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Posted

So 5 years after I started, I'm finally releasing this campaign, or at least the first 2.5 maps. I don't think I'm ever going to finish it which is why I'm releasing it as a beta, and also decided two weeks ago to include the 3rd map (minus the last half).

Anyway, it's a 3-map co-op campaign, starting out in Tokyo before moving west to Kyoto, and then into the mountains via a deserted 1970s mining village.

Download and info:

http://www.scorchingcraniums.com/yama/

Screens:

yama01_01.jpg

yama01_03.jpg

yama13.jpg

yama15.jpg

yama18.jpg

yama_04.jpg

yama_07.jpg

Posted

Feedback so far (I've played 1,5 level).

- The path forward could be slightly clearer at times

- Some invisible walls are visually too low

- Consider splitting up map2 (very long)

- At the end of map1, the ambulance contains saferoom supplies; move these to the next level or make sure they are brought from the ambulance. If you close the door behind you, you lose them after the next level loads if you haven't grabbed them.

Other than that I like it a lot so far. Strong visuals and pretty solid flow and good gameplay.

Posted

Cool, congrats on the release. I also made it past the first map and partway into the second.

- Nice work on the custom assets, lots of stuff here. Five years is a crazy project!

- Fireworks were cool, consider even adding some earlier on in a more up front location. Also seemed like the survivor bots were walking right into the explosions.

- Immersion of being in Japan killed by all the standard vehicles

- I agree that the main path is hard to find at times, not sure if that was the intent to some degree

- Overall the map seems a bit too dark

- Had a number of long stretches with no infected and lots of special infected. In my short experience with l4d that is due to navmesh issues or lack of places out of LOS to spawn more enemies

- When I think of japan i think of compact, bright, color. This map has a lot of that going on!

- I had no idea why I opened the elevator doors, when I found out the path I felt it was very contrived. I also had very little health at the time so I didn't want to jump down that long distance.

- The ladder at the elevator shaft is REALLY bad. I got stuck on it for a while, two of my survivor bots died climbing it, a charger was stuck on it causing my allies to scream endlessly.

- Allies had a really hard time getting into the ambulance (partly due to jumping into a small crouch area, partly due to being stuck at the ladder)

- I don't know how I got from an ambulance to a house

I will get back to the rest some time soon, good luck with the updates!

Posted

If you go left out of the 2nd map saferoom, you see the ambulance behind a roadblock, the idea is they couldn't get through so just camped up in that house. I might put a camera transition to show it more clearly.

The ladder is really annoying, I can do it fine by looking away and walking over slowly, but a lot of people die or hang onto the edge. I don't think ladders and l4d mix well in general but I'll have to figure another way of doing that. That map will also be split into two, partly because it's way too long and partly because I have zero entities left, and need some spare for versus/survival.

And about finding the right path - I tried lighting up the main routes or doing things like having a dead body that looks like it was running in that direction, env_sparks etc. I don't think it was helped by giving 2 or 3 routes through an area, some people just followed them all in circles. The paths are really obvious to me since I made it so I wouldn't know, but are there any areas that were especially confusing?

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