Absolute Zero level2

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Absolute Zero level2

Postby Soul on Mon May 10, 2010 1:29 am

Hey figured I would make a new thread since the other one has got pretty bulky.
Level 2 takes place in the Lost Halls of the ancient civilization. This isn't only a tomb, it is a gathering place, living quarters, housing and the lot. It's still in very early condition since I have to learn to model and texture (since everyone is too busy) which is alright with me :).
-The poster is going through reworks for L4D1 and L4D2 and I am currently working on a new ladder model to replace valves (amongst other assets).
-Also there will only be fog in the lower parts of the level, trying to maintain a cold environment that you cannot feel or touch.
-Some photos might be dark, sorry for this as I am lighting the level faintly in certain areas, I don't want any pitch black spots.
Here are the newest pictures for level2 (and I am sorry the textures are repetitive, still trying to replace them). Enjoy and let me know what you think!

-We are having problems getting alpha channels to work on models, if anyone has any solutions to this problem please let us know! Thank you!

Credit goes to Traggey | L4Dmods.com for the models seen herein, textures by Darkeyes, and many more thanks to everyone who influenced the work.

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Trail right outside of the safe room.
Image
An upper ledge within a side passage.
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A long ways down.. built this room for L4D2 specifically; gives a scare to survivors.
Last edited by Soul on Fri Dec 03, 2010 9:51 am, edited 2 times in total.
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Re: Absolute Zero level2

Postby Pwnd_Ja on Mon May 10, 2010 1:34 am

What does this have to do with a bose-einstein condensate though?

Also, good stuff. Look forward to playing it.
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Re: Absolute Zero level2

Postby Smurftyours on Tue May 11, 2010 4:14 pm

By far you have the most original campaign ever. Keep up the good work.
jangalomph wrote:Wise words from a wise man. ^
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Re: Absolute Zero level2

Postby Soul on Fri Jul 23, 2010 12:16 am

So I have not given anyone any ideas on any sites as to what the level is shaping up to be quite yet. The modelers wanted to see the level in game but due to my horrendous bandwidth issues till the Fall all I can do is give screenshots.

Here is a photo of one of the ruin rooms coming together, it's missing 2 models and I have not tweaked the lighting at all, simply through it in to give myself a rough idea of how it would all come together:
Image
We have talked about it, and are at an agreement on releasing all the custom textures and models to the public when the campaign is 100% done and has been out for awhile, depending on how the public receives the campaign. This is to ensure that the community gets more and more custom content as the years progress. We are currently replacing all of valves models with our own, so this will take some time but we have a few modelers and texture artists and are always welcoming more to the table, as long as they actually work :).
Last edited by Soul on Fri Sep 03, 2010 4:26 pm, edited 1 time in total.
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Re: Absolute Zero level2

Postby Soul on Fri Sep 03, 2010 3:56 pm

Level3 is done, 100% brushwork, just working on a few more models and textures. So here are a few photos, though the level is dark I tried to get some decent shots of the wip.

We cannot seem to get the qc file to work for prop_physics, when they do work we cannot break them or over ride their hp within the qc, so we are delaying the 3 levels till we get that working..

To help players learn where to go we are using visual cues, for example: Following lit torches or lit military lights will always lead you to the end of the map. Same with following some blood pools and other miscellaneous items.

Image
Left path.
Image
4 tier room central garden.
Image
Final Lighting.
Image
Stairs to the sunken halls.
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Re: Absolute Zero level2

Postby Major Banter on Fri Sep 03, 2010 5:43 pm

Remember than nature cannot exist with natural light.

In your grassy areas I'd advise adding some kind of ceiling shaft to a night sky. You can maintain darkness - and add atmospheric moonlight - while not using the harsh light of the sun.
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Re: Absolute Zero level2

Postby Soul on Sat Sep 04, 2010 12:50 am

Major Banter wrote:Remember than nature cannot exist with natural light.

In your grassy areas I'd advise adding some kind of ceiling shaft to a night sky. You can maintain darkness - and add atmospheric moonlight - while not using the harsh light of the sun.


I'd just like to correct you so you understand Botany, plant science(s), phytology, and plant biology (which is a branch of biology) a little better for future reference.
Here is a small example. Not all plants require sunlight or moonlight to coexist in this world. Some plants must be in dark environments, whether they be dry or humid; where as some must be in light environments direct connection to the outside world.
Moss is a great example. Moss can co-exist perfectly within a 100% dark and humid environment with no sunlight or moonlight what-so-ever. It can also co-exist in a light environment but once again it must be humid.
But lets add a twist, let us add in a light source. In my levels case for moss, a torch. Say you could light this torch non stop (which is not likely) the torch would actually slowly kill the moss due to the fire from the torch gathering the air around it, making the area dry and not humid. Now if the torch is only lit for awhile; usually half a day is the length of a torches life, then it wouldn't be able to kill the moss. Now lets put the torch on one side of the room and the moss on the other. Depending on the gaps for air within the walls the moss could co-exist with an infinite torch.
Artificial lights are the same way, light gathers heat, it depends on how long the light source is on and the type of light it is, the effective radius from the moss and the environment the moss is in to how it will affect the moss or how the moss will grow.
Many plants can co-exist in the same way.

Nature *can* exist with or without natural or artificial light depending on the type of botany we are dealing with.
The *grass* you see is moss on brick, actually.
The environment is closed in and since we cannot physically enter the space within the game we cannot determine the environmental effects such as humidity, breezes or the actual temperature of the environment, and thus we cannot discertain what plants could grow in that environment 100% which is why I stick to the basics of botany.
In effect, the level is as realistic as I can make it when it comes to the plant life :)

Though I will say that some food sources are above the surface in literal terms, so the plant can obtain it's source of food if required from an above area via links, but still co-exist in the dark environment alone. Moss just needs humidity to survive so it can exist miles below the surface as long as it's still humid :).

But thank you for your comment. It was productive in the effect that it made me refresh myself to get my environment correct since I am aiming for realism.

Also just wanted to say, I'm not trying to be a douche, I just wanted to teach you in the concept of the plant life I am using so you can take it as advice or just take it as constructive criticism and throw it away, I am sure you are a nice guy; though not a biologist :).
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Re: Absolute Zero level2

Postby Plague on Sat Sep 04, 2010 3:52 am

Soul wrote:I'd just like to correct you so you understand Botany, plant science(s), phytology, and plant biology (which is a branch of biology) a little better for future reference.
Here is a small example. Not all plants require sunlight or moonlight to coexist in this world. Some plants must be in dark environments, whether they be dry or humid; where as some must be in light environments direct connection to the outside world.
Moss is a great example. Moss can co-exist perfectly within a 100% dark and humid environment with no sunlight or moonlight what-so-ever. It can also co-exist in a light environment but once again it must be humid.
But lets add a twist, let us add in a light source. In my levels case for moss, a torch. Say you could light this torch non stop (which is not likely) the torch would actually slowly kill the moss due to the fire from the torch gathering the air around it, making the area dry and not humid. Now if the torch is only lit for awhile; usually half a day is the length of a torches life, then it wouldn't be able to kill the moss. Now lets put the torch on one side of the room and the moss on the other. Depending on the gaps for air within the walls the moss could co-exist with an infinite torch.
Artificial lights are the same way, light gathers heat, it depends on how long the light source is on and the type of light it is, the effective radius from the moss and the environment the moss is in to how it will affect the moss or how the moss will grow.
Many plants can co-exist in the same way.

Nature *can* exist with or without natural or artificial light depending on the type of botany we are dealing with.
The *grass* you see is moss on brick, actually.
The environment is closed in and since we cannot physically enter the space within the game we cannot determine the environmental effects such as humidity, breezes or the actual temperature of the environment, and thus we cannot discertain what plants could grow in that environment 100% which is why I stick to the basics of botany.
In effect, the level is as realistic as I can make it when it comes to the plant life :)

Though I will say that some food sources are above the surface in literal terms, so the plant can obtain it's source of food if required from an above area via links, but still co-exist in the dark environment alone. Moss just needs humidity to survive so it can exist miles below the surface as long as it's still humid :).

But thank you for your comment. It was productive in the effect that it made me refresh myself to get my environment correct since I am aiming for realism.

Also just wanted to say, I'm not trying to be a douche, I just wanted to teach you in the concept of the plant life I am using so you can take it as advice or just take it as constructive criticism and throw it away, I am sure you are a nice guy; though not a biologist :).



Thanks for the lesson. :lol:

Maps looking great!
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Re: Absolute Zero level2

Postby Soul on Sun Sep 05, 2010 1:16 am

Last update till we enter beta phase; which is after testing is done by the internal team for co-op and versus on the alpha (in 3 days).
Here are 5 photos of various areas in the crescendo room build 1 alpha.

Crescendo Event details:

1. Go to the central room and look for the device near the terminals to spark the explosion to open the door below.
2. Wait for the wall to be blown open; which takes about 30 seconds(standing near it will hurt you, but it's far away all the way down the stairs).
3. Run to the opening in the wall at the bottom of the stairs circling the room and dash like mad to get to the door at the far end; which closes when all living survivors pass through it.


Image
Image
Image
Image
Image

See you in a week or two :)..
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Re: Absolute Zero level2

Postby Soul on Mon Sep 06, 2010 1:36 am

Oh, we are back on schedule, fixed the qc files for physics props thanks to this thread: http://www.interlopers.net/forum/viewtopic.php?t=4107 thank you xD!

-Thanks from the Project Zero team!
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Re: Absolute Zero level2

Postby Soul on Tue Sep 14, 2010 4:19 am

Hey everyone ^_^ With level3 alpha test under way, I figured I would show off one of our rooms. This is before the 50% mark of level3, it's a full room minus the floor and roof, consisting of 16k polies. I will get the test video up in a week or two depending on everyones schedules (I don't record or upload the videos due to my connection).


Before texture is applied:
Image
After texture is applied:
Image

It's 4 models pieced together, still missing the carpet, WIP.

16k polies, collision model is pending.
Clip will be placed on the walkable sections.
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Re: Absolute Zero level2

Postby joe_rogers_11155 on Tue Sep 14, 2010 5:37 am

very impressive work, what is down there waiting for us?
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Here's another project of mine... Assault on Overwatch
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Re: Absolute Zero level2

Postby Soul on Tue Sep 14, 2010 9:39 pm

Oh my bad, should have explained that better..

You exit the throne room at the bottom of that staircase, take it up and exit in to the top of the throne room. I figured going down is easier for survivors than going up. Up adds a discouragement to separating from the team, as smokers can snag you in some spots :). Going down if you get snagged you are where you want to go versus where you came from.

Haven't decided on whether to dome the ceiling or not yet, but I am proud that we got it down to 16k polies, that's really great and allows us to add a little extra detail where we need it :)
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Re: Absolute Zero level2

Postby Major Banter on Tue Sep 14, 2010 9:47 pm

As an A2 Biology student I know photosynthesis inside out.

I was making the statement in terms of level design.
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Re: Absolute Zero level2

Postby Soul on Wed Sep 15, 2010 7:38 am

Honestly it seemed more like you meant nature cannot exist with (or without, it was bad English) natural light.

Either way, noted, but we are going for a secluded feeling for the map so players feel cut off.
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