View Full Version : [L4D] My L4D Map
Con
January 1st, 2009, 11:31 PM
http://img355.imageshack.us/img355/8113/test20003lc4.jpg
http://img122.imageshack.us/img122/4686/test20002sg3.jpg
This is an underground bunker, two bedrooms, bath, kitchen, living area. This is essentially the saferoom area. Outside you'll progress through mechanical areas and reach the zombie-infested surface. From there it's still a WIP as far as ideas go.
ultama121
January 1st, 2009, 11:36 PM
That looks good Con, continue, your ideas are fun so far.
Sever
January 1st, 2009, 11:44 PM
Here's what I say: Make it a trek from the substation for a dam further upstream, through a series of large pipes, into the dried-up gullies of the riverbed, into the dam, and up to the top for the rescue via boat.
Ch. 1: The Substation
Ch. 2: The Pipes
Ch. 3: The Riverbed
Ch. 4: The Turbines
Ch. 5: Lakeside Finale
Just my quick idea that I got when you said 'mechanical areas' and I tried to think of what would make sense and hasn't been done yet.
Con
January 1st, 2009, 11:46 PM
Got any crescendo event ideas? I know they're in there somewhere O_O
For one, I'll have the blast door creak loudly when opening, so you get a horde coming from outside. Also, I need an excuse to have zombies in the mechanical areas of the bunker though. I only really want this part of the map that you see here to be the saferoom.
Roostervier
January 2nd, 2009, 12:14 AM
Looking good so far. I'm not that good with gameplay so I'll leave that to you or someone else.
flibitijibibo
January 2nd, 2009, 01:45 AM
Oh, boy, a L4d map! I've been waiting to see one-a these.
Sever's chapter thing is an important thing to think about, if you're going to do it that way. Either way, one thing that somewhat bugged me is that there were no objectives other than the obvious: gtfo of zombieland. Between the start and the very end, it seemed like you were aimlessly running from place to place, with no significant goal for a single chapter. A good way to get ideas for chapters/stuff in the middle is to think of the obvious objective, then think of things they'd have to do before being able to get to that finale. This, I think, would have a great potential for a crescendo if one of the objectives ended up attracting a lot of zombies, or something like that. It also gives players something new to have in L4D other than just simply "run!"
As for the reason that the zombies are in mechanical places... well, perhaps in a previous objective (see above if you TL;DR'd it), something was done to gain the zombies' attention, taking them to your location.
Ki11a_FTW
January 2nd, 2009, 02:33 AM
Like always conscars, Well Done!
jngrow
January 2nd, 2009, 04:21 AM
Did they release the L4D sdk yet?
Terin
January 2nd, 2009, 05:36 AM
No, but it's possible to enter in entity information yourself to get it working.
Bodzilla
January 2nd, 2009, 06:34 AM
give me a few hours, a video and some vaseline.
i'm tired as fuck right now, but if you can show me some of your ideas and sketch layouts i could give a hand.
Sel
January 2nd, 2009, 11:59 AM
Hammer D:
Con
January 2nd, 2009, 12:14 PM
give me a few hours, a video and some vaseline.
i'm tired as fuck right now, but if you can show me some of your ideas and sketch layouts i could give a hand.
there are none :o
Bodzilla
January 2nd, 2009, 09:45 PM
are you going to make it like an entire campaign as in the L4D campaigns or are you going to just make one stage?
i got some shit ticking in my head atm so get back to me on it :p
Mass
January 3rd, 2009, 12:39 AM
Since the l4d campaigns did escape by helicopter, plane, ship, and APC I suggest you do escape by train. l4d already has a bunch of rail-yard assets to boot.
I'm going to put some thought into a finale location and try to get in touch with you.
Roostervier
January 3rd, 2009, 11:42 AM
Go with what mass said, it sounds like a good idea.
Sever
January 3rd, 2009, 12:10 PM
Yeah, a train would kick ass. Even if you still go with my idea of the hydroelectric dam, you could very easily wedge a train in there, since every campaign has at least three distinctly different areas. Just as long as they flow together logically it will work well.
legionaire45
January 4th, 2009, 07:17 PM
Bunker type area -> Dam area -> wilderness type area -> finale where you reach a train that has to cross over one of these:
http://lh3.ggpht.com/_-SbclLA6bT8/RsCwKNt-I8I/AAAAAAAAAXo/Z-fSlt1dLF4/Railroad_Bridge%252C_Greenville%252C_NH.jpg
Except higher up.
Con
January 4th, 2009, 07:48 PM
404 lol!
Sever
January 4th, 2009, 08:08 PM
Click HERE (http://lh3.ggpht.com/_-SbclLA6bT8/RsCwKNt-I8I/AAAAAAAAAXo/Z-fSlt1dLF4/Railroad_Bridge%252C_Greenville%252C_NH.jpg) to view the image.
That is what Legionaire meant to post, but apparently [thumb] tags don't work anymore. I honestly see nothing special about it, especially since there's already a train bridge in Blood Harvest and it doesn't enhance the gameplay one bit.
e: you'll just have to follow the link, since the image isn't displaying in [img] tags either.
e^2: What the fuck, the image keeps 404ing randomly. It's just a train bridge going over a gorge with supports under it.
Con
January 6th, 2009, 11:00 AM
update:
http://img216.imageshack.us/img216/7139/test20010wm0.jpg
http://img230.imageshack.us/img230/9643/test20009xp6.jpg
http://img218.imageshack.us/img218/7412/test20007fz9.jpg
http://img218.imageshack.us/img218/3411/test20008yg8.jpg
Sel
January 6th, 2009, 02:00 PM
Is the piano playable like the one in death toll? :awesome:
Sever
January 6th, 2009, 02:09 PM
Your stairways need banisters and railings, and those pipes look quite out-of-place for a residential setting, even if it coincides with a mechanical area.
p0lar_bear
January 6th, 2009, 03:01 PM
Compared to the characters, this place looks too clean.
It's a nice level, but the characters don't fit in.
Sel
January 6th, 2009, 03:03 PM
Im assuming it was a bunker that existed before the zombie apocalypse, and the characters fought their way to it.
Makes sense to me.
jngrow
January 6th, 2009, 06:26 PM
Nice pad, I wouldn't mind living there.
nick3d
January 6th, 2009, 06:34 PM
Looks awesome,
Dont mind me askin but what programs do you use
Iv probs asked you before i dont know to be honest
Could you PM me on the programs used and if you use Maya, do you know any decent tutorials for UV Mapping and getting the textures on the model, i would like to get into UV'ing
Thanks, Any replys to my question PM me becaus its and offtopic question
Sorry all
legionaire45
January 6th, 2009, 06:44 PM
For this level he used Hammer. Hammer is a part of the Source SDK.
You need to own a game based off of the Source Engine to get access to the SDK.
Con
January 6th, 2009, 06:58 PM
Im assuming it was a bunker that existed before the zombie apocalypse, and the characters fought their way to it.
Makes sense to me.
this
It was meant to be a shelter that the survivors found, or heard of and moved there while the zombie apocalypse was heating up. There's only two bedrooms, so I've got a sleeping bag on the couch and clothes on the floor for example. I've still got a lot more props to add until this is to the detail level I want, but it's coming along nicely IMO.
Your stairways need banisters and railings, and those pipes look quite out-of-place for a residential setting, even if it coincides with a mechanical area.
I couldn't find any railing props that would do the job nicely, but I'll see what I can do. The area looks quite bare without the pipes though, I don't think I'll be removing those. They're necessary for the setting and the industrial/urban loft sort of styling. Styling has been one of the hardest things about this level.
Is the piano playable like the one in death toll? :awesome:
No, not yet, but the TV is breakable so the light turns off.
Ki11a_FTW
January 7th, 2009, 05:19 PM
Awesome pics conscars, just awesome. Needs more messy though.
E: for the railing, simple brush's could probably get the job done
Geo
January 7th, 2009, 05:42 PM
This is pretty sick Con. I've been looking around in the hammer editor recently myself. The lighting in the rooms are really quite attractive actually. Kudos.
legionaire45
January 9th, 2009, 01:58 PM
I couldn't find any railing props that would do the job nicely, but I'll see what I can do. The area looks quite bare without the pipes though, I don't think I'll be removing those. They're necessary for the setting and the industrial/urban loft sort of styling. Styling has been one of the hardest things about this level.
1. Open Hammer
2. Open your level
3. File -> Export to .DXF
4. Twiddle thumbs while it does its thing (might take a while)
5. Import into 3DS/Maya/whatever
6. Model/Texture your railings/other junk
7. Export and place in level
Con
January 9th, 2009, 08:19 PM
1. Open Hammer
2. Open your level
3. File -> Export to .DXF
4. Twiddle thumbs while it does its thing (might take a while)
5. Import into 3DS/Maya/whatever
6. Model/Texture your railings/other junk
7. Export and place in level
I've never made props before, let alone destructible ones, so I went with making a brush railing with breakable glass.
Bad Waffle
January 12th, 2009, 02:44 AM
Destructable stuff is actually pretty easy once you know how. There's a great tutorial about it floating around somewhere. I can help you model out props if you need a hand.
legionaire45
January 13th, 2009, 03:03 AM
Find yourself a tutorial on getting a prop ingame and then follow this (http://developer.valvesoftware.com/wiki/Creating_custom_gibs).
The tutorials are all out there; that's one of the advantages of Source.
itszutak
January 13th, 2009, 11:10 PM
I like it, but it needs more signs of "decay"- If zombies are going to spawn in there, I expect that at least a few of them have wrecked the place in some small way. I'm thinking knocked over chairs, stains on the floor, perhaps bodies or the other props that were used throughout the first chapter of No Mercy to show an apartment/house that's been ruined.
Con
January 13th, 2009, 11:43 PM
The zombies aren't going to spawn inside this area, this is essentially the safe room with a few perks for players that check out all the rooms. Zombies will spawn in the mechanical and maintenance halls and rooms leading to the blast door.
Con
January 27th, 2009, 12:25 AM
would be posting progress pics, but hammer crashes whenever I load my map (http://forum.l4dmaps.com/viewtopic.php?f=5&t=88). Reinstalling SDK :(
Heathen
January 27th, 2009, 12:38 AM
D:
Noooo.
I was half interested in this.
Con
January 27th, 2009, 02:36 AM
It's still not working after reinstalling SDK. ffffff, I give up.
Bodzilla
January 27th, 2009, 05:03 AM
:smith:
Ki11a_FTW
January 27th, 2009, 02:14 PM
:smith:
.
Syuusuke
January 27th, 2009, 03:51 PM
Can anyone else open it?
Con
January 27th, 2009, 06:17 PM
I did some experimenting and found out this only happens when hammer is in the "Left 4 Dead" configuration, which is retarded because it's set up exactly the way it was before this all happened. I can open the map fine in say EP2 config, but then I have errors for props and no textures.
p0lar_bear
January 27th, 2009, 09:55 PM
Check your configs, something might have gotten changed without you noticing.
Terin
January 28th, 2009, 12:01 AM
You could export L4D's model and textures into the Episode 2 subfolder, unless you do a lot of level creation and modding for it. That's what I did.
Con
February 8th, 2009, 06:45 PM
good news
I wondered if it might be the gameinfo.txt causing the problem, so I replaced it with flyinroosters and now everything works like a charm. expect updates.
ultama121
February 8th, 2009, 06:46 PM
YEEEEEEEEEEEEEEEEEEEEEEEEEAH.
Good stuff Con, its great that the project's back on track.
Con
February 8th, 2009, 06:54 PM
this is me right now
http://farm1.static.flickr.com/3/3743521_13d2219686.jpg
rossmum
February 8th, 2009, 07:12 PM
yo con that looks a little flashy for some sort of bunker (?)
anyway nice to see someone working on a new campaign, can't wait until it's done
Con
February 8th, 2009, 09:45 PM
its a rich guy's bunker yo
Bodzilla
February 12th, 2009, 07:43 AM
he wouldnt understand Connor, he'sa a uni student :v:
no wait..... EX uni student xD
good to hear it's working again,
makes me
http://farm1.static.flickr.com/3/3743521_13d2219686.jpg
Con
February 27th, 2009, 11:24 AM
http://img3.imageshack.us/img3/2199/test20018.jpg
http://img3.imageshack.us/img3/1651/test20015.jpg
http://img171.imageshack.us/img171/9913/test20016.jpg
http://img171.imageshack.us/img171/9728/test20017.jpg
Will put broken vent in wall where I shot square. Follow the blood trail :D
StankBacon
February 27th, 2009, 12:47 PM
very nice.
Con
February 28th, 2009, 12:38 AM
oh no mister are you ok???
http://img17.imageshack.us/img17/9879/test20019.jpg
n00b1n8R
February 28th, 2009, 01:17 AM
Just tuned into this thread.
Are you making 1 level or a whole campaign?
Con
February 28th, 2009, 01:32 AM
Planning on doing a campaign, that would take a while though.
Roostervier
February 28th, 2009, 05:12 PM
: D It's looking good con. Glad you got it to work in hammer again.
Ki11a_FTW
March 1st, 2009, 12:24 AM
looks :awesome: im probably going to wait for the official SDK before i start to make some maps
Sel
March 1st, 2009, 10:57 AM
looks :awesome: im probably going to wait for the official SDK before i start to make some maps
Same here.
If you're still planning on doing the docked boat in a thunderstorm level I suggested I'll help with that :)
Terin
March 6th, 2009, 08:57 AM
Hey Concat, Valve released the official SDK documentation is out here (http://www.l4d.com/LevelDesignDocs.zip). A lot of it is stuff on entities, which has been easy to find out by looking at extracted maps or something, but there's some good stuff on mark nav areas to make it work better.
Con
March 6th, 2009, 11:14 PM
I downloaded the documentation last week, and yeah the entity stuff is great because opening extracted maps is what caused my sdk problem in the first place.
Bodzilla
March 8th, 2009, 06:19 AM
good news man :D
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