1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

l4d_yama

  • the0rthopaedicsurgeon
  • March 20, 2009 at 2:15 AM
  • the0rthopaedicsurgeon
    • March 20, 2009 at 2:15 AM
    • #1

    I thought I'd start a new thread for this campaign instead of posting in the WIP thread since it's getting further along now. The campaign is set on a mountain outside Tokyo, almost entirely based on real places around that area (using references from this site), starting in a tourist centre/hiking trail near the bottom, through a temple complex, up to a derelict mining village via a cablecar ride, and then a spa and mountain-top hotel. I've got a lot of prefabs for maps 2, 4 and 5, but 3 is the furthest along and is almost finished apart from some connecting routes and the saferoom. The finale will be on the roof of the Maya Kanko hotel, which I've actually found a video of, and has some really interesting '30s architecture.

    Anyways, here's some screens of the third map. They're all sharpened in PS because they're resized from 1920x1200, the colour correction also might change but I can't open the editor ingame, I might have to wait for the SDK.

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/001.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/002.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/003.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/004.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/005.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/006.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/007.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/008.jpg]

    And my favourite building in the map, the main shrine from map 2:

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/yamatemple0014.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/screens01/yamatemple0016.jpg]

  • AlexM
    • March 20, 2009 at 2:54 AM
    • #2

    great detail on the new building

    and as I said before, I cant wait to play this campaign

  • citric
    • March 20, 2009 at 8:16 AM
    • #3

    Looking great! Can't wait for the SDK so i can start mapping for L4D properly.

  • Sa74n
    • March 20, 2009 at 10:54 AM
    • #4

    great work. i guess just a little bit more color wouldn't have hurt though

  • dux
    • March 20, 2009 at 11:00 AM
    • #5

    Love it. Love the dead lifeless look of it, too. Really adds to the zombieness of it.

  • Zeta
    • March 20, 2009 at 11:26 AM
    • #6

    Really awesome man.

  • e-freak
    • March 20, 2009 at 11:31 AM
    • #7

    The shrine/temple could need some more zombiefication/fortifiedeness (like the church or the house in death toll)

  • Minos
    • March 20, 2009 at 12:52 PM
    • #8

    Great work so far!

  • 2d-chris
    • March 20, 2009 at 2:45 PM
    • #9

    All I have to say is; WIN

  • Psy
    • March 20, 2009 at 4:22 PM
    • #10

    Excellent work.

  • the0rthopaedicsurgeon
    • March 20, 2009 at 5:04 PM
    • #11
    Quote from Sa74n

    great work. i guess just a little bit more color wouldn't have hurt though

    Map 2 should be more colourful with all the temple buildings, and if I can find some custom props or mdldecompiler is updated for L4D so I can edit the standard trees, there should also be a lot more green foliage instead of the dead trees Valve are obsessed with. Everything from map 3 onwards is based on real places that have been derelict for 30 or 40 years, so after a silent cablecar journey up from the temple complex, everything is suddenly brown and dusty, I wanted to make it feel like you're further from civilisation and everything's dead and decaying as you get to the top of the mountain.

    This is an old screen from CSS, but this is how the first maps should look:

    http://img14.imageshack.us/img14/5688/y ... le0019.jpg

  • Warby
    • March 20, 2009 at 5:19 PM
    • #12

    loving that new building i just think its weird its standing on those paper thin alpha test polygons ^^

  • AlexM
    • March 20, 2009 at 8:48 PM
    • #13
    Quote from Warby

    loving that new building i just think its weird its standing on those paper thin alpha test polygons ^^

    yeah I agree, I would just make them polygonal

  • the0rthopaedicsurgeon
    • April 13, 2009 at 5:30 AM
    • #14

    small update, been working on the crescendo setting/saferoom for map 2. the ropeway stops halfway up the mountain and everyone has to climb down to reach this maintenance station. the door to the control room/saferoom is locked from the other side so you have to take a lift and go through the tunnels to get to it, but the lift only takes one person's weight. assuming i can stop zombies spawning down there and i can come up with a backup plan incase that player dies/quits/griefs, the other 3 have to stay up top and fight off the hoard, before the other player unlocks the door and they all get into the saferoom.

    anyway, this area is still wip, including the lighting and colour correction. the SDK should be out next tuesday too so i can figure out then how this whole area is going to work and what entities i can use.

    [Blocked Image: http://img2.imageshack.us/img2/5003/yamalift0000.jpg]

    [Blocked Image: http://img412.imageshack.us/img412/6096/yamalift0001.jpg]

    [Blocked Image: http://img2.imageshack.us/img2/548/yamalift0002.jpg]

    [Blocked Image: http://img412.imageshack.us/img412/6079/yamalift0003.jpg]

    [Blocked Image: http://img4.imageshack.us/img4/7254/yamalift0005.jpg]

    [Blocked Image: http://img6.imageshack.us/img6/1418/yamalift0006.jpg]

    [Blocked Image: http://img8.imageshack.us/img8/6848/yamalift0007.jpg]

    [Blocked Image: http://img9.imageshack.us/img9/3025/yamalift0010.jpg]

    also, does anyone know why i'm getting seams in the skybox in l4d? they didn't appear when i used the skybox in css, but in this game i get them along the edges of each side, you can just see one in the clouds in the 1st screen above the skybox pylon

  • -HP-
    • April 13, 2009 at 1:32 PM
    • #15

    This is genius stuff! I really like the monochromatic look, but a tad little bit of more color definitely wouldn't hurt!

    So far so awesome, no flaws to point out here!

  • dux
    • April 13, 2009 at 4:14 PM
    • #16

    Yeah what HP said, nice stuff. As it's WIP no reason to point anything out yet.

  • JeanPaul
    • April 13, 2009 at 7:45 PM
    • #17

    Definitely needs more color

    Valve uses color EVERYWHERE to guide the player in l4d, warm and cold colors and contrast etc etc

    But looks awesome so far

  • RA7
    • April 13, 2009 at 11:03 PM
    • #18

    nice creepy atmosphere....

  • D3ads
    • April 14, 2009 at 10:43 PM
    • #19

    That looks fantastic, needs a tad more colour though. Nice reference point also, I've had that guy's page saved in my favourites for months now, there's some great stuff on there

  • Nysuatro
    • April 15, 2009 at 11:12 PM
    • #20

    Looking good. Best custom map for l4D i have seen

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Why is data science needed

    shilpa
    July 17, 2026 at 12:39 PM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 7 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™