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Left 4 Dead 2: Tricycle Factory Survival Map

  • Dweep
  • October 6, 2013 at 9:20 PM
  • Dweep
    • October 6, 2013 at 9:20 PM
    • #1

    Hi!


    I made a map to Left 4 Dead 2. It's playable and everything but I would really like some feedback on it!


    It's made on half time during two weeks as a school assignment (I'm studying level design) and I will continue to work on it for some time.


    The map is currently up as version 3, version 4 will come up tomorrow or on tuesday.


    Any feedback is welcome!


    http://steamcommunity.com/sharedfiles/fi…s/?id=183662486


    Video presentation of the map and its design:

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    A game play video from the level is up!

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    //Rasmus K

    @dweep_the_sheep

  • mjens
    • October 7, 2013 at 12:01 PM
    • #2

    Where are the tricycles?

  • Dweep
    • October 7, 2013 at 2:20 PM
    • #3

    New update:

    -Big lighting overhaul: Now you can see things! (old lighting were crap)-Better climbing and navigation for zombies.-Fixed some spawn areas that were not spawning anything. Game play video and new screens coming today. seir: Some are parked outside and soma are parked inside Enjoy

  • mjens
    • October 7, 2013 at 2:47 PM
    • #4

    Show some pics with new lighting. Try to look at some reference pictures, some buildings look too simple now. Architecture and the "feeling" are also very important. Even the best gameplay can be hurt by simple visuals...

  • Dweep
    • October 7, 2013 at 4:12 PM
    • #5

    Even better, I'm uploading the game play video now. Will post some screen shots while it uploads.


    I agree, the story and credibility of the environment is important! Sadly, I had to spend a lot of time wrestling with Hammer but I hope i can update the buildings this week.

  • Dweep
    • October 7, 2013 at 5:17 PM
    • #6

    Here you go seir, tricycles just for you ^^


    [Blocked Image: http://i.imgur.com/R8yrlz7.jpg?1]

    [Blocked Image: http://i.imgur.com/lVgBfH9.jpg?1]

  • mjens
    • October 7, 2013 at 5:30 PM
    • #7

    Moar!

  • Dweep
    • October 7, 2013 at 7:45 PM
    • #8

    I'm working as hard as I can

    Next step is to rework the central building and mediate the purpose and story of the environment more!

    Stay tuned!

  • Sjonsson
    • October 8, 2013 at 4:14 PM
    • #9

    Hahaha, a good ol' tricycle factory, that's exactly the place I'd go for a ride in a zombie apocalypse!

    I'll see if I get some time over to play it!

  • WARHOLIC
    • October 8, 2013 at 6:42 PM
    • #10

    I like the pipe that connects to the top of that building. I think more hard routes like this would benefit gameplay because it seems like that area is too top control heavy. Would be great to have a number of rooftops to control and defend. That way, if one becomes too hectic, you can just travel to another one further encouraging player movement.


    I'd also theme out the space more. You want to create a dialogue between the gameplay and environment. Great work so far

  • Dweep
    • October 8, 2013 at 9:54 PM
    • #11

    Thanks for the feedback!

    Big update and an answer to WARHOLICs post will be up tomorrow before lunch, local time (about 13h from now).


    New center building and a real fix to the lighting is coming up!

  • Dweep
    • October 9, 2013 at 2:33 PM
    • #12

    Updated!

    Lighting should work now, I found the real problem and fixed it!

    New skybox!

    Facelift on the central building.

    Improved navigation!

    Fixed misplaced decals

    Zombies can now climb the container.


    Give me your thoughts!


    WARHOLIC: Great thinking and you are right. In the paper planing, I wanted the player to be able to get to the other roof and be able to move on a limited area of it but because I'm new to Hammer and Hammer is old I cut it early and prioritized the other areas.

    Now I'm thinking about open it up though. I only need a little time and a legit obstacle on the roof so players can see and shoot but not jump over it.

    Thank you for feedback! If you think of anything more, I am happy to hear of it!

  • Dweep
    • October 14, 2013 at 8:25 AM
    • #13

    Someone made a video about my map:

    http://www.youtube.com/watch?v=b-RPQmanaSM

  • Dweep
    • October 14, 2013 at 10:33 PM
    • #14

    Updated the main post with a video presentation of the map and its design. Sry for no subs, I hope you can understand my Swenglish.


    EDIT:

    Now there is English subtitles in the video.

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