[L4D] One 4 Nine

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

Re: [L4D] One 4 Nine

Postby LordDz on Wed Aug 04, 2010 8:58 pm

I love the lighting.
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Re: [L4D] One 4 Nine

Postby RA7 on Fri Aug 06, 2010 7:19 pm

Like the new pics....:D
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Re: [L4D] One 4 Nine

Postby DrFeelGood on Fri Aug 06, 2010 10:07 pm

I reloaded L4D just so I could play this.... I cant wait for a release!
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Re: [L4D] One 4 Nine

Postby keved on Tue Aug 17, 2010 11:17 pm

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Re: [L4D] One 4 Nine

Postby keved on Sat Aug 21, 2010 10:36 pm

I've updated my download page with clickable buttons in readiness for the rar file being uploaded, and setup a L4DMaps.com page. The campaign is now packaged up and I'll be uploading it tomorrow (Sunday) when I've done one last sanity test playthrough. :D
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Re: [L4D] One 4 Nine

Postby keved on Sun Aug 22, 2010 1:41 pm

Version 1 of my campaign is now released. Check my first post on page 1 for details. :D
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Re: [L4D] One 4 Nine

Postby Mr-Jigsaw on Wed Aug 25, 2010 6:55 am

Let me just say this, the visuals were great. There was detail everywhere, with the occasional view into a room you can't go into, and the lighting was interesting. But inevitably the coolest parts were outdoors, near the gorge, cliffs are always fun in l4d.

But now, the bad: Bots are not quite ready for this campaign; when fighting near the gorge, both bots backtracked into the ravine, and so did the tank. A bot also got hung up at the ladder down into the vault. It's also unnerving that the elevators can be started without the whole team on them, allowing griefers to possibly screw over the entire team. It was also annoying that you didn't have a weapon for the first half of the first level, and no medkit either. Follow l4d convention, ALWAYS give medkits at the start, and if you aren't going to give the players tier 1, at least give them a second pistol. On the same topic, I found tier 2 weapons before I ever found tier 1. Also, change the glass in the house to regular glass, I doubt they'd install safety glass in a building like that. And why did you clip the tops of all of the cars and humvees(save for like two)? Why? I like to jump on cars to get a good vantage point, but all of the cars were arbitrarily clipped for no reason. All over the place were insurmountable waist high fences.

But now for the ending: If this was such an amazing discovery, I find it ridiculous that the government's top scientists and such would scribble all over the walls of an alien vault. Maybe you could make some white boards or something. Also, I doubt the scientists would have conversations about the vault on the walls, about whether to open it or not. But lastly, this has to be the most boring, gameplay wise, finale arena I've ever seen. Most of the zombies come from one entrance and the only real cover is the monolith. The color correction was by the far the DUMBEST thing I've ever seen in a l4d campaign, and I've seen an event where a van had to be turned on only to be pushed by the player through a thick, metal sliding door. Lastly, why was 1-4-9 so important? So the monolith had those dimensions, big deal. Were they stargate coordinates? Did the survivors get teleported to another galaxy? And if so, can they breath the atmosphere? Are they even on a planet? Was the receiving monolith destroyed already? Are the aliens evil? How do I know the survivors really escaped, for all I know they're suffocating on the surface of a barren planet. The finale didn't really give the satisfaction of seeing the news chopper fly away from Mercy hospital roof, or seeing the zombie infested bridge destroyed as the survivors escape once and for all. You'd think that the survivors' escape from this very planet would be the most amazing escape of them all, but it isn't, it just fades to black.

It was fun though, except for the finale.
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Re: [L4D] One 4 Nine

Postby keved on Wed Aug 25, 2010 7:58 am

Thanks for your feedback, Mr-Jigsaw. I've already addressed many of your points; it's now possible to jump on cars, there is some pistols & health at the start, tier 1 weapons appear before tier 2. I've made a note to change the glass in the house.

As for the finale, clearly you've never seen a certain scifi movie. I won't mention the movie name on this forum, since it's a massive spoiler. But it's mentioned in the link below along with a full explanation of the finale. CAUTION: for anyone else, it contains major spoilers so if you've not played the campaign yet, or you like vague endings to scifi/horror and prefer to keep your own interpretation of the ending, DO NOT READ IT.
http://www.one4nine.co.uk/explanation.html

I deliberately created the finale to be easy (as you noted, you can only be attacked from one direction), due to all the color correction that goes on. Getting attacked from any direction whilst all the color correction kicks off would be too much imo.
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Re: [L4D] One 4 Nine

Postby keved on Sun Oct 10, 2010 8:31 am

Hi guys. I've released a major update - version 5 is now released. This has a ton of bug fixes and improvements, most notably: the campaign is now 5 maps in length, versus mode is added, and 5 survival maps.

http://www.one4nine.co.uk/download.html
http://www.l4dmaps.com/details.php?file=6687

Full changelog:
- Added versus mode.
- Added 5 survival maps.
- Added new section and panic event to map 4.
- Split map 4 into two pieces (campaign is now 5 maps in length.)
- Added outro cinematic to help explain the ending.
- Added 1 health kit to start of map 1.
- Added 2 pistols to start of map 1.
- Fixed occasionally dying at start of map 1.
- Now possible to jump over house balcony on map 1.
- Now possible to jump on cars at start of map 1.
- Now possible to jump on cars midway through map 3.
- Changed rifle to smg in map 1 residence basement.
- Added shotgun midway through map 1 underground section.
- Added shotgun and smg midway through map 2.
- Moved ammo and health into finale area.
- Slightly toned down the exterior color correction.
- Added some new graffiti textures.
- Added animated clouds to all exterior areas.
- Fixed tanks throwing concrete through the monolith.
- Fixed map 2 armoury door frame not matching door.
- Fixed SI attacking from behind some fences.
- Fixed some navmesh problems in finale area.
- Fixed some navmesh problems on ladder into tomb.
- Elevators now only usable when all alive survivors are standing on it.
- Water in flooded tunnels no longer has a greenish colouring.
- Added clip brushes to flooded tunnels in maps 1 and 2.
- Added respawn room near end of map 2.
- Added more particle fog to maps 1, 2 and 4.
- Half of rope bridge in map 3 is now traversable.
- Lowered windows in residence to fire through them.
- Wooden planks on residence windows can now be smashed.
- Added some visual polish to all maps.
- Infected no longer pushed when elevators are activated, only survivors.
- At start of map 2 moved shotgun from armoury to saferoom.
- Added pistol to map 2 armoury.
- Added pistol midway across rope bridge in map 3.
- Added rifle and sniper to saferoom at start of map 4.
- Added pistol to office near start of map 4.
- Added pistol outside saferoom in map 5.
- Zombies and SI can now climb over the openable fence in map 3.
- Metal barricades in water sprinkler tunnel on map 4 can now be jumped over by hunter.
- Fixed player infected clip brush across ceiling gap near end of map 4.
- Hunters can now jump up into the vents above the cliff exits in map 3.
- Player SI now have access to the ceiling area of the medical building in map 4.
- Player SI now have access to vents in all maps.
- Minor texture fix in saferoom at end of map 1.
- Fixed rifle intersecting with health packs at start of map 4.
- Changed auto shotgun to pump shotgun in saferoom at start of map 3.
- Changed pump shotgun to auto shotgun in saferooms at start of maps 4 and 5.
- Doubled damage done by fire hazard in map 4 to prevent running through the fire.
- Fixed AI survivors getting too close to fire hazard in map 4.
- Added ladder in map 1 house back up to top floor.
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Re: [L4D] One 4 Nine

Postby RA7 on Sun Oct 10, 2010 6:57 pm

Liked it, liked the space odyssee 2001 theme at the end :-)
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Re: [L4D] One 4 Nine

Postby keved on Mon Oct 11, 2010 11:32 pm

@RA7: thanks pal. :)

I've added another mirror download, this one might be faster for some people:
http://www.strategyinformer.com/pc/left ... 37556.html
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Re: [L4D] One 4 Nine

Postby keved on Sat Oct 23, 2010 6:21 pm

Version 6 of One 4 Nine is now released.

http://www.one4nine.co.uk/download.html
http://www.l4dmaps.com/details.php?file=6687

This new version only features minor fixes, however is a worthwhile release as I have merged the coop and versus maps together, resulting in a massively reduced filesize (550mb down to 370mb). Therefore the mod will now be much quicker for everyone to download from now on, and free-up almost 200mb of your hard drive space should you think the mod is a keeper. Cheers.

Full changelog:
- Merged coop and versus which has almost halved the filesize.
- Fixed klaxon sound when zombies set on fire.
- Pipebombs and molotovs in the survival maps 2, 4 and 5 can now each only be picked up once, not four times.
- Added ladder in house back up to top floor in survival map 1.
- Fixed EOF error in console.
- Removed survivor speech after intro, as it didn't make sense.
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Re: [L4D] One 4 Nine

Postby joe_rogers_11155 on Sat Oct 23, 2010 6:47 pm

impressive that you keep updating and expanding this project. i will download v6 :)
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Re: [L4D] One 4 Nine

Postby no00dylan on Sun Oct 24, 2010 3:06 am

Now that the l4d survivors are in l4d2, will there be a port? I'm kinda busy downloading other big things, (programs my computer needs, and programs I need for modeling) so I don't really feel like downloading l4d again. This looks really nice. Love the lighting.
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Re: [L4D] One 4 Nine

Postby keved on Sun Oct 24, 2010 9:01 am

Yep I've almost done the L4D2 version. I'm actually going to be doing the final compiles today as it happens, then some last playtests over the next few days. So, all being well, I'm hoping to release the L4D2 version very soon.
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