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Posted

Hey all, it been a long time that I posted here (as Interloper's forums, I'm always here to check good creations but I don't post... :/ you can blame me ^^ ).

I come back to show you my new version of cs_siege.

Remember, I built cs_siege_2007 and it didn't have good welcome because I used some Hl2 Ep 2 mdls in a Counter Strike map.

So I decided to change that to make an entire new ambiance with new mdls to have a better 2009 version.

But I also changed a lot of little things about gameplay to increase it. You'll see :)

Currently this version is in test but It can be released soon! (I released a b1 version but I think it's better to don't show you that cause a lot of things have changed lol).

Well, screens now :)

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Oh yeah, last thing, I removed the details sprites, don't worry about that ;)

Posted

Very nice moroes!

Only thing I can point my finger at is the fact that all the cliffs (background cliffs) suffer the same fault as the original cs_siege, that they are all the same height.

Posted

A map I'm working on for a Gameplay Challenge that will be starting soon on www.interlopers.net the rules and stuff are still being worked on but it should be cool to see everyone showing off different ideas on the same map :). (more info soon)

hotel0011.jpg

hotel0012.jpg

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More updates to come in the future! Hope to get this finished by the end of the week.

- vivi

Posted

Hey, thanks for your comments for siege!!

I4ll take a look for the cliff but here you can't see the 3D skybox wich is important to the general relief, it had some variation to the relief. But I'll see to change a little bit that Skjalg ;)

st0lve you'll be happy cause now the map is not like a camp for the terrorist because the counters will can find some news ways to access to the area and save the hostage! :)

Posted

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?

l4dsvabattoirb30021.jpg

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Posted

It's looking really good (In-Game too). Got a few questions/hints:

1. How did you get the .nav to work? Is there a guide somewhere?

2. Some doors and windows were breakable and you couldn't move through them although it looked like you can.

3. The radio/radio_event did not really work. I got one Zombie-Wave and that was all I've got..

Posted

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.

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