[WIP] L4D2 Blood Tracks

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[WIP] L4D2 Blood Tracks

Postby collini_neut on Thu Apr 28, 2011 3:30 pm

Hello.
I am just giving a little bit of a heads up for my campaign.
I am hoping to have a public release in a month or so.
Private testing has been going well.

Image

Image

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Check out more screens and more info at
http://forums.steampowered.com/forums/s ... st22080986

I am also trying to get attention for 3 problems that have been grinding me. If you can offer any help for the following 3 issues, please direct me.

1. Versus Finale Tally
In versus, the survivors reach about 75% by the time the get to the trigger_finale.
The Versus Travel attribute is set to 0.2
How can I fix this? What should I look for?

2. Acid Trip Sky
On the 3rd map only, the sky sometimes goes crazy when the user turns off the flashlight. See the screen shot for the effect.

http://cloud.steampowered.com/ugc/560905110041079173/0275E2C9C004A2A3BF3D8F747A1FA78E4D23C7E0/

3. The Square
On the first map, there is an odd square that appears when the player fires a weapon. It appears to be in a static location and will only appear on the screen if the player is facing it. As far as I can see, there are no entities there.

http://cloud.steampowered.com/ugc/558654597335003998/72BEF43C705BA6796AE1FF3ACC0FBC7F7DBABF39/

http://cloud.steampowered.com/ugc/558654597313436121/24AABE7A9361440F3F52E29BDB41D8CB381AEA34/
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Re: [WIP] L4D2 Blood Tracks

Postby collini_neut on Sat May 07, 2011 2:33 am

All issues resolved, and the testing has continued.
If all things go well next time, I may be releasing by next weekend.
Visuals have changed since this post; new sky box, lighting, and color correction.
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Re: [WIP] L4D2 Blood Tracks

Postby OhSnap on Tue May 17, 2011 6:43 am

Felt pretty solid IMO. I had a few issues; got stuck in some trees next to a rock wall on the first map, and the bots got stuck on a stairwell after the skybridge on the second map (seemed like unconnected nav flow, but didn't have cheats on to check).

Maps felt strong. Good flow, didn't get lost, good breadcrumbs with lighting and soundscapes, decent lighting (third map seemed a tad dark, but I try and run through with flashlights off specifically to see peoples lighting, so whatever). Good spread of weapons and other pickups through the level. I liked, what I call, fat paths, where you offer a bit of a choice between paths but they're still sort of connected. Mildly annoying bit at the very end since I didn't know where the train was coming from so I backtracked a bit until I saw where I was supposed to go.

Highlight to read:
Really liked the fake saferoom. Had a similar idea that I wanted to put in a map of mine, but was planning on playing it off as a pseudo ambush where a tank crashes through a wall into the room you're in.
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Re: [WIP] L4D2 Blood Tracks

Postby Chopium on Tue May 17, 2011 10:56 pm

If you want a custom skybox texture for the campaign, I'm your man. Send me a pm if you're interested.
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Re: [WIP] L4D2 Blood Tracks

Postby inigomontoya on Wed May 18, 2011 9:02 pm

The only thing that bothered me is it seems like it's LDR. Sprites are dim and strange looking. Other than that it was pretty solid.
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