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[L4D2] [WIP] Echo Base: Hoth (Star Wars)

  • Nicky_Da_B
  • October 23, 2019 at 4:20 PM
  • Nicky_Da_B
    • October 23, 2019 at 4:20 PM
    • #1

    I’ve been working on a survival map for Left 4 Dead 2. It’s another Star Wars themed location, Echo Base on Hoth. Placed during the invasion of the Empire and the Rebels evacuation. I think this is a perfect survival scenario. It fits the similar themes and action of classic last hold out stands such as the battle of the Alamo, Thermopylae, or another L4D2 favorite Helm’s Deep from Lord of the Rings. I hope to bring this battle to life… or dead, lol, and create a fun experience and another Star Wars fantasy. Some of you have already seen me posting pictures on social media such as facebook and twitter. I decided to create a topic on mapcore and post pictures and updates here as well. Hope to talk to other mappers as I develop the experience.

  • Nicky_Da_B
    • October 24, 2019 at 4:07 PM
    • #2

    Not much, but a start. Everything starts in the dirt room.

  • Nicky_Da_B
    • October 25, 2019 at 2:22 PM
    • #3

    Added a spawn point.


  • ElectroSheep
    • October 28, 2019 at 12:53 PM
    • #4

    MONS ? ?

  • Nicky_Da_B
    • October 28, 2019 at 6:25 PM
    • #5
    Quote from ElectroSheep

    5 hours ago, ElectroSheep said: MONS ? ?

    I'm sorry. I don't understand. What is "MONS"? >>> OH. LOL. I think I get it now. Haha, that is my snow dev texture.

  • Nicky_Da_B
    • October 28, 2019 at 8:17 PM
    • #6

    not much visual change. did mostly scripting. but i added a shit AT-AT for visual feel

  • Nicky_Da_B
    • October 29, 2019 at 2:32 PM
    • #7

    added 6 forced zombie spawns and a timer trigger to spawn them at random intervals between 1-3, 2-3, and 3-5 seconds

  • Nicky_Da_B
    • October 30, 2019 at 8:50 PM
    • #8

    testing out the fun...

  • Nicky_Da_B
    • October 31, 2019 at 7:10 PM
    • #9

    imported a custom model. and scale references in maya

  • Nicky_Da_B
    • November 1, 2019 at 8:07 PM
    • #10

    getting a custom model into the engine is a lot easier than I anticipated... although it may just be my 10 years of experience in similar areas at this point. lol, well. now i know I can import custom models. and i have a pretty generic idea of scale from maya to blender to source.

  • Nicky_Da_B
    • November 3, 2019 at 9:03 PM
    • #11

    not much, but threw some weapons and med kits in the spawn area to make it easier to pick whatever weapon you want to playtest with.

  • Nicky_Da_B
    • November 5, 2019 at 3:07 PM
    • #12

    I tried sculpting a rock?

  • Nicky_Da_B
    • November 6, 2019 at 7:45 PM
    • #13

    UV draft. better than grey. loaded into the engine. just wanted to see it in engine.

  • Nicky_Da_B
    • November 11, 2019 at 12:03 AM
    • #14

    I didn't want to do any "real work" so i just added a small 50 cal inside of a shit dev turret. lol.

  • Nicky_Da_B
    • November 11, 2019 at 4:21 PM
    • #15

    had to fix the stupid ass convex default physics model. back in the engine

  • Nicky_Da_B
    • November 12, 2019 at 3:35 PM
    • #16

    progress on a dev texturePLUS. then eventually put that shitty ass shit in game.

  • Nicky_Da_B
    • November 14, 2019 at 4:01 PM
    • #17

    did a quick block in of a ice wall


  • Nicky_Da_B
    • December 2, 2019 at 6:41 PM
    • #18

    nov has been pretty busy month. but I haven't worked on the map in a while so i figure id just do something super fast and small to get me back in the habit of working. - this is a small ledge. i'll turn it into a mini hold out area.

  • Zimuus
    • December 5, 2019 at 12:49 AM
    • #19

    Map looks really big, do you plan on making incentives for players to move around? I worry they might find a spot and sit in it when, which is normal, but when you're working on such a large scale you'd hate to waste all that space.

  • Interfearance
    • December 5, 2019 at 1:59 AM
    • #20

    [Blocked Image: https://media.tenor.com/images/e398530fa1de9aca1665ea3797438aa9/raw]

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