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Concrete Bayou
Author | Cosades |
Date of release | TBA |
Description
When they find themselves in the middle of a military campaign to cleanse the infection, the survivors are forced to leave the sheltered confines of their local office park and seek shelter in a distant city.
Spanning five vastly different maps, Concrete Bayou sees the survivors traverse an office park, a backwoods swamp, the commercial delta of the city limits, and a department store before reaching safety in survivor outpost on heavily fortified Palm Island.
Maps planned:
The Office Park
Rural Route 305
City Limits
Bullseye
Drawbridge
Chapter 1: The Office Park
After holding out in an overrun office park, the survivors are given a rude awakening when the military begins bombing runs in an attempt to curb the infection. In order to save themselves, players must fight their way through the remnants of the office park to a nearby garage.
- Expansive map placing the survivors in varying situations.
- A development diary has been started along with renewed construction of the map, check out Concrete Bayou.
- A list of known bugs and issues can be found here.
- Feedback is encouraged!
Chapter 2: Rural Route 305
Having escaped a sprawling Office Complex by van, the survivors find themselves at a gas station along Rural Route 305. With the road blocked, their only choice is to proceed along the swampy road on foot.
Feedback
Rules:
- Please be nice and provide constructive feedback :)
The campaign itself is still in the very early stages of development. No custom resources have been developed yet and for the most part the only aspect completely finished is the planning. With that said, the beta .5 release of this map on Feb. 1 is intended as a sort of open playtest. It will feature a 'demo' version of the map which includes about 2/3 of the level. I will post some screenshots soon, but if anyone has any questions feel free to message me or comment here.
The Office Park is now available for download via filefront. The map is, as mentioned, a beta version of approximately two thirds of the total map, and is intended to serve as an open playtest. A list of known issues will be provided soon, but any comments are appreciated.
remember me yup its HeadShot!! um yeah what did you say again to avoid the purple stuff change what to what by the way love it recommended
Until someone figures out a legitimate fix or the sdk comes out, you can avoid the purple textures by going to your video options, opening advanced options, and turning your Shader Detail setting to Medium. This turns off normal mapping (and all of the pretty, bumpy, realistic effects) and just uses the textures as seen in the screenshots.
Thanks man now its better nice map
Why this map don't work in a server? map cool, but i like to play whis my friends. can you fix this? please :-)
should work fine anywhere
Thanks for the positive comment. As cold_blood3d mentioned, it should work just as well as the other custom maps. In order to play with friends, you or your friends must host a lobby and start a game in one of the normal campaigns (No Mercy 1 is a good map because it's a little quicker to load than some of the others). Once EVERYBODY is connected, the server leader must then open the console and type 'changelevel l4d_concretebayou_officepark' Also, be sure that you're hosting a local server, not a dedicated server (unless of course it's YOUR server)
If you've already tried that and it's not working, then I suggest having someone else try to host, or in the worst case, have everybody redownload and reinstall the map
My server is a dedicated, so can i play this map in future in my serv?
if it's YOUR server, you should be able to host the map provided that the server *and* all of the clients have the file (I dont know that l4d dedicated servers support server-side downloads)
I don't know for sure though, I've only played custom maps by hosting locally
I quite enjoyed your map. The alternate routes and pathways flowed well and did not cause any confusion in my playthrough. The immense size of the the center courtyard/plaza was breathtaking sight when to see when I first got outside, almost on the idea of Valve's "vistas" they always discuss in commentary mode. At first I thought it might be a 3d skybox, but was happy to learn that it's enterable and you built the map layout all around it. Only major problem I had was Bill getting stuck here. Looking forward to the next beta.
ahah the planters. I've made some changes that should help eliminate that (not entirely but we'll see), but I've run into it a couple of times. I dont have a date for the next beta (intended to fix graphical and navigational bugs), but I decided that a large number of the changes I had originally intended to save for the final release will go into the updated beta. Possibly a week or two, but mum's the word
Need tank in big open area, and work on dedicated server, please, if you can, map nice :-)
To fix the lightmaps build them twice.
The first buildcubemaps takes reference pictures of the purple! This is what makes them reflect purple afterward.
On the second run the cubemaps will take pictures of textures that now look normal and then your reflections should be fine afterward.
I learned this after building cubemaps with mat_wireframe 1 on. My whole map had colourful lines burned into all the reflections ^^
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