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  3. the0rthopaedicsurgeon

Posts by the0rthopaedicsurgeon

  • l4d_abattoir_rc1 aka Dead Meat

    • the0rthopaedicsurgeon
    • June 29, 2009 at 11:10 PM

    the carcasses are just prop_statics set to nonsolid. i tried tying them to the rails with a couple of different entities, but they'd just swing about all over the place and if they hit you you'd lose about 20hp. ragdolls might've worked but they'd affect performance too much so making them non-solid is the only real alternative.

    [Blocked Image: http://img40.imageshack.us/img40/6675/l4dsvabattoirb30028.jpg]

    [Blocked Image: http://img269.imageshack.us/img269/6141/l4dsvabattoirb30027.jpg]

  • l4d_abattoir_rc1 aka Dead Meat

    • the0rthopaedicsurgeon
    • June 26, 2009 at 4:08 AM

    I started this map about 2 months ago as a break from my campaign. It's a small survival map set in an abattoir, with the story being that buildings like this were converted into morgues after the infection started spreading, but then abandoned once everywhere became overrun with zombies. For some reason though they decided to leave the pig corpses hanging from the ceiling, perhaps for the added atmosphere when the inevitable happened.

    Anyways, now the tools and game have been updated I can release a proper version of the map. The gameplay seems ok from the betas (and now you can load the map properly instead of through the console it actually plays a lot harder), but I'm releasing as rc1 in case anything major comes up.

    Link, screens and info:

    http://www.scorchingcraniums.com/portfo ... ttoir.html

    [Blocked Image: http://img229.imageshack.us/img229/1156/abattoirposter.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir01.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir02.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir03.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir04.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir05.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir06.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/portfolio/maps/abattoir/abattoir08.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • June 14, 2009 at 1:47 AM

    the other one i think is called car_69sedan, but it doesn't look too different from toyotas or nissans back in those days, which is actually when the village is meant to have been deserted.

  • The random model thread!

    • the0rthopaedicsurgeon
    • June 14, 2009 at 1:42 AM

    i can't render an AO map, i've edited the ambulance texture slightly (so that shouldn't look too bright, even if it's 100% self-illum) but it uses tiling squares for parts like the roof or floor, and there's one texture for the doors on the side (under the barrier pieces) and the back. i might have to try and move some of those parts onto the armour texture to get around that.

  • The random model thread!

    • the0rthopaedicsurgeon
    • June 13, 2009 at 3:35 AM

    i modified the L4D ambulance for use as an escape vehicle in l4d_yama:

    [Blocked Image: http://img520.imageshack.us/img520/8896/ambulance.jpg]

  • [TF2] CTF Creak WIP

    • the0rthopaedicsurgeon
    • June 8, 2009 at 3:08 PM
    Quote from Josch

    Do me a favour and please do NOT just mirror the map in any aspects.Its totally ok to build a tf2-map with mirrored layout - actually I like this.

    But I hate it if you can find any prop at the red base exactly at the same place in the right base.

    You don`t have much details so far so please don`t start to build just one half, copy and paste it and just change some textures...

    Build the map as a whole object, every single area for itself.

    This will make the map muuuuuuuch better in my opinion^^

    Even Valve did this - when you're in spec on Badlands and viewing the control points on top of the 'spires', click to alternate between red and blu and both are absolutely identical, even all the little pipes and rock props. Fastlane is the same, and besides being a really cheap way of making a map, it's also really confusing. I'm always running out the spawn on those two maps and going the wrong way until I get to our own point, realise there's no one around and have to run all the way back.

    I think just mirroring the layout like you've done here is ok as long as you then add all the details separately, change the shape of some buildings in non-reachable places etc.

  • Terminator: Salvation

    • the0rthopaedicsurgeon
    • June 8, 2009 at 3:33 AM

    i thought it was entertaining, but it just wasn't a terminator movie, especially since

    Quote

    it didn't have arnold outside some poor CGI, and arnold is the terminator

    . plus, while the terminators in the other movies had one motive: to kill john connor and do it at all costs, in this movie they're just not trying anymore and all of skynet has one single terminator with a machine gun to protect the city. the first two movies might not have made that much sense but they're classic action movies, t4 wasn't bad but it's just another standard action movie like every other that gets made these days (except rambo 4).

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • June 8, 2009 at 3:12 AM

    some more progress on my l4d campaign, i've spent today connecting the ropeway station to the village, now i just need to connect the village to the mine and this map is finished. the ropeway station is a copy of a real place that was abandoned in the 60s and the idea is that the village and this road has been hit by landslides/general decay in all those years which is why it's all overgrown and collapsed.

    i've also started planning out the 1st map which is set in tokyo itself. the survivors get to a host club where they have to turn on the power to open the rear doors, activating a disco. then they escape in an armoured-up ambulance which takes them to the 2nd, temple-based map, assuming i can have a cutscene in the middle of a campaign which should be possible.

    [Blocked Image: http://img188.imageshack.us/img188/8471/l4dyama30112.jpg]

    [Blocked Image: http://img195.imageshack.us/img195/4558/l4dyama30113.jpg]

    [Blocked Image: http://img196.imageshack.us/img196/5053/l4dyama30114.jpg]

    [Blocked Image: http://img197.imageshack.us/img197/1593/l4dyama30116.jpg]

    [Blocked Image: http://img198.imageshack.us/img198/416/l4dyama30117.jpg]

    [Blocked Image: http://img411.imageshack.us/img411/1834/l4dyama30118.jpg]

    [Blocked Image: http://img518.imageshack.us/img518/710/l4dyama30119.jpg]

  • Left4Dead 2

    • the0rthopaedicsurgeon
    • June 6, 2009 at 2:11 AM
    Quote from Jetsetlemming

    that still doesn't really justify making it a full-priced sequel though, at least not for a valve game. i downloaded dod for free back when it was still a beta, then valve bought it and developed it into dod 1.0/retail, with as far as i can tell 100% new content, even the sounds and hud were completely replaced. but because i had the mod installed, i got dod 1.0 and all its updates completely free. if they're saying the new features wont work with the L4D engine, they ported the entirety of dod:s over to the orange box not that long ago so that's not a valid reason either.

    if the old content is included and l4d owners get a discount then i wont mind paying for it as much, i don't like the new characters (except nick) but new campaigns is what everyone wanted all along. i don't see that happening though since they'd need so much new dialogue for the original 4 survivors for the new campaigns and any conversations with the new characters.

  • Left4Dead 2

    • the0rthopaedicsurgeon
    • June 5, 2009 at 2:54 PM

    "My dream is to have 16 characters"

    So that's L4D3 and 4 confirmed.

    Also, everything Valve have said over this game just seems like they're making excuses as they go along. In that link Chet says TF2 content is in simple, small increments, which isn't possible with L4D - so why promise that content in the first place when it's apparently impossible?

  • Left4Dead 2

    • the0rthopaedicsurgeon
    • June 3, 2009 at 7:43 PM

    They will add the ability to play and package custom maps, something else which should've been there from the start.

    Presumably Valve are actually going to support L4D2 with new content, and there's no way they will do that for L4D1 alongside L4D2. First, because of new features like random routes in L4D2; second, because if they decided to release that content for both games then what is the point in making a sequel in the first place; and third, if they release updates for L4D and separate updates for L4D2, then they're just fragmenting the community even more.

    Plus, if they've been working on L4D2 since immediately after the first game was released, who exactly has been working on these updates? The ability to play custom maps is the last update we'll get, unfortunately everyone will move on to mapping for L4D so there'll be no maps to play.

  • Left4Dead 2

    • the0rthopaedicsurgeon
    • June 3, 2009 at 6:35 PM
    Quote from KungFuSquirrel

    Sorry, I fail to see how significantly improved or re-worked systems, new player characters + voice work, something like 17 (?) new weapons, new normal infected, 3 new special infected, and five new campaigns (as in, the entirety of the original game + 25%) that support the original game modes + one new one out of the box can't be justified as a sequel.Good interview here: http://www.shacknews.com/featuredarticle.x?id=1138

    No one is angry that we're getting a sequel. People are angry that they paid $50 - more than any other Valve game over Steam - for an incomplete game with 4 campaigns after Valve told us they'd be adding new characters, weapons, maps and even videos like with TF2. It takes them 6 months to release the SDK, 7 by the time we can actually play custom levels, and they've already told us they're abandoning the game because it wasn't what they'd envisioned (they say they'll carry on supporting it but they absolutely wont make content for one game alongside separate content for its sequel, especially when they've told us they weren't happy with L4D).

    It's not that L4D2 doesn't justify a sequel (even though I think there's still too much of the original underneath to call it a new game), it's that L4D1 didn't justify a $50 game in the first place and all the sort of content we were promised was instead being made as a brand new game from the moment L4D was released.

  • Left4Dead 2

    • the0rthopaedicsurgeon
    • June 1, 2009 at 11:03 PM
    Quote from KoKo5oVaR

    New maps don't sell that well unfortunately

    Look at the Steam sales charts when TF2 gets a free weekend/update. It's in the top 10 week after week as it is (along with CSS and CS), because people know the game will be supported in the future. They've only just released the SDK for L4D, and by the time anyone finishes a custom campaign, the sequel will already be out.

  • SPLIT: L4D Tools Discussion

    • the0rthopaedicsurgeon
    • May 17, 2009 at 11:14 PM

    it stays working as long as you leave the 3d view in 'lighting preview' and don't close the raytrace preview window. you can then keep moving around and switch to see how the lighting will look in the separate window (although as soon as you move the cursor back into hammer it'll minimise).

  • SPLIT: L4D Tools Discussion

    • the0rthopaedicsurgeon
    • May 16, 2009 at 2:11 PM
    Quote from rockdude86

    how about making that work for people who dont have l4d, i have tf2 though but whatever i seem to do i cant get the orange box hammer to work all it gives me is white lines in 2d views and even more blobs of white in 3d view and i cant even navigate around in it. way to go valve

    what game are you trying to use it for? if i forget to switch the engine in the SDK menu and load an Ep1 game like css with the orange box sdk, then i get white wireframes too. you need to make sure you pick the same engine that the game itself uses.

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • May 15, 2009 at 12:42 AM

    i used the tutorial here: http://forums.l4dmaps.net/showthread.php?t=748

    just generating a nav mesh wont work, you need to mark it with certain parameters for it to work in survival. if you only got one wave, i'm guessing you ran in co-op mode - you need to type "mp_gamemode survival" in the console before you load the map for it to work in survival mode.

    by the windows, do you mean the ones in the reception? the whole outdoor area and those windows were only added because the reception was too easy to defend. i put boards across the windows to let the player know they shouldn't be able to cross, but low enough and set to non-solid so zombies can still get through.

    i know some of the doors can be broken too, even though i've tried them as prop_dynamic, prop_physics or whatever, set their health to 0, non-breakable, covering them in clip brushes etc. but then when a tank comes along he just obliterates them into gibs and you're left with the wooden barricades or an empty doorframe you can't walk through.

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • May 14, 2009 at 3:33 AM

    i've been making a survival map for l4d over the last 2 weeks, set in an abattoir that was used as a temporary morgue for infected people and then abandoned once the virus spread. there's the main room, split in two by the plastic curtains, a freezer full of decomposing pig carcasses (though i'm not sure why they left them in there with the dead people), a reception area and a slaughter/bleeding/skinning etc room. i've already released b2, so i've been making some more props since then to add some detail.

    also, i'm wondering what to do with the pig carcasses - at the moment they're solid which means decals show up but they get in the way, especially in the freezer. is there a way to make them so decals appear but they don't block players/NPCs? or can i have them hanging like ragdolls so you can push them out the way, without a performance hit?

    [Blocked Image: http://img207.imageshack.us/img207/2799/l4dsvabattoirb30021.jpg]

    [Blocked Image: http://img526.imageshack.us/img526/4751/l4dsvabattoirb30014.jpg]

    [Blocked Image: http://img413.imageshack.us/img413/2793/l4dsvabattoirb30013.jpg]

    [Blocked Image: http://img223.imageshack.us/img223/5917/l4dsvabattoirb30010.jpg]

    [Blocked Image: http://img527.imageshack.us/img527/4491/l4dsvabattoirb30015.jpg]

  • The random model thread!

    • the0rthopaedicsurgeon
    • May 11, 2009 at 6:46 PM

    finished my slaughterhouse tools plus a couple of new ones:

    click for enormousness

    [Blocked Image: http://img114.imageshack.us/img114/1567/machinerys.jpg]

  • What have you purchased recently?

    • the0rthopaedicsurgeon
    • May 8, 2009 at 4:39 PM

    darkplace on DeanVD

    [Blocked Image: http://img360.imageshack.us/img360/289/darkplacedvd.jpg]

  • I need a submarine topdeck gun, anyone?

    • the0rthopaedicsurgeon
    • May 8, 2009 at 3:36 PM

    i made a 150mm tbsk c/36 for dod_dogsector a few years ago, the tbsk stands for torpedoboots kanone so they were designed as naval guns even if they could also be used on land. the case on the outside can be removed, but i made it about 3 years ago so i'm not sure if it's detailed enough

    http://img14.imageshack.us/img14/4872/150mm1yf9.jpg

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