small part of the 3rd map but it's grown much much bigger. Finally got it done though so now I can move on to the factory.

Pics of the sewer:

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Re: Running Away - updated 06/01/10

Postby Megadude on Wed Jan 06, 2010 1:35 am

Early shots of the factory. The outside part shown is mainly done. Just needs a few details adding and a 3D skybox made. The inside part is early WIP. It is going to get a lot more detailing.

Decided to make a slideshow to show the pics instead of placing them all in the post. Click the image below to view it. Let me know if it works ok.

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Re: Running Away - updated 06/01/10

Postby Mess on Wed Jan 06, 2010 7:21 pm

make your brushwork more interesting, those latest few shots look a bit too much like prop-boxes for me!
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Re: Running Away - updated 06/01/10

Postby jgoodroad on Thu Jan 07, 2010 1:28 am

man, can you post it in non-slideshow form next time? If I wanted to be spamed with adds I would go to youtube.

but the map looks great! you could make some of the neon letters look burnt out, it would be a nice effect.
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Re: Running Away - updated 06/01/10

Postby Supervillain on Thu Jan 07, 2010 1:45 am

I've been liking this map! Not a lot of L4D1/2 mappers/maps out there (besides the over-hyped ones).

I will agree that from your slideshow "Inside Factory 2" is sort of lacking. It looks more like a warehouse (which is cool if that's what it actually is), but needs some brush work. I don't like that large shelve on the left. Maybe instead you could make it look like hydraulic lifts for cars/crates similar to what the van rests on during the finale of Crash Course. A lift above each garage door, all of them in various postions, some loaded some not, would spice things up.

Also, for names may I suggest:
-Fast Break
-Tow the Line
-Equipment Failure (if you really beef up the factory and make it a focal point)
-Death by Design (again, if you create the factory/engineering theme)

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Re: Running Away - updated 06/01/10

Postby Megadude on Thu Jan 07, 2010 3:25 am

Mess wrote:make your brushwork more interesting, those latest few shots look a bit too much like prop-boxes for me!


Not sure what I can add brushwork-wise that would fit in. Any ideas?

jgoodroad wrote:you could make some of the neon letters look burnt out, it would be a nice effect.


I have a special burnt out skin for the sign when you see it during the main panic event.

Supervillain wrote:I will agree that from your slideshow "Inside Factory 2" is sort of lacking. It looks more like a warehouse (which is cool if that's what it actually is), but needs some brush work. I don't like that large shelve on the left.


The inside is very basicaly done. There will be a lot more detail to come. This part is the warehouse part of the factory. I'm planning on a manufacturing part of the factory appearing just after the planned panic event. The raised area to the left is going to be a walkway, giving access to some offices on the 1st floor.
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