the0rthopaedicsurgeon Posted March 20, 2009 Report Posted March 20, 2009 I thought I'd start a new thread for this campaign instead of posting in the WIP thread since it's getting further along now. The campaign is set on a mountain outside Tokyo, almost entirely based on real places around that area (using references from this site), starting in a tourist centre/hiking trail near the bottom, through a temple complex, up to a derelict mining village via a cablecar ride, and then a spa and mountain-top hotel. I've got a lot of prefabs for maps 2, 4 and 5, but 3 is the furthest along and is almost finished apart from some connecting routes and the saferoom. The finale will be on the roof of the Maya Kanko hotel, which I've actually found a video of, and has some really interesting '30s architecture. Anyways, here's some screens of the third map. They're all sharpened in PS because they're resized from 1920x1200, the colour correction also might change but I can't open the editor ingame, I might have to wait for the SDK. And my favourite building in the map, the main shrine from map 2: Quote
AlexM Posted March 20, 2009 Report Posted March 20, 2009 great detail on the new building and as I said before, I cant wait to play this campaign Quote
citric Posted March 20, 2009 Report Posted March 20, 2009 Looking great! Can't wait for the SDK so i can start mapping for L4D properly. Quote
Sa74n Posted March 20, 2009 Report Posted March 20, 2009 great work. i guess just a little bit more color wouldn't have hurt though Quote
dux Posted March 20, 2009 Report Posted March 20, 2009 Love it. Love the dead lifeless look of it, too. Really adds to the zombieness of it. Quote
e-freak Posted March 20, 2009 Report Posted March 20, 2009 The shrine/temple could need some more zombiefication/fortifiedeness (like the church or the house in death toll) Quote
the0rthopaedicsurgeon Posted March 20, 2009 Author Report Posted March 20, 2009 great work. i guess just a little bit more color wouldn't have hurt though Map 2 should be more colourful with all the temple buildings, and if I can find some custom props or mdldecompiler is updated for L4D so I can edit the standard trees, there should also be a lot more green foliage instead of the dead trees Valve are obsessed with. Everything from map 3 onwards is based on real places that have been derelict for 30 or 40 years, so after a silent cablecar journey up from the temple complex, everything is suddenly brown and dusty, I wanted to make it feel like you're further from civilisation and everything's dead and decaying as you get to the top of the mountain. This is an old screen from CSS, but this is how the first maps should look: http://img14.imageshack.us/img14/5688/y ... le0019.jpg Quote
Warby Posted March 20, 2009 Report Posted March 20, 2009 loving that new building i just think its weird its standing on those paper thin alpha test polygons ^^ Quote
AlexM Posted March 20, 2009 Report Posted March 20, 2009 loving that new building i just think its weird its standing on those paper thin alpha test polygons ^^ yeah I agree, I would just make them polygonal Quote
the0rthopaedicsurgeon Posted April 13, 2009 Author Report Posted April 13, 2009 small update, been working on the crescendo setting/saferoom for map 2. the ropeway stops halfway up the mountain and everyone has to climb down to reach this maintenance station. the door to the control room/saferoom is locked from the other side so you have to take a lift and go through the tunnels to get to it, but the lift only takes one person's weight. assuming i can stop zombies spawning down there and i can come up with a backup plan incase that player dies/quits/griefs, the other 3 have to stay up top and fight off the hoard, before the other player unlocks the door and they all get into the saferoom. anyway, this area is still wip, including the lighting and colour correction. the SDK should be out next tuesday too so i can figure out then how this whole area is going to work and what entities i can use. also, does anyone know why i'm getting seams in the skybox in l4d? they didn't appear when i used the skybox in css, but in this game i get them along the edges of each side, you can just see one in the clouds in the 1st screen above the skybox pylon Quote
-HP- Posted April 13, 2009 Report Posted April 13, 2009 This is genius stuff! I really like the monochromatic look, but a tad little bit of more color definitely wouldn't hurt! So far so awesome, no flaws to point out here! Quote
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