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Breadnut

[L4D2] High Voltage Hideout

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Hello! I'm a Level Design student currently working on my portfolio.

I recently released my first Left 4 Dead 2 map on the steam workshop.
Any feedback or comment is welcome. Cheers! :) 

TopDown:

TopDown1-1-1024x576.png

TopDown7-1024x576.png

Edited by Breadnut

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Ahoy ahoy,

Something I would like to see is a breakdown video where you talk about your design decisions regarding your level.

 

(The foliage on the wall that is a prop_static should have shadows disabled because the blocky shadow that Valve provides us with is not that pleasant)

https://youtu.be/O_BDvmhtVeo?t=3m54s (This is where I saw the foliage)

Please do write if anything I wrote needs clarification. My steam nick is http://steamcommunity.com/id/eatbeavers

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1 hour ago, maxlevelboi said:

Ahoy ahoy,

Something I would like to see is a breakdown video where you talk about your design decisions regarding your level.

 

(The foliage on the wall that is a prop_static should have shadows disabled because the blocky shadow that Valve provides us with is not that pleasant)

https://youtu.be/O_BDvmhtVeo?t=3m54s (This is where I saw the foliage)

Please do write if anything I wrote needs clarification. My steam nick is http://steamcommunity.com/id/eatbeavers

Ey oh,

I'm currently working on my documentation for the map, where I discuss my design goals and decisions. If I get the time I'll definitely try to make a breakdown video afterwards.

Good input on the foliage! I really need to fix that. :) 

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When taking screenshots do you have the grain filter on in the video options? I think the screenshots would look better without the grain effect.

http://images.akamai.steamusercontent.com/ugc/156901856772845901/824BF5394FF5E8C7911B0CDAED414E55BBF66F7D/
On this screenshot the light only hits the table and the generator next to it but the ground gets none of the light, I think it would be worthwhile to do a improvement pass on the lights. I would take a look at how Valve constructs their lights to make it go as fast as possible.

The light baked into the texture of the skybox contrasts harshly with the surrounding environment, I would investigate using a more dim skybox texture to match the lighting of the level.

Edited by maxlevelboi

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On 2017-03-08 at 11:08 AM, maxlevelboi said:

When taking screenshots do you have the grain filter on in the video options? I think the screenshots would look better without the grain effect.

http://images.akamai.steamusercontent.com/ugc/156901856772845901/824BF5394FF5E8C7911B0CDAED414E55BBF66F7D/
On this screenshot the light only hits the table and the generator next to it but the ground gets none of the light, I think it would be worthwhile to do a improvement pass on the lights. I would take a look at how Valve constructs their lights to make it go as fast as possible.

The light baked into the texture of the skybox contrasts harshly with the surrounding environment, I would investigate using a more dim skybox texture to match the lighting of the level.

Oh, I didn't even know about the grain filter. That would explain a lot...

Great tips! I'll see what I can do about the overall lighting. Thanks! :)

 



 

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4 hours ago, Breadnut said:

Oh, I didn't even know about the grain filter. That would explain a lot...

Great tips! I'll see what I can do about the overall lighting. Thanks! :)

 



 

I hope they help :)! That grain effect is sneaky ;)

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