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View Full Version : L4D map scrap, meant to be part of a campaign


skacky
11-20-2008, 05:46 AM
Hello Left 4 Dead 411 community,
I was playing with hammer in the past two days, working on a l4d map scrap, and I thought I should share the early renders with the community, to get some feedback and ideas from you.

It's really work in progress, so don't mind the lack of props here and there (because since the SDK isn't available, noone can open the props and import them in Hammer) and the purple reflections (because the _hdr of the skymap is oddly missing).

So, some pics now:

Shot 1 (http://uppix.net/f/c/9/2a58077b551cdbfafacb536d14cbb.html)
Shot 2 (http://uppix.net/0/b/5/ea49f9ced17ad426edd4423f15595.html)
Shot 3 (http://uppix.net/a/a/6/e619879a1696d9f319bdab439c2ab.html)
Shot 4 (http://uppix.net/e/1/1/a0094d8110356b9f4fd280fb51fa1.html)
Shot 5 (http://uppix.net/3/6/4/5a930054e98c357add9c66723efd5.html)
Shot 6 (http://uppix.net/a/7/6/60af498f54820171af166011dfdf0.html)

Lighting is a bit screwed up at this moment, I'm still working on it.
I'm using some L4D materials but also some custom ones and a self-made one. There will be rain aswell but my func_precipitation doesn't seem to work (I'm using HL2EP2 to render it for the moment, I'm waiting some more time to test it in Left 4 Dead).

For the background story now, Survivors reached an old and decayed Max Payne-esque hotel by the roof and they're trying to escape from it, because, unfortunately, zombies are creeping all over the place.

At this moment, 3 maps are planned for the campaign, but I can still increase this number in the future, I don't really know now.

I'd try to convert every map of the campaign for versus mode, although it's gonna be REALLY tough, since the map is mainly designed to be played indoors. (but will have some outdoor vertical action).

I'm open to all criticism. ;)

Zombie Hunter
11-20-2008, 05:48 AM
looks good, good thing u donr have to spend all that time setting spawn points and ammo points with the AID now ^^

LSDwolf
11-20-2008, 05:49 AM
I wouldn't spend too much time in Hammer banging your head against the wall at the moment. Wait for the official SDK for L4D. It'll make your L4D modding life a bit easier.

You've captured the Max Payne feel for sure. Doesn't seem like you've got much done. All the images look like they're from the same small corner of the map.

Looks good so far though, keep it up.

TOPMO3
11-20-2008, 05:49 AM
Looks awesome man! Very nicely done. I think the lighting looks quite close actually. Fits the atmosphere nicely! Keep it up! How are you using the L4D textures? Do you need to unpack these somehow? Or are these standard HL2 textures? I've been playing around in Hammer myself a bit...

T

YinToniq
11-20-2008, 05:56 AM
Looks ok. Some small tips though:

• Just do your geometry for the time being and wait for the official SDK.

• Lights and detailed props always go in last so dont bother with those yet

• You said in your post you have 3 others maps planned. The one thing I learned througout my job is to take level design 1 step at a time bro.

Keep on learning and good luck with your map.

skacky
11-20-2008, 06:05 AM
Don't worry for learning, I worked on a video game as a level designer (I'm still working on it though, the game isn't released for the moment but it's really quiet so I work for myself).

I personnally make an utter room (full of props and details) and then I make another with the same technique, always worked for me.

For the moment I made two floors (the second one is in progress, too empty to show) and a complete roof where zombies can spawn. Everything comes pretty well for now, I still haven't banged my head, but I guess I will when the SDK will be released, knowing Valve. :D

Thanks for the comments ;)

YinToniq
11-20-2008, 06:32 AM
Don't worry for learning, I worked on a video game as a level designer (I'm still working on it though, the game isn't released for the moment but it's really quiet so I work for myself).
Then I'm surprised you didn't know. I'm a level designer myself and this was the first thing my director told me. What company you work for?

skacky
11-20-2008, 07:31 AM
I'm working for Streum On Studio, a small company based in Paris. We're working on a game using the Source 2007 Engine, E.Y.E. Streum On Studio made the HL cooperative modification Syndicate Black Ops some years ago.

E.Y.E was a Far Cry modification before, then a HL2 mod but the dev-team leaders bought the license and thus we became professionals.

Here's the website if you want some additional informations (though it hasn't been updated for a while) Here (http://eye.streumon-studio.com/)

The Phreak
11-20-2008, 01:41 PM
Thats really bad for a company job. Did you just start?

skacky
11-20-2008, 07:51 PM
I joined them 3 months ago since they needed level designers. (a long friend of mine works in the company, so it was even more attractive).

Actually some of the pics shown on the website are old and outdated, and some are so bad I don't really understand what the heck they're doing here (for example the ugly displacement ones, if I find who put them here..)

But some levels aren't shown in the gallery, one of another level designer I helped on for example. The levels are quite huge too, and when I say huge, I do mean huge, so we can't do miracles on graphics, since the game has quite an 'unique' way of playing and needs gigantic maps.

arienh4
11-20-2008, 08:19 PM
This is a Half-Life 2 map, not a Left4Dead map.
I would've waited for the SDK for detail, because now you're going to have to retexture and redetail it all.

Oblivion165
11-20-2008, 08:31 PM
No he wont...just like all source games it will pull the textures he used out of "source materials.gcf" or "source 2007 shared materials.gcf", whichever is needed.

EDIT: This will be patched when they release the SDK.

Also, E.Y.E looks awesome.

arienh4
11-21-2008, 02:24 AM
No he wont...just like all source games it will pull the textures he used out of "source materials.gcf" or "source 2007 shared materials.gcf", whichever is needed.
In fact, it isn't. It uses VPK format now, and these are just HL2 textures. Not L4D.

skacky
11-21-2008, 07:09 AM
They are L4D textures.
I extracted the files from the vpk files. They share the same paths as the L4D materials except they are in the EP2 folder, so I won't even have to retexture at all.

Chaos
11-21-2008, 07:24 AM
Looking good. I can't wait for the SDK.

Also, E.Y.E is definitely reminiscent of Dystopia. Looks awesome.

Oblivion165
11-21-2008, 08:05 AM
In fact, it isn't. It uses VPK format now, and these are just HL2 textures. Not L4D.

It doesn't matter if they are L4D textures or HL2, when they release the SDK they will update the texture loader to be able to load from the .GCF's like usual, or they will convert L4D over to use .GCF's aswell.