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Posts by JoshuaC

  • SPLIT: L4D Tools Discussion

    • JoshuaC
    • May 16, 2009 at 3:56 AM

    Fixed my link.

    If your map takes hours to compile you're obviously not optimizing correctly.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/l4d_sv_bedroom_b1001.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/Bedroom/l4d_sv_bedroom_b1002.jpg]

  • SPLIT: L4D Tools Discussion

    • JoshuaC
    • May 16, 2009 at 1:23 AM

    The L4D Authoring tools are out for those interested.

    http://%7boption%7d

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • May 1, 2009 at 7:30 PM
    Quote from tofu

    Uh what? It honestly doesn't play too much differently than lighthouse.

    Regardless of how it plays, it's always cool to splash out and just create something for the fun of it I thought it looked cool, maps like that are perfect for small LANs.

    You could do some cool stuff with some of the items typically found in a bedroom too, i.e. flip the texture on the TV halfway through to some zombie related pic, have the monitor smash and become a spawning point for tanks/hordes etc.

    Exactly. I made this map to be something a little different than what was already out. I'm planning on a few mid game events that should mix it up a little bit. I'm also looking into a small campaign where you're this size.

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • April 30, 2009 at 8:13 AM
    Quote from JeanPaul

    I mean good job on getting it working. But you just took years of gameplay tweaking and refinement and threw it out the window with that map. Then again, I dont know if you are serious with that thing or if its just a test

    Uh what? It honestly doesn't play too much differently than lighthouse.

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • April 30, 2009 at 3:34 AM
    Quote from moconnor

    Map looks very cool Josh, but I think it's way too open, 4 people could easily stand up on the bed and keep reloading. You should put the start point with ammo somewhere more difficult to defend.

    I'll probably fill in some of the open space once I actually test it with some real people but the bed is probably one of the more exposed areas in the map due to the fact zombies can climb up all sides of the bed.

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • April 30, 2009 at 12:41 AM
    Quote from the0rthopaedicsurgeon

    did you just follow the official l4d tutorial to get the zombies working? i've tried dozens of times and i get a nav mesh and zombies spawn, but i still get the 'map is unplayable' error and every time i load the map after that there are no zombies again, although survivor bots and zombies i manually spawn still move around fine.

    I used the official guide and there's alot of good tutorials here.

    http://forums.l4dmaps.net/f11/

    It seemed daunting a first but once you get it down the nav editing part is actually pretty easy.

  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • April 29, 2009 at 6:29 PM
    Quote from Freak

    nice but the propellor doesn´t have shadows

    That's cause it's spinning.

    I don't suppose videos are too out of the question for this thread? I did a quick video of the map.

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  • WIP in WIP, post your level screenshots!

    • JoshuaC
    • April 29, 2009 at 1:11 AM

    I'm really enjoying mapping for L4D.

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/l4d_sv_bedroom_b10002.jpg]

    [Blocked Image: http://dl-client.getdropbox.com/u/49917/maps/l4d_sv_bedroom_b10003.jpg]

  • Arena/KOTH Lighthouse

    • JoshuaC
    • February 22, 2009 at 12:59 AM

    I played an arena version of this map the other day and had alot of fun playing it. Nice presentation on showing off your map!

  • [TF2] Arena Watchtower B3

    • JoshuaC
    • February 21, 2009 at 6:10 AM

    Thanks for the congrats everyone.

  • [TF2] Arena Watchtower B3

    • JoshuaC
    • September 2, 2008 at 7:37 PM

    Before I added the radio tower the main building was a little boring looking. I really don't know what else I could of added to make it look better but I was pretty happy with the way it looked.

    I'll definitely be redoing the upper cliffs for the next release.

    Does anyone have any tips for optimizing a open map like this? I've done the usual nodraw everything that isn't seen and func_detail alot of the details but you can still see quite a bit of the static models when they're covered up by certain things.

  • [TF2] Arena Watchtower B3

    • JoshuaC
    • September 2, 2008 at 9:42 AM

    A medium sized arena map featuring some vertical gameplay.

    [Blocked Image: http://dl.getdropbox.com/u/49917/maps/W…atchtower_1.jpg]

    [Blocked Image: http://dl.getdropbox.com/u/49917/maps/W…atchtower_2.jpg]

    [Blocked Image: http://dl.getdropbox.com/u/49917/maps/W…atchtower_3.jpg]

    [Blocked Image: http://dl.getdropbox.com/u/49917/maps/W…atchtower_4.jpg]

    Download.

    http://www.fpsbanana.com/maps/64978

    I'd love to hear what you guys think about it.

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