 Donkey
#7716 posted by madfox on 2011/07/01 21:36:58
I'm using Fitzquake080, but if I turn all tga files in the directory, in game they are still upside down.
 Madfox:
#7717 posted by metlslime on 2011/07/01 21:53:07
try 0.85
 Great-looking Church With Terrible Lighting By Scott Perry
#7718 posted by negke on 2011/07/02 11:19:14
#7719 posted by necros on 2011/07/02 19:12:48
lighting looks good to me. also, what is this from? it indeed looks amazing!
#7720 posted by Spirit on 2011/07/02 19:43:33
#7721 posted by negke on 2011/07/02 20:15:55
Lighting is so dark I had to increase the contrast three times as much as with regular screenshots.
 Ah Ok
#7722 posted by necros on 2011/07/02 21:18:58
didn't know you tweaked that image and yeah, playing it, it's quite dark.
also, it's a lot less cool as an actual map. :(
way too small for a quake map. it looks like it was meant to be built to scale.
so in that regard, it succeeds, but too cramped for an actual map.
you could totally blow that up 2x and you'd have enough room to move around.
i could really see a map being built with the same basic layout only with locked doors for each successive floor connected to the spiral stairs.
and maybe lighter textures like q3gothic block10 or something.
 Left 4 Dead 2 Survival Map
#7723 posted by DaZ on 2011/07/15 22:46:12
Been working on this slowly over the last month or so, would appreciate some feedback!
http://www.dropbox.com/gallery/33279452/1/l4d2map?h=6767ef
It's a night time map with a rainstorm that occasionally storms like in the valve hard rain campaign. trying to find a nice balance between darkness and the rain fog effect, how doe's it look so far?
#7724 posted by Zwiffle on 2011/07/15 22:58:51
Looks good to me, though I'm not sure where it actually takes place. Looks like near a pier/docks under a giant bridge. Other than that it feels like generic trashy urban sprawl.
I would love to help playtest it if you need some testers.
 Lights Are Too Bright/cast Too Much Light
#7725 posted by jt_ on 2011/07/16 00:49:42
Other than that it looks good. Is it in a favela or hooverville? :p
#7726 posted by DaZ on 2011/07/16 01:12:14
The idea is for it to be in a construction site / industrial park just outside a city, maybe it doe's look a tad generic currently, something to work on!
It probably needs some set piece monument to define the look which it's lacking at the moment, the "bridge" you can see in some of the shots is actually a large in-construction "industrial thing" but it's not really finished yet, I'm actually sure what it meant to be I just wanted something looming overhead :)
Thanks for the feedback, got some things to work harder on now :)
#7727 posted by necros on 2011/07/16 02:54:42
looks cool! but maybe a bit.. drab? could you add some more colour to it, maybe some orange via rusted metal and such?
ironically, i find the vibrant blue light in the last shot a bit too cyan. :P
wish i had l4d to run around in this. :)
 Rainbows
#7728 posted by DaZ on 2011/07/16 03:41:53
heh, yeah it is very grey in those shots. I've actually changed a few of the structures to a red brick and added some warmer lights in places to add some colour, it's looking better!
I'll posts a link to a beta when its in a playable state, will probably still be a while though.
 L4D2 Survival Map Beta
#7729 posted by DaZ on 2011/07/21 01:58:21
http://dl.dropbox.com/u/33279452/dazsurv1_beta1.rar (7mb -ish)
1) extract the 2 files to "Steam\SteamApps\common\lef​t 4 dead 2\left4dead2\maps"
2) Load left4dead2 and in the console type "map dazsurv1 survival"
3) Play it, tell me what breaks and what sucks!
Post feedback here or feel free to send it to my email. Let me know if you played with bots or humans!
Stuff I know about:
a) Visuals are not finished yet, ie in some areas its very obvious where the level ends and the skybox begins, will fix that :)
b) some weirdness on the pile of wet mud next to where you spawn.
c) rain ambience is constant and can get annoying, will fix in next version!
What I'm mostly after is gameplay feedback/bugs and ai pathing bugs. I've spent the best part of 5-6 hours tuning up the navigation mesh and it seems to be working without any fuckups but let me know if you find anything.
#7730 posted by gb on 2011/07/21 06:42:59
 Some New Pics Too
#7731 posted by DaZ on 2011/07/21 07:15:58
 DaZ
#7732 posted by Zwiffle on 2011/07/21 15:50:32
I played through it once, made it past 4:00.
I think the map is cool so far, I like a lot of the verticality it has. It's neat to see swarms of zombies dropping from the bridge, for example, onto nearby roofs or what have you.
I think the start area seems way easy to defend, but not with AI. I can't be sure unless tested with people, but it seems very advantageous being up high, with only one main route off. I suspect smokers would be the only real problem. Also, it was kind of hard to find initially. I saw it after walking around, but then I didn't know how to get up there.
The only bug I saw was in a corner of the map, where some tree was planted. The tank was chasing us around, and decided to jump into the tree. I guess it has its model clip turned on or something. You might want to add monster clip around that all the way to the ceiling so tanks or other zombies don't climb up there.
The puddle is annoying. Moving at half speed would keep me away from that side of the map.
There also seems to be a dead end area, maybe it was because I didn't explore it thoroughly but its just a big empty dead end. I'm not sure if I missed something, or if just a death trap.
Cool progress so far though.
 Thanks Zwiff
#7733 posted by DaZ on 2011/07/21 19:23:59
The start area is something I tried to fix by putting that infected only ladder up one side of it, but it still doe's feel quite strong to just stay up there.
Perhaps making it more enclosed from the outside will help as Sinfected would be able to get a lot closer without being shot at.
Tank in a tree? Damn thought I caught all of that :) which tree specifically? I'll take a look at it.
With the puddle, perhaps it is quite annoying in its current location as its a high traffic area, but maybe if I increased the puddles in that dead end area and put a health pack there it would make it a risk/reward type situation. Worth looking into as i'm not quite sure what to do with that dead end otherwise :)
Thanks for the feedback.
#7734 posted by Zwiffle on 2011/07/21 19:31:09
I might be looking at your pics wrong, but in the top-down shot you just posted, it would be the tree in the bottom left corner. I think I took a screenshot of it, I can check when I get home and send it to you.
 DaZ
#7735 posted by Text_Fish on 2011/07/21 21:23:13
Nice map DaZ, it has a really really well polished nav mesh! I've played two rounds and intend to have another play later. Here are some observations.
Gamplay:
Overall good thanks to the size of the map and the quality of the AI nav. Lots of different places for attacks to come from which is great. Something that detracts from this is that there are a couple of quite safe areas, such as the start area mentioned by Zwiffle which has too much cover and too many guns. I lasted over 6 minutes with bots by bunking in the yellow apartment and just unloading bullets down the long corridor. In the end a tank/spitter combo took us out, but not before we very easily finished off four previous tanks and goodness knows how many common and special infected! You could make this area a bit more difficult by allowing infected to come through the window (maybe by dropping down from a higher room on to a balcony or something?) or a hole in the ceiling and introducing some corners to the "long" corridor so that you can't see from one end all the way to the other. In such a big map it seems a shame to think that players will spend all their time in one fairly safe location rather than feeling they have to move on from time to time. A few more health pick ups dotted around would certainly encourage movement and exploration.
Visuals(I realise these are WIP):
I really like the foreboding atmosphere. It's not immediately clear what "real world" purpose the map would have and this is another problem I found with the apartment, which had odd furniture placement and an unusual brick wall in the empty room at the back! All in all though, I actually found the lack of hyper-realism quite refreshing, as most L4D mappers get bogged down in realism details and end up producing boring gameplay as a result.
I also found the ceiling tiles in the rooms/buildings near the spawn position to be a bit out of place. Ceiling tiles are usually used to lower a high ceiling and cover up pipes/cables but in this case it seemed they were right up against a 16 unit roof. They also looked a bit too clean compared the wall texture in one of the buildings.
Bugs/problems:
I got stuck on one of the displacements in the park area, but couldn't recreate the problem so it probably won't happen very often!
Until you mentioned it in this thread I thought the ladder leading up to the radio position wasn't working properly. If it's intended to only be for the infected you should turn it in to some sort of drainpipe or something so as not to confuse players.
 One More Thing...
#7736 posted by Text_Fish on 2011/07/21 21:27:56
I might be blind, but I didn't notice any fuel canisters or explosive barrels around. Most players (myself included) quite enjoy strategically placing this sort of thing before the timer starts. Not only does that encourage teams to come up with a plan, I also find it heightens the tension somewhat as it feels like you're preparing for the fight of your life.
 Fishy...
#7737 posted by DaZ on 2011/07/21 23:30:12
Thanks Fish!
Ladder to drainpipe is inc in the next version, for now I've uploaded a slightly newer, shinier Beta1 on L4dmaps.com ( http://www.l4dmaps.com/details.php?file=11517 ) .
As for the apartments, yeah they are unfinished atm, the aim is to for the entire house to be explorable with different levels etc, I just have not got around to making it all yet :) I agree that the radio area and the apartments are currently too easy to defend so I'll get to work on making them in a bit more perilous ;)
Thanks for the feedback!
 Hi.. Need To Know
#7738 posted by del0r on 2011/07/22 16:11:22
Direct links to [img].. can be posted here ?
so pictures would appear directly in the messages without clicking
 Nope
#7739 posted by RickyT33 on 2011/07/22 16:48:21
Img tags do not work im afraid. But this way a thread with 10'000 posts will load this century, if you choose to load it all. And it doesn't take ten years to scroll to the bottom, yay!
#7740 posted by del0r on 2011/07/22 17:08:02
yes I know what u mean.. but I've noticed that in this thread the actual screenshots are always very few so I asked
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