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[L4D2] River Crossing

  • sarge mat
  • April 30, 2010 at 2:00 PM
  • sarge mat
    • April 30, 2010 at 2:00 PM
    • #1

    I keep putting of posting this here because I wan't to do more and more to it but I think its time to get more feedback on it. Its a three part campaign, but I am only posting the first part today as the other two are very early still. Anyway here are a few screenshots

    I am thinking the lighting is a bit dull at the moment.

    Thanks

    Mat

    (you will see weird errors)

    http://img180.imageshack.us/img180/1079/firstmapcorepost16.jpg[/img

    http://img52.imageshack.us/img52/8213/firstmapcorepost17.jpg[/img

    http://img580.imageshack.us/img580/3519/firstmapcorepost18.jpg[/img

    Was Playing with the flair lights here and they are a bit too low to the ground now.

    http://img576.imageshack.us/img576/7428/firstmapcorepost19.jpg[/img

    motion sensor type light. Have to fix some things with it.

    http://img13.imageshack.us/img13/9325/firstmapcorepost20.jpg[/img

    http://img442.imageshack.us/img442/2050/firstmapcorepost1.jpg[/img

    http://img580.imageshack.us/img580/4097/firstmapcorepost2.jpg[/img

    http://img682.imageshack.us/img682/847/firstmapcorepost3.jpg[/img

    http://img443.imageshack.us/img443/2623/firstmapcorepost5.jpg[/img

    http://img203.imageshack.us/img203/5233/firstmapcorepost6.jpg[/img

    http://img72.imageshack.us/img72/4451/firstmapcorepost7.jpg[/img

    http://img188.imageshack.us/img188/3062/firstmapcorepost8.jpg[/img

    http://img188.imageshack.us/img188/9431/firstmapcorepost9.jpg[/img

    http://img8.imageshack.us/img8/2025/firstmapcorepost10.jpg[/img

    alarm sets of a non-stop panic event untill switched off at the other end.

    http://img130.imageshack.us/img130/3228/firstmapcorepost11.jpg[/img

    http://img682.imageshack.us/img682/7011/firstmapcorepost12.jpg[/img

    http://img405.imageshack.us/img405/8111/firstmapcorepost13.jpg[/img

    http://img208.imageshack.us/img208/2154/firstmapcorepost14.jpg[/img

    http://img535.imageshack.us/img535/6007/firstmapcorepost15.jpg[/img

    few more ones to give a better view

    http://img718.imageshack.us/img718/34/l4dr…singtest000.jpg[/img

    http://img521.imageshack.us/img521/34/l4dr…singtest000.jpg[/img

    http://img72.imageshack.us/img72/34/l4dri…singtest000.jpg[/img

    http://img442.imageshack.us/img442/34/l4dr…singtest000.jpg[/img

  • ElectroSheep
    • April 30, 2010 at 5:38 PM
    • #2

    You should increase your water texture scale. Repetition is visible a lot.

  • -HP-
    • April 30, 2010 at 5:40 PM
    • #3

    Nice water. naawt!

    And tell me how in the world someone painted a spray that big? I mean the none of you will survive spray.

  • sarge mat
    • April 30, 2010 at 6:07 PM
    • #4

    lol

    Fixed the water but wan't to get rid of the glare on it. Yea that spray was stupid its gone and I want to make that area a bit more interesting than just a flat wall.

    Thanks

  • Corwin
    • April 30, 2010 at 8:47 PM
    • #5

    Here are a few advices and criticisms. Don't take it too literally, I'm just trying to help. Good luck with the rest of it!

    [Blocked Image: http://img217.imageshack.us/img217/2108/67242008.jpg]

    [Blocked Image: http://img188.imageshack.us/img188/2540/10988164.jpg]

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    [Blocked Image: http://img32.imageshack.us/img32/357/64386597.jpg]

    [Blocked Image: http://img153.imageshack.us/img153/1544/81012315.jpg]

  • -HP-
    • April 30, 2010 at 8:54 PM
    • #6

    Wow, that's some awesome feedback!

  • OhSnap
    • April 30, 2010 at 9:11 PM
    • #7

    *edit* well damn, Corwin did me better with screenshots... And we both called some of the same stuff. Cheers.

    Stuff that popped at out at me;

    (Apologies if this seems overly negative. I blame my job)

    By screenshot number;

    16 - Angled brace made of concrete is odd. I don't think bridges actually do this. Also, the texture is still at 90 degrees and not matching the geometry angle. Those yellow traffic trash cans seem out of place under a bridge, especially with a random lantern there. Why is there a lantern there? You can make some visual narrative that could explain these things, like another survivor group using the trash cans to make a sort of barricade/shelter or something.

    17 - Really long unbroken skyline. Antenna's, water towers, electric poles, buildings in the distance, needs *something* to break up a straight line. Huge building with plain brick wall is... dangerous.

    19 - Skyline again. This place looks really empty (the ground). The light doesn't seem to cast an actual light on the ground even though it appears to be a pretty powerful light.

    20 - Cool, running on busted up boats. Initially thought you could turn it into a dynamic prop and sorta sway, but that'd probably mess with nav mesh. Anyway... Those lights in the background look weird. The light bulb is visible, but the lighting on the wall starts like 20-30 units below it. Another really long unbroken skyline

    2 - 2? Weird order of screenshots... Is that boat hanging halfway off a dock or something? It seems odd (ie, physically impossible, unless its resting on something). The wooden trim around the dock is slightly raised, but not under the handrails? Not sure if that was on purpose, it just jumped out at me.

    3 - This one prompted my whole post. Ok... Unbroken skyline. Two materials for a building without something breaking the transition. The windows on the second floor of the building on the left look like they're doors. The building also wouldn't have 3 separate doors, within 10 feet of each other. The building on the right, are those awnings or balcony's? They look like balcony's, but they don't have rails. None of the buildings have anything else (gutter drains, power boxes, wires, etc)

    7 - What are those black girder things on both sides of this bridge? This entire thing really confuses me. Is this a make-shift bridge or a 'real' bridge under construction or something? Would need a better look at it...

    10 - DOOR TRIMS! Magical floating doors connected to a brick wall do NOT exist in the real world. The transition between floor textures is also a bit jarring for me.

    11 - Window trims on the ceiling. Also, the texture tiling. You have it split in half on both edges. Something looks weird above the right doorway where the wall meets the ceiling. Not sure if its a different texture or lighting weirdness.

    12 - Huge area with nothing in it. Cement bricks look GINORMOUS on the shop on the right. Malls don't usually have visible brick or concrete on the inside...

    14 & 15 - Your lights here look weird. Place the light higher to the ceiling, turn off "cast shadow" on the light prop. Place looks too big as a restaurant too.

    Ok your next set of screenshots are all named the same thing... Why do you hate me? Comments from top to bottom

    1 - Is that a wire connecting crossing a river from lights to a generator...?

    2 - The concrete barricade in the street looks really out of place, since it has nothing else there explaining why it's there. The apparently 50 foot long single piece of wood creating a bridge feels MORE out of place.

    4 - Dock, connecting to some sort of rock thing, in the middle of a river? How do the boats get past this?

    EVERYTHING - There doesn't seem to be any power lines in your part of the city.

  • sarge mat
    • April 30, 2010 at 9:18 PM
    • #8

    Corwin and OhSnap post's like those mean the world to me. Going to read it all now.

    Thanks so much.

  • DaanO
    • May 6, 2010 at 11:30 PM
    • #9

    Only thing i'd like to add to the (great) feedback above is that i'd post less screenshots. Most important thing i've learn about presentation is use 15 images maximum, people will lose attention

  • sarge mat
    • May 7, 2010 at 12:06 AM
    • #10

    Yea that's very true, going to hide those ones when I post more and post less next time. Working hard on this one but I am into the last few weeks of my HND so a lot of dev time is going into finishing of assignments.

  • sarge mat
    • June 5, 2010 at 8:26 PM
    • #11

    Update time, partly because I want to ask for help. For some reason the nav just can't draw the dots between the start and the end of the level. God knows why at this point as I have tired everything I can think of even doing it from 0 several times and it did all work before all the changes. I would say there is a dam clear path from start to end, the ai follow it no problem. But still the nav error pop's up every time that the map is unplayable. Any tips would be helpful.

    Anyway, some new screenshot's I don't think i have quite covered everything people said about the map (some are not clear in the shots) and I have changed the lighting a lot but still working on nailing that down, along with many other things. Parts 2 and 3 where very early and I am re designing them from scratch, i can see they would have the same flaws all over that people pointed out and where not that interesting at all.

    Fog is a little harsh me thinks, want to have some interesting lights in the background.

    you do now get to go down into the dark area at the start and climb up a man hole and the restaurant at the end is now a bar type club, got some much cooler stuff going on in there. You can see the man hole and its a square for now as I took away the prop in a effort to see what was not working nav wise.

    Thanks

    [Blocked Image: http://img59.imageshack.us/img59/8138/rivercrossingshotsjuly5x.jpg]

    [Blocked Image: http://img59.imageshack.us/img59/599/rivercrossingshotsjuly5.jpg]

    [Blocked Image: http://img203.imageshack.us/img203/599/rivercrossingshotsjuly5.jpg]

    [Blocked Image: http://img22.imageshack.us/img22/599/rivercrossingshotsjuly5.jpg]

    [Blocked Image: http://img443.imageshack.us/img443/599/rivercrossingshotsjuly5.jpg]

    [Blocked Image: http://img715.imageshack.us/img715/599/rivercrossingshotsjuly5.jpg]

  • the0rthopaedicsurgeon
    • June 6, 2010 at 4:35 AM
    • #12

    walk through the map on the route you'd normally take in nav_edit mode and check that the mesh is actually constant. it sometimes leaves gaps, especially on stairs (the only way to fix those is to put a flat clip-textured ramp over them and then nav_generate_incremental).

  • sarge mat
    • June 7, 2010 at 12:22 PM
    • #13

    Thanks, I think I am making progress on it this morning.

  • Serenius
    • June 7, 2010 at 1:45 PM
    • #14
    Quote from sarge mat

    [Blocked Image: http://img59.imageshack.us/img59/599/rive…gshotsjuly5.jpg]

    I'd recommend taking a look at this regarding the clutter in your scenes. Feels obvious once you've read it, but it helps a lot.

    http://www.shaddyconceptart.com/categor ... ets/page/2

  • sarge mat
    • June 7, 2010 at 11:36 PM
    • #15

    Yea some of it does look shitty. Think I will spend tomorrow working on that stuff and get a break from the fing nav stuff. Have some new fog effects going too which are looking nice but needs a bit more work.

    Thanks and thanks again for the link

  • OhSnap
    • June 8, 2010 at 7:50 AM
    • #16

    I'd suggest fleshing out a narrative for your map. Currently, it doesn't appear to have one (or it has one, that you know of.. but it's unclear to the end user).

    For example...

    In the mall, everything is so clean. But there are dead bodies. What happened here? Did it close down before the outbreak? The stores look open and rather inviting, so guessing not. Would riots break out and stores busted into? It's possible. It's just too empty to be meaningful. The player will move through this area in 30 seconds and forget about it 2 minutes later.

    The little courtyard with all the trash. Where'd the trash come from? It's the outside of an evac center, so it makes sense there'd be tons of people, but there'd be something to order those people. Like barricades making curved lines. Maybe a tent on the side for registration info? At least a trash can or two?! And why is there a sleeping bag (?) and lantern there? Out in the open, exposed, during the ZOMBIE APOCALYPSE!

    The whole 'crossing the river' thing. I still don't know if that's a real intentional bridge or supposed to be a makeshift bridge. Why would people create a makeshift bridge to cross the river? Bad stuff on their side? Evac center on the other side? Military outpost? Something? Speaking of makeshift bridges (if that's the supposed route), the long sheet of wood REALLY feels out of place. I would definitely suggest finding a different way to create a makeshift bridge (crane drops cars into the river? Plugs gaps with suitcases? Other equipment?) The other makeshift bridge in the last screenshot looks more genuine. And why are the boats there? Are they wrecked? But they have their lights on... Maybe they were evacuating people? But the area is lacking suitcases, clothes, dead bodies, etc. Maybe the boats were bringing something IN to the area? Military people? But there's no barricades or other equipment to suggest this either.

    Make sure there's a reason for everything in your map being where it is. If it's there 'just because' then it may be better to change it or remove it

    Or just give this a read http://%7boption%7d

  • sarge mat
    • June 9, 2010 at 7:06 PM
    • #17

    Thanks,

    I have since made the mall into a proper evac center, both inside and out. Will post shots of that later. The sleeping bag was actually an ammo box but that whole area has been changed as I said above. As for the bridge, the idea with it was there was a foot bridge under construction before the out break. What I have done how ever is add in a crane that is clearly being used to build it and in general make it look more like a construction. In addition To other things, a lot of the roadblocks are now more fitting now too.

    Will post shots of that later too.

    Thanks for the feedback

    Mat

  • sarge mat
    • July 7, 2010 at 12:15 PM
    • #18

    So I found a effective way to work out the nav issues so I once again have zombies in the map, that said I need to fix a few spawn issues. Anyway beta can be downloaded here: gone for now[/url

    http://%7Boption%7D

    Still plenty of things I am working on got a few background and draw distance issues as well as fps, but also focusing more on the next part of the map, threw out the original idea and re working it.

    http://%7Boption%7D

    Screenshots

    http://%7Boption%7D

    http://%7Boption%7D

    http://%7Boption%7D[Blocked Image: http://img824.imageshack.us/img824/369/l4drivercrossingpart100.jpg]

    The cars you can just about see to the right look a little odd in the water at the moment. The shot below is the rest of that bridge.

    http://%7Boption%7D[Blocked Image: http://img15.imageshack.us/img15/369/l4drivercrossingpart100.jpg]

    http://%7Boption%7D[Blocked Image: http://img444.imageshack.us/img444/369/l4drivercrossingpart100.jpg]

    Under Construction foot bridge, the crane that was working on it gives a good excuse for the massive concrete road block too.

    http://%7Boption%7D[Blocked Image: http://img710.imageshack.us/img710/369/l4drivercrossingpart100.jpg]

    http://%7Boption%7D[Blocked Image: http://img816.imageshack.us/img816/369/l4drivercrossingpart100.jpg]

  • OhSnap
    • July 11, 2010 at 8:32 PM
    • #19

    Unplayable for me.

    AI wouldnt pick up guns/health packs at spawn

    AI kept on falling into the water (either on the wood planks by the first boat, or the 'car bridge' thing.

    After the first bridge, where you have to go under the dock to climb up the ladder, the height clearance isn't high enough. I had to duck to get through.

    Hella zombies always spawned on the rock to the side of the boat near the car bridge where nav mesh didn't appear to be connected. They just stood around waving at me menacingly.

    Can't really give any more feedback than that. Tried playing through like 4 or 5 times, but since the AI kept on drowning themselves, SI's would get me or witches were spawning in choke points (ladder after car bridge, door in evac building). Tried noclipping through to get screenshots of stuff to point out, but apparently SI can still get you in noclip... so it wasn't worth the effort.

    Also minus points on not having it packed into a vpk file.

  • sarge mat
    • July 12, 2010 at 11:49 AM
    • #20
    Quote from OhSnap

    Unplayable for me.AI wouldnt pick up guns/health packs at spawn

    AI kept on falling into the water (either on the wood planks by the first boat, or the 'car bridge' thing.

    After the first bridge, where you have to go under the dock to climb up the ladder, the height clearance isn't high enough. I had to duck to get through.

    Hella zombies always spawned on the rock to the side of the boat near the car bridge where nav mesh didn't appear to be connected. They just stood around waving at me menacingly.

    Can't really give any more feedback than that. Tried playing through like 4 or 5 times, but since the AI kept on drowning themselves, SI's would get me or witches were spawning in choke points (ladder after car bridge, door in evac building). Tried noclipping through to get screenshots of stuff to point out, but apparently SI can still get you in noclip... so it wasn't worth the effort.

    Also minus points on not having it packed into a vpk file.

    Display More

    Thanks for playing though.

    Yep plenty of things I need to fix no excuse some of those bad errors. The zombies on the rocks where easy to fix, I had just forgotten to mark the nav empty and no mob's again after deleting all the nav. There is enough headroom to get under to the ladder, but the dam jetty prop has a little bit of wood that sticks out a bit to the right of the opening that fucks with it. I will just move that down.

    The biggest thing is them running into the water though, I am trying to work out how deep water is defined in the engine so that if they fall in they die straight away and also avoid it in the first place (that might be due to some flow issues too though).

    I will use a vpk in future, sorry about that but at the time I could not face trying to get all the images working right etc. Suppose I could use the defaults for now.

    To be honest I think I was too "omg it finally works" and didn't test enough my self first.

    Thanks.

    EDIT:

    Took the beta down, no point in others trying to play something that is broken.

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