[L4D2] Highway To Hell (Update Released: 10 April)

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

[L4D2] Highway To Hell (Update Released: 10 April)

Postby joe_dirt976 on Tue May 26, 2009 6:51 am

Here's the link http://www.l4dmaps.com/details.php?file=9006

Okay so I know this has come out a little late, but I figured this will be a good way to get more direct feedback from the players as well as those interested.
So to start things off, a little differentiation between versions...
L4D1:
Good as dead, no sense in back porting a bunch of new assets to an older engine with less tricks... Sorry but thats how it goes.
L4D2:
-This is what I'm releasing shortly, this is larger and more detailed than the L4D1 version. This is due to the newer engines better way of handling vis and complex scenery.

And now for some media. (All from L4D2)
-This version takes place in San Antonio, TX. It starts just outside of the downtown quarantine zone and ends in a C17 leaving Kelly AFB.

Level 1: The Apartments

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Level 2: The Highway

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Level 3: The Neighborhood

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Level 4: The Barracks

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Level 5: Hangar 13

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Last edited by joe_dirt976 on Sun Apr 10, 2011 11:36 pm, edited 19 times in total.
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Re: highway to hell- beta testing now

Postby whiffen on Tue May 26, 2009 7:33 am

Great job so far, I enjoyed it from what I saw but I didn't get a change to test it with anyone yet. Its late so everyone is asleep :P

Length is good and the layout is very smart. It was good looking visually and pretty constant throughout the map. (Other than the dev areas but its still a WIP ^^)

I noticed a missing texture over here, I did add your material file in so I think your missing one :)

http://img33.imageshack.us/img33/8083/l ... 030808.jpg

This guy jumped into the screen screenshot but when a horde spawned they were all underneath me and you could see the mass black shadows from them on the floor. Not sure how you can get around this one, maybe a man hatch to a lower room, with the doorway also blocked off with some plywood that connects to one of your current hallways.

http://img34.imageshack.us/img34/4046/l ... 030950.jpg

These guys could probably get the fade distance cranked a little bit further.

http://img40.imageshack.us/img40/3351/l ... 031012.jpg

Not sure what happened in this area but I got stuck on the lower stair beside the doorway and it took some maneuvering to try and get unstuck. You have to walk slower to get suck on it.

http://img35.imageshack.us/img35/7742/l ... 031511.jpg

Spot I got stuck

http://img529.imageshack.us/img529/3962 ... 031529.jpg

Also I liked how you have this set up, call a horde but shorten your path by jumping the wall or take the longer way around. Only thing I can see being a problem here is the distance from the car to the safe room might be short enough for the survivors to just sprint to the safe room before the horde even has a chance to slow them down.

http://img41.imageshack.us/img41/789/le ... 032114.jpg
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Re: highway to hell- beta testing now

Postby Mr-Jigsaw on Tue May 26, 2009 10:56 pm

I thought the crossing the pipes mini-puzzle was clever. And I liked the daytime setting, but I felt as if the lighting was a little too bright.

As for the layout, yeah, it was a little confusing. Unfortunately for me, I can't commit to going in a certain direction unless I'm sure that I've explored all there is to explore. Naturally, I spent a little time backtracking to make sure I had found all the little nooks and crannies before continuing on the right path. If I were you, I'd try to make the ambient indoors lighting somewhat darker, so that lights could direct the player on the right path.

Oh, and I almost forgot. Is this the first level of the campaign? I assume so, as there is no other way to get into the starting room. Personally, I don't think the survivors should even get their hand on tier two weapons until the third map, or at the earliest, near the end of map two. But never do I think that tier two weapons should be available in the first map(unless of course there is a reasonable risk to acquiring them, this does not include going ten feet out of the way to find one.

All that being said, I think it's one of the best custom l4d maps I've played so far.
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Re: highway to hell- beta testing now

Postby joe_dirt976 on Tue May 26, 2009 11:52 pm

thanks for the input guys, i wont post an update until i've implemented enough changes.
so i need,
clip brushes,
move the car elsewhere
fewer tier 2 weapons. I know they shouldn't be in the map, but if i make only a few available to be picked up, more challange.
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Re: highway to hell- beta testing now

Postby whiffen on Wed May 27, 2009 1:42 am

Love the new shots, the gas station especially. The darkness adds some nice depth and horror :D
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby joe_dirt976 on Sat May 30, 2009 10:48 pm

*HIGHWAY TO HELL UPDATE*

Install to /maps/ folder, open console ~ and type 'map l4d_vs_highway_01_apt_03'
If your console is disabled, enable this option in your game settings.

Code: Select all
05/30/09
=========
First up, what needs to be finished,
-soundscape 75% complete
-cubemaps 95%
-overlays 99%
-texturing 99%
-props done
-color correction done
-nav mesh done
-details done
-ladders done
-clips done
-other
   -skybox
      -new texture needed, no new lighting required

*bug/error fixes*
-fixed several issues with missing props
-fixed a few areas were survivors could venture into unintended places
-fixed many cubemapping errors
-fixed issues with people getting stuck on verious floor props
-removed missing textures

*other changes*
-finished several dev'ed/empty rooms
-removed all tier 2 weapons and left only one remaining
-moved car alarm car
-fixed skybox errors
-removed missing textures


Just pushed out another update, enjoy
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby whiffen on Sun May 31, 2009 12:24 am

0_0 looks much more detailed.


I'll play it with a few friends now :D


EDIT: I didn't get a full game, 2 VS 2 but the color correction and detail is awesome. They liked the change of seen going inside and outside and the daytime. Great work :D
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby joe_dirt976 on Sun May 31, 2009 2:28 am

thanks, still a few errant dev tex's left here and there, gotta write down ttheir places and finish it. Also need to fix my soundscapes, never did them before this map, so its kind of a new skill for me.
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby whiffen on Sun May 31, 2009 3:54 am

Forgot to add.

Maybe add a higher res cubemap here by the blood. The reflections were noticeable.

http://img269.imageshack.us/img269/4074 ... 213137.jpg

And I think this fence needs a player clip because you can jump over it.

http://img505.imageshack.us/img505/1286 ... 213312.jpg
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby joe_dirt976 on Sun May 31, 2009 4:28 am

good catch, guess i missed that one, and ya, the blood pools are noticable
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby undertone on Sun May 31, 2009 6:32 pm

That looks great dude. Awesome mood you've got going in the map.
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Re: L4D: Highway To Hell-vs and coop [beta]

Postby MayheM on Sun May 31, 2009 7:42 pm

Damn you!!!!

I was in the middle of actually being productive and cleaning my apt. and i took a break and see this... Now I am starting up the L4D SDK and working on my map.

For real though, it looks great! Fourth shot is the tits! It is great to see something other than an "SV" map being made. No offense to those making those, but I want campaign style maps to play...
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Re: L4D: Highway To Hell-vs and coop [update 25 Nov 2009]

Postby joe_dirt976 on Wed Nov 25, 2009 7:34 am

update "released"
however due to the stupid site's unpredictability, i have to reupload it.
give it a play and let me know what you think. media is on page one.
http://www.l4dmaps.com/details.php?file=734
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Re: L4D: Highway To Hell-vs and coop [update 25 Nov 2009]

Postby Phott on Wed Nov 25, 2009 7:37 am

Just really awesome, but... Where is the 3d skybox?
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Re: L4D: Highway To Hell-vs and coop [update 25 Nov 2009]

Postby joe_dirt976 on Wed Nov 25, 2009 8:02 am

play it and you'll see, the modeled portion wont come about until later

also for those who want to contribute in any way or hear the latest news, heres the steam group for now.
http://steamcommunity.com/groups/H2H_Campaign
i need to get a damn blog or something
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