I've got this, but I don't know what to modify in all of to do what I want. I don't even know if it's posssible or not.
Posts by TheOnlyDoubleF
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I'm always amazed while looking what people do in NS2. Good job
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Hi guys,
First of all, Happy New Year everybody ! Make good games and have fun.
Now, back to the business. I've followed the tutorial from World of level design to make a scavenge mode in Left 4 Dead 2.
There is the link : http://www.worldofleveldesign.com/categories/lef…emode-part1.php
But the thing is, this is a pur scavenge mode, human versus human. What I want to do is keeping the gascans and the generator from the scavenger mode to use them as they're in several campaign levels as the commercial center with the racing car. Survivors are players and zombies stay A.I zombies.
But I don't know how to do and I don't really want to break something in this project. I'm gonna copy the project and try things but if someone knows what to do and how to do, it would be nice to share your knowledge.... and it would be a big time saving 'cause I'm very late in my agenda.
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I've found the problem from the "Too many faces with the same material in scene" error. I have had created prison doors and "window fences" with bsp brushes because there is no beautiful prison door in the props. And I duplicated them for each door and window. So there was actually a lot of face with the same texture. Silly me. Problem solved, even if I have to find prison doors somewhere.
Thanks guys, now my map is fully optimize

Now I still have to do the scavenge mission. I don't how to use a car rather than the scavenge_generator.
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Thanks for the link, I'll look at it in details.
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 3912.0 924.6)Leaf 0 contents:Leaf 1 contents: CONTENTS_SOLIDviscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLIDThis means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLIDCheck for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLIDCandidate brush IDs: Brush 23233: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 3744.0 924.6)Leaf 0 contents:Leaf 1 contents: CONTENTS_SOLIDviscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLIDThis means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLIDCheck for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLIDCandidate brush IDs: Brush 23233: FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2048.0 3679.5 924.6)Leaf 0 contents:Leaf 1 contents: CONTENTS_SOLIDviscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLIDThis means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLIDCheck for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLIDCandidate brush IDs: Brush 23233: *** Suppressing further FindPortalSide errors.... ***Processing areas...done (0)Building Faces...done (0)Chop Details...done (0)Find Visible Detail Sides...done (0)Merging details...done (0)FixTjuncs...PruneNodes...WriteBSP...NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!NODRAW on terrain surface!done (1)writing C:LogicielsGoogle DriveMap L4D2Prison.prt...Building visibility clusters...done (1)Finding displacement neighbors...Found a displacement edge abutting multiple other edges.Finding lightmap sample positions...Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10Building Physics collision data...done (0) (350793 bytes)Cannot build Physics2 data -----------DataLinker total stream size 0.0 KiBError! To use model "models/props_downtown/metal_door_112_noskins.mdl" with prop_static, it must be compiled with $staticprop!Error loading studio model "models/props_downtown/metal_door_112_noskins.mdl"!Error! prop_static using model "models/props_debris/paintbucket01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.Error loading studio model "models/props_debris/paintbucket01.mdl"!Error! prop_static using model "models/lostcoast/props_wasteland/gate01b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.Error loading studio model "models/lostcoast/props_wasteland/gate01b.mdl"!Error! To use model "models/props_doors/doormainmetal01.mdl" with prop_static, it must be compiled with $staticprop!Error loading studio model "models/props_doors/doormainmetal01.mdl"!Error! prop_static using model "models/props/cs_office/offcorkboarda.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.Error loading studio model "models/props/cs_office/offcorkboarda.mdl"!Error! prop_static using model "models/props_lab/monitor02.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.Error loading studio model "models/props_lab/monitor02.mdl"!Error! prop_static using model "models/props_interiors/chair_cafeteria.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.Error loading studio model "models/props_interiors/chair_cafeteria.mdl"!Placing detail props : 0...1...2...3...4...5...6...7...8...9...10Compacting texture/material tables...Reduced 2178 texinfos to 1418Reduced 32 texdatas to 29 (779 bytes to 681)Writing C:LogicielsGoogle DriveMap L4D2Prison.bsp4 seconds elapsedCDynamicFunction: Closing library 'psapi.dll' (754C0000)CDynamicFunction: Closing library 'Kernel32.dll' (74C60000) -------------------------------------------------------------------------------Running command: cd "c:logicielssteamsteamappscommonleft 4 dead 2bin"------------------------------------------------------------------------------- -------------------------------------------------------------------------------Running command: "c:logicielssteamsteamappscommonleft 4 dead 2binvvis.exe" -game "c:logicielssteamsteamappscommonleft 4 dead 2left4dead2" -fast "C:LogicielsGoogle DriveMap L4D2Prison"------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (74C60000)CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77182540CDynamicFunction: Loading library 'psapi.dll' (754C0000)CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 754C155CValve Software - vvis.exe (Oct 22 2013)fastvis = true4 threadsreading c:logicielsgoogle drivemap l4d2Prison.bspmax farz in all env_fog_controller entities: -1.000000 (used for radial vis)reading c:logicielsgoogle drivemap l4d2Prison.prt6043 portalclusters16189 numportalsBasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (12)Optimized: 1828658 visible clusters (0.00%)Total clusters visible: 29094007Average clusters visible: 4814Building PAS...Average clusters audible: 6042visdatasize:8511027 compressed from 9185360writing c:logicielsgoogle drivemap l4d2Prison.bsp17 seconds elapsedCDynamicFunction: Closing library 'psapi.dll' (754C0000)CDynamicFunction: Closing library 'Kernel32.dll' (74C60000) -------------------------------------------------------------------------------Running command: cd "c:logicielssteamsteamappscommonleft 4 dead 2bin"------------------------------------------------------------------------------- -------------------------------------------------------------------------------Running command: "c:logicielssteamsteamappscommonleft 4 dead 2binvrad.exe" -game "c:logicielssteamsteamappscommonleft 4 dead 2left4dead2" -noextra "C:LogicielsGoogle DriveMap L4D2Prison"------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (74C60000)CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77182540CDynamicFunction: Loading library 'psapi.dll' (754C0000)CDynamicFunction: Lookup of 'GetProcessMemoryInfo' in 'psapi.dll': 754C155CValve Software - vrad.exe SSE (Oct 22 2013) Valve Radiosity Simulator4 threads[Reading texlights from 'lights.rad'][2 texlights parsed from 'lights.rad'] Loading c:logicielsgoogle drivemap l4d2Prison.bspSetting up ray-trace acceleration structure... Done (2.02 seconds)22510 faces117 degenerate faces680200 square feet [97948888.00 square inches]109 Displacements247537 Square Feet [35645420.00 Square Inches]22393 patches before subdivisionzero area child patch53011 patches after subdivisionsun extent from map=0.3420203 direct lightsBuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)transfers 29430230, max 4535transfer lists: 224.5 megsGatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(100085, 59354, 38384)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(18083, 5813, 2289)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(4540, 697, 210)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1282, 88, 22)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(429, 12, 3)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(161, 2, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(70, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(35, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(20, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(12, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(6, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(4, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(3, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(2, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(1, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(1, 0, 0)GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(1, 0, 0)Build Patch/Sample Hash Table(s).....Done<0.0141 sec>FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)FinalLightFace DoneComputing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...100 of 0 (0% of) surface lights went in leaf ambient cubes.ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (4)Writing leaf ambient...doneReady to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness------------ --------------- --------------- --------models 13/1024 624/49152 ( 1.3%)brushes 916/8192 10992/98304 (11.2%)brushsides 8378/65536 67024/524288 (12.8%)planes 7784/65536 155680/1310720 (11.9%)vertexes 36515/65536 438180/786432 (55.7%)nodes 13097/65536 419104/2097152 (20.0%)texinfos 1418/12288 102096/884736 (11.5%)texdata 29/2048 928/65536 ( 1.4%)dispinfos 109/0 19184/0 ( 0.0%)disp_verts 5005/0 100100/0 ( 0.0%)disp_tris 7424/0 14848/0 ( 0.0%)disp_lmsamples 260148/0 260148/0 ( 0.0%)faces 22510/65536 1260560/3670016 (34.3%)hdr faces 0/65536 0/3670016 ( 0.0%)origfaces 3714/65536 207984/3670016 ( 5.7%)leaves 13111/65536 419552/2097152 (20.0%)leaffaces 23376/65536 46752/131072 (35.7%)leafbrushes 9554/65536 19108/131072 (14.6%)areas 2/256 16/2048 ( 0.8%)surfedges 133176/512000 532704/2048000 (26.0%)edges 69841/256000 279364/1024000 (27.3%)LDR worldlights 3/8192 300/819200 ( 0.0%)HDR worldlights 0/8192 0/819200 ( 0.0%)leafwaterdata 0/32768 0/393216 ( 0.0%)waterstrips 2580/32768 25800/327680 ( 7.9%)waterverts 0/65536 0/786432 ( 0.0%)waterindices 60432/65536 120864/131072 (92.2%) VERY FULL!cubemapsamples 0/1024 0/16384 ( 0.0%)overlays 0/512 0/180224 ( 0.0%)LDR lightdata [variable] 2509356/0 ( 0.0%)HDR lightdata [variable] 0/0 ( 0.0%)visdata [variable] 8511027/16777216 (50.7%)entdata [variable] 20373/393216 ( 5.2%)LDR ambient table 13111/65536 52444/262144 (20.0%)HDR ambient table 13111/65536 52444/262144 (20.0%)LDR leaf ambient 16135/65536 451780/1835008 (24.6%)HDR leaf ambient 13111/65536 367108/1835008 (20.0%)occluders 0/0 0/0 ( 0.0%)occluder polygons 0/0 0/0 ( 0.0%)occluder vert ind 0/0 0/0 ( 0.0%)Prop Hull Verts 0/0 0/0 ( 0.0%)Prop Hull Blob 0/0 0/0 ( 0.0%)Prop Hull Lists 0/0 0/0 ( 0.0%)Prop Hulls 0/0 0/0 ( 0.0%)Prop Hull trilist 0/0 0/0 ( 0.0%)detail props [variable] 1/58572 ( 0.0%)dtl prp lght [variable] 1/4 (25.0%)HDR dtl prp lght [variable] 1/4 (25.0%)static props [variable] 1/36552 ( 0.0%)pakfile [variable] 173712/0 ( 0.0%)physics [variable] 350793/4194304 ( 8.4%)physics terrain [variable] 17712/1048576 ( 1.7%) Level flags = 0 Total triangle count: 73300Writing c:logicielsgoogle drivemap l4d2Prison.bsp1 minute, 4 seconds elapsedCDynamicFunction: Closing library 'psapi.dll' (754C0000)CDynamicFunction: Closing library 'Kernel32.dll' (74C60000) -------------------------------------------------------------------------------Running command: copy "C:LogicielsGoogle DriveMap L4D2Prison.bsp" "c:logicielssteamsteamappscommonleft 4 dead 2left4dead2mapsPrison.bsp"------------------------------------------------------------------------------- Finished. Press a key to close.
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Hello everybody,
I'm working on a L4D2 map and I have some problems with compiling.
First of all, When I compile the map to test it, I have this error : "Too many faces with the same material in scene". Half of the bsp brushes desappear when I walk trought the map, as you can see on the pictures.
I've changed a lot of the materials that were on the BSP brushes, I've applied nodraw texture to see if it was an optimization problem but the problem is still there.
I don't find any solution on others forums even on the valve's forums, so I'm here to ask if anybody had already encounter this problem and if someone have a solution.
The second is that I've got some props that don't appear when I compile the map. I don't know why.
And finally, I want to make the same mission principle as the end of the Dead Commercial Center campaign of L4D2 when you have to put some fuel into the racing car. So, I want to do that, but in this Walking Dead prison but I don't understand everything : I've watched some tutorials about "how to make a scavenger map" but I don't succeed in adjusting it to what I want. But that is less important for the moment than the first problem.
So, if somebody have solutions to my problems it would great. I'm a bit stuck with that, seeing that I want to finish this map before Christmas, so it could be my present to the community and to the walkind dead fans.
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--Em--, I prefer to focus on a type of game with the same controls and camera.
Sentura, don't worry about that, I've already with him about my subject and he totally agree.
Daze, I've thought about that, but my supervisor told me to focus on one or on the other but make a choice. The thing is, we'll have to present our research in only 15 minutes in front of a jury so it has to be clear and easily understandable.
I'm confident in the relevance of my subject and I'm sure I can make something really interesting.
And Thanks you Sjonsson, this article is really interesting.
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Hello everybody,
I'm studying game design and level design at Supinfogame France (it's the first game design french school created 12 years ago). I'm in third year and I have to write a sort of thesis to validate this school year.
I've decided to talk about the "difficulties" of working on level design for cooperative campaign in Third Person Shooters. "Cooperative campaign for TPS : the challenge of the level designers". Why ? Because I really love Third person shooters and I think it could be really interesting to talk about it, rather than making an umpteeth analysis of FPS's level design flow. And coop because it includes more conditions to design the levels. And yes, I'm a big fan of Gears of War. Love you Cliff

Anyway, this is how I'm gonna plan my analysis :
Introduction
1. Level design Introduction
Game Design : Definition
Level Design : Definition
2. Third Person Shooter
Gameplay mecanics
Recurrent Level design elements
3. Designing a simple player level
Intention
Stakes
Player's exeperience
4. Designing a cooperative level
4.1 Two players cooperation
4.2 Four players cooperation
5. Interactions between the players
6. Vers la perfection
Conclusion
I already have several foods for thought like the need to design maps that suit both one player than two or four players, or create separate paths to offer differents interactions between the players as Gears Of War does.
The thing is, I don't have the experience of making an AAA coop TPS, so I try to get some feedbacks from persons who have worked on such projects. So, if some of you guys have worked on third person shooters with coop, It would be great to share you experience as level designer or even as game designer and talk about the problems you faced up and the solutions you found during the conception process and the production of your game.
Sure, even if you don't explain all the details, it would be very helpful and interesting. Really, it would be awesome.
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Hello everyone,
I've juste released a new map for CSGO. It's a Deathmatch map inspired from the trashball stadium map from Gears Of War 3.
You can find it on Steam Worshop :
http://steamcommunity.com/sharedfiles/fi…s/?id=189541208
Feel free to give me some feedbacks and advices !
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It is a destruction map
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Hello everyone,
I've released few days ago a CS GO map called Haven. It's the first multiplayer map that I release so It would be pretty cool to get your feedbacks.
I tried to create a map on which you can move quickly from one place to another. I've been ensuref that there was no time-out during the match, due to the small size of the map and due tot the different paths going through the bombsites and around.
Try it on steam workshop!



















