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04-11-2009, 04:28 PM #1
School of Dead (Working title)
So as some of you know Im working on a Left4Dead campaign.
So far the official thread has been in E1st private forums, but I decided to show it to the public bit earlier than I originally planned. I've thrown few sneakpeaks in public forums but I'll try to post all the pictures here from now on.
Releasedate: Not anytime soon. By that I mean I doubt I have finished this campaign this year. I might have two maps on beta stage by the end of this year but by no means the full campaign. Only release date I will give is that if it'll be done, it'll be done before I go travelling around Asia in 2011 November.
I think that's the only deadline I can hold at the moment. Busting by balls about "Finish the map" won't make it come any faster.
Here's what I posted in the E1st topic about this project:
Anyway, I try to get the campaign to have the same quality as Valves campaign would. Of course I have no contacts to the voice actors of the game so no custom voice files (except the radio messages). There will be and are custom models and custom textures.
There will be areas players don't need to enter. These areas are most likely dark and have no additional lights. However these areas often have medpacks, pills, molotovs and pipebombs.
If you "follow the lights" you'll get to the saferoom the fastest way, but you might also miss 2nd pistol, additional medpacs etc.
Screenshots
Most current version (screenshots with high settings)
First room you enter when you get off the roof. This room has been re-worked with the new pimped attic. The roof slope was pointing the wrong way and I had to rebuild that area to make it work. Im much more happy with this version. Through the window you see the double door you need to go through. To get out of this room, you can go through window or go to right into mantenance room and use the ladder there to go down.
Mantenance room. This room is new. Pink checkboard texture means that that texture is missing, there should be metal grate texture there. Let's not let that bother us.
New version of the attic.
Third floor. The lights now have models. There's also floating TV. In future, that will be a custom model.
Calssroom with custom schooltable model by me. Nothing new here. Just thought it looks prettier with better graphics.
Student 'hangout room" called aquarium. Nothing new here, just prettier picture.
Room under the library. Behind the camera there's a vent you need to go through.
View from the vent. Be fast or smoker will pull the last guy. There's no way to get back up there...
Work in progress office. Lights too bright and there's no details.
Old screenshots (with low&medium settings)
Starting area. You start off from this roof.
Old version of the attic.
Third floor (first picture is newer than the 2nd one).
Hallway.
Class room.
Staircase outside aquarium.
Staircase viewed from aquarium.
I apoligise as this is the only picture I have of the library with missing texture and broken areaportals. Behind the gun is the manhole and ladder that take you to the "vent room".
Ideas E1st gave me:
- Chokepoints
- It starts to snow during the level. In finale, the ground is white.
- Bigeye would like that the map would be set during winter time. Im afraid that's too much re-texturing for me to handle, but we'll see.Last edited by Kebab-Kastike; 04-11-2009 at 05:06 PM.
|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
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Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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04-12-2009, 07:47 AM #2
Re: School of Dead (Working title)
homework late = zombie eats your hand
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04-12-2009, 06:18 PM #3
Re: School of Dead (Working title)
wow. Looks good, can't wait to try it out.
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04-15-2009, 01:29 AM #4
Re: School of Dead (Working title)
Last couple of days I've been going around tweaking, adding detail and fixing areas around the map. The office area looks good now and Im pretty happy with the way it looks now.
Most areaportals are back in business, but the func_areaportalwindow still don't work like they should. Im yet to discover what Im doing wrong as this is the first time Im using that entity. Before I fix the areaportals, I won't be adding new areas to the map.
After the areaportals are fixed I might make a short preview movie of the map.
New pictures coming soon or "soon".|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
My TacticalGamer VOIP&Teamplay videos
Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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04-15-2009, 02:39 PM #5
Re: School of Dead (Working title)
This does look pretty nice. I'm guessing you will add little details later to make more of the spaces look "lived in", but it looks creepy so far so good job.


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04-16-2009, 08:37 PM #6
- Join Date
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Re: School of Dead (Working title)
I would guess you didnt make the portal fit the window properly or have a bad integer value, but without seeing the particular issue myself I can't honestly say for sure. Add some type of shutters to the window(s), and tie them to the portal for the easy fix.

I honestly would just skip areaportals in any windows unless you have having performance issues.
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04-17-2009, 09:58 AM #7
Re: School of Dead (Working title)
|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
My TacticalGamer VOIP&Teamplay videos
Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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04-23-2009, 10:44 AM #8
Re: School of Dead (Working title)
Suggestion. A high school or elementary school along the way with smaller zombies? Children zombies = Ultra scary =epic mod. Just a thought thrown out. No need to take it seriously.
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04-23-2009, 02:21 PM #9
Re: School of Dead (Working title)
I think not.
Especially when this is a map and not a mod.|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
My TacticalGamer VOIP&Teamplay videos
Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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04-23-2009, 10:17 PM #10
Re: School of Dead (Working title)
Looks very good. Hit me up when your ready for some testing.
|TG-12th| SHINER









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04-23-2009, 10:32 PM #11
Re: School of Dead (Working title)
You got it! I doubt that'll be any time soon though.

EDIT: And I still haven't posted the screenshots... I'll try to remember to post them this weekend.|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
My TacticalGamer VOIP&Teamplay videos
Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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05-02-2009, 01:17 AM #12
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- 1,233
Re: School of Dead (Working title)
Hey Kebab,
Have you planned any multiple route maps, where the player has to make a choice between deathtrap A, and whatwouldjesusdo route B?
Or how about unavoidable environmentals, like the floor breaking away (10 damage drop) during a panic event?
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05-03-2009, 10:16 AM #13
Re: School of Dead (Working title)
Hey Avs

Not at the moment. Im sure I will do parts where there is multiple ways to get to point A to B (If it's possible, I don't know if the versus prosentage counter thing is going to stop things like that in bigger scale than in the official map - Im not sure how it works yet), but not at this point, no. The first level, the only level I have planned in depth is pretty straightforward (I think it might be too hard and long to be the first level too, Im not sure yet tho).
Not at the moment. I haven't thought about many of the panic events, as the first levels in official maps tend to only have car alarm, but no panic events. I've got some in mind but nothing like the one you described. It would be pretty cool if it was avoidable if you knew it's going to happen, sure it might give some hilarious moments for the first time playing and having the players say "watch out, the floor will break" in future play times.
And here's the pictures I've taken too long to upload, sorry about that.
Detailed office, looks of it doesn't bother me so much anymore so I'll let it pass for now.
EDIT: Also, the walls don't start broken like that, obviously.
You'll come down from that vent in the ceiling.
Another look to the area where the ladder takes you from the library.
Somewhat old picture of the library, the shadow issue has been fixed now. Im not happy with the way this area looks and it'll get makeover some time.
Extra:
Fun with witches.
|TG| Kebab-Kastike reporting for duty. | Why? Tubes! The internet is tubes!
My TacticalGamer VOIP&Teamplay videos
Minä kaskean, vihan liekillä kylvän veristä ohraa.
"See the world, while it's still there" - Madventures

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05-04-2009, 02:01 PM #14
- Join Date
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Re: School of Dead (Working title)
the % counter will work with multiple paths, the problem is imo multiple paths dont work in this game. The only way multiple paths will work with this title is to make them basically mirror images in difficulty, as people will find out by the 3rd or 4th time playing the map that path A is easier then path B, and path B will then become wasted space as few people will bother taking it.
NM1 is a perfect example, how many people take the left path behind the truck? (you would be surprised how many people dont even know it's there!) It's just not an efficent use of time to spend hours making an alternate path that you just know most people wont even bother with once they explore it the first time. Believe me, I wanted to make a non-linear map probably more then anyone, but after further review it's simply not worth the trouble in most cases.
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05-04-2009, 02:45 PM #15
Re: School of Dead (Working title)
what if the alternate path is a high-risk/high-reward kinda thing? If your team is 'ok', then you go the regular route. If you think you've got a solid team, you can risk going for, e.g., the only molatovs on a level, or, in the case of a school, the pills in the nurses office...

|TG-12th|WhiskeySix
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