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View Full Version : [WIP] Dam it! To become 3 map L4D2 Campaign!


TomBaldry
05-15-2010, 02:47 PM
Some of you guys may remember my map Dam it! for L4D1.

Main critiques were:



Too long for a single map
Too dark
Can't get on top of the Dam?



So after 10 months away from Hammer/XSI and all that fun I'm back mapping again. I'm going to address the issues people had. It pains me greatly to brighten it because I always liked it that dark but I guess one must bow to the masses =)

I figured the best way to re-kindle interest was by posting here in a blog type fashion as things are designed, built, scripted, fixed and just generally implemented. I've been working on it now for a couple weeks.

The map you guys may know has been split in two. The old rooftop finale has turned into a crescendo with a lift going up to the top of the dam. The third map is of course the top of the dam and the associated finale.



Current state of play:

Map1: Re-lit and tweaked. Some stuff moved around. some bug fixing to be done, fine tooth comb time and then nav to be made.

Map2: Re-lit and tweaked. Some stuff again moved around. Lift mostly in cresendo needs scripting then it's fine tooth comb time and nav to be made.

Map3: Remains mostly untouched since back end of July of last year. 75% of geometry is in, needs lighting better, needs general polishing, need scripting. needs fine toothing, needs nav generating.



So anyway just to generate some interest in the map again I shall be periodicly posting screenshots and the odd low quality wmv.

I'll pick a few of the tastier shots and just link the dated directory for the rest of it. I hope a few of you recognise some of these :) Most of the pics will be in medium quality because hammer bombs with a C++ error if I have L4D2 on high whilst hammer is open.

Below each bunch of screenshots is a link to a vid that's in that map.

Link to the root dir of these screenshots. (http://damit.uphero.com/i/150510/)


Map1:

http://damit.uphero.com/i/150510/map1/map122220000.jpg

http://damit.uphero.com/i/150510/map1/map122220002.jpg

http://damit.uphero.com/i/150510/map1/map122220008.jpg

Bad Quality Map1 Vid (http://damit.uphero.com/i/150510/map1/Movie_0004.wmv)



Map2:

http://damit.uphero.com/i/150510/map2/map20014.jpg

http://damit.uphero.com/i/150510/map2/map20015.jpg

http://damit.uphero.com/i/150510/map2/map20017.jpg

http://damit.uphero.com/i/150510/map2/map20020.jpg

Bad Quality Lift Vid (http://damit.uphero.com/i/150510/map2/llit.wmv)



Map3: (There are all July 09 screen shots)


http://damit.uphero.com/i/150510/map3/1230000.jpg

http://damit.uphero.com/i/150510/map3/1230002.jpg

I'll never tire of killing zoe vid. (http://damit.uphero.com/i/150510/map3/damjump.wmv)





Enjoy 8)

Platypus
05-15-2010, 03:19 PM
Looks awesome! Looking forward to this one.

I agree with you when you say the map was fine dark, maybe you could darken the first map and just use more lights?

Elite
05-15-2010, 03:21 PM
Looking good. I liked the campaign, my only gripe was the beginning how zombies would rush you from the hills making very hard to kill them. Once, we barely survived our first horde on expert and then a Tank spawned less than a minute into the map. :|

shadowstreak
05-15-2010, 03:24 PM
I liked the older lighting too, but having better lighting leads to better player navigation, usually players get over darkness when they know where they are going, it's hard to choose, since new players might get a little turned off since they might get lost, but you also lose the environmental feeling when you turn up the lights... But It looks like it's at a good balance where it is. Can't wait to download it when it's done!

TomBaldry
05-19-2010, 06:41 PM
An update! Been messing around a bit with the skybox and attempting (poorly) to reconcile my desire to have a fairly low farplane fog value on the dry side of the dam and a fairly high farplane fog value on the wet side. I've got a reasonable mix I guess - still lots to do on the skybox though ;| Maybe it'll grow on me once I smooth out the rough edges.

I've worked terribly hard on keeping frame rates up. Most of the dry side is very low poly. The crashed plane for example is just 67 polys. I've pulled countless valve models apart to either add variable level of details or to just rip poly counts down by 60-90% for far away viewing. Framerates currently are better than expected.

Anyway. I've added a little detail and I'm starting to get a touch excited. I have some screenshots for you :)

Root dir of these pics :) (http://damit.uphero.com/i/190510/)


http://damit.uphero.com/i/190510/map30036.jpg

http://damit.uphero.com/i/190510/map30035.jpg

http://damit.uphero.com/i/190510/map30034.jpg

http://damit.uphero.com/i/190510/map30028.jpg

TomBaldry
05-21-2010, 06:13 AM
An update! Been messing around a bit with the skybox and attempting (poorly) to reconcile my desire to have a fairly low farplane fog value on the dry side of the dam and a fairly high farplane fog value on the wet side. I've got a reasonable mix I guess - still lots to do on the skybox though ;| Maybe it'll grow on me once I smooth out the rough edges.

I've worked terribly hard on keeping frame rates up. Most of the dry side is very low poly. The crashed plane for example is just 67 polys. I've pulled countless valve models apart to either add variable level of details or to just rip poly counts down by 60-90% for far away viewing. Framerates currently are better than expected.

Anyway. I've added a little detail and I'm starting to get a touch excited. I have some screenshots for you :)

Root dir of these pics :) (http://damit.uphero.com/i/190510/)


http://damit.uphero.com/i/190510/map30036.jpg

http://damit.uphero.com/i/190510/map30035.jpg

http://damit.uphero.com/i/190510/map30034.jpg

http://damit.uphero.com/i/190510/map30028.jpg

TomBaldry
05-24-2010, 03:25 PM
An update! Been messing around a bit with the skybox and attempting (poorly) to reconcile my desire to have a fairly low farplane fog value on the dry side of the dam and a fairly high farplane fog value on the wet side. I've got a reasonable mix I guess - still lots to do on the skybox though ;| Maybe it'll grow on me once I smooth out the rough edges.

I've worked terribly hard on keeping frame rates up. Most of the dry side is very low poly. The crashed plane for example is just 67 polys. I've pulled countless valve models apart to either add variable level of details or to just rip poly counts down by 60-90% for far away viewing. Framerates currently are better than expected.

Anyway. I've added a little detail and I'm starting to get a touch excited. I have some screenshots for you :)

Root dir of these pics :) (http://damit.uphero.com/i/190510/)


http://damit.uphero.com/i/190510/map30036.jpg

http://damit.uphero.com/i/190510/map30035.jpg

http://damit.uphero.com/i/190510/map30034.jpg

http://damit.uphero.com/i/190510/map30028.jpg