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Dormancy
Author: | LightSoulBlue |
Date of Release: | TBD |
Description
The City That Never Sleeps has finally been put to rest…or laid to waste rather. A once sprawling metropolis, New York City has now come under siege by those known as "The Infected". They reside everywhere, meaning that absolutely no aspect of the city is safe anymore. Head to your local police station, or even underground to the famous subway system. Perhaps you'd like to venture to the more quiet neighborhoods and towns located on the outskirts of the city…they'll be waiting there too; I assure you.
So Far…
I've started on the subway part of this campaign and hope to release some screens soon. I'm using a custom made train made completely from scratch with brushes. Don't be fooled though, it looks really nice! In case you're wondering, it's based off the R32 train model. Here's a link:
http://www.nycsubway.org/cars/r32.html
P.S. Anybody know if drivable trains are a feasible thing in L4D?
P.P.S. Does anybody like the idea of non-linearity? E.g. Having two ways to get to the safehouse as opposed to one. This might, however, result in "shorter" levels, would it not?
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04-05-09
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The R32 is almost complete! It's quite detailed and through some pictures I will soon post, I want to show you all my level of dedication to the overall quality of the maps and furthermore, the campaign!
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16-05-09
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Hey folks! For anybody that's been reading about my future campaign and has been wondering about where I've been, I am glad to say that work has not stopped. In fact, with the Beta SDK now out, I will be at work more than ever! I've got a great subway in the works as well as a representation of my apartment building located in the Lower East Side (the home of a real New Yorker!). There are also a few prefabricated buildings that I am working on representing local businesses and such. If anyone lives in the New York area and would like to contribute textures indicating such, then I would be more than happy to accept and to give you credit. Send me an email at moc.liamtoh|niac_drapehs#moc.liamtoh|niac_drapehs to inquire. Until then, I will be hard at work giving you the most authentic experience possible =]
Maps planned:
A Night On The Town
Subway
Feedback
Rules:
- Please be nice and provide constructive feedback :)
Sounds good so far… Brush based vehicles/trains rule if done properly. A func_tracktrain should work fine. An early version of Naniwa City Highway had a truck that moved when players stood on it. Also, Llyrrum has built a fully driveable bus in his upcoming Zombies on a bus: http://www.wegame.com/watch/Zombies_on_a_Bus_tester/. And he has has a less buggy version on tracks: http://www.wegame.com/watch/Zombies_on_a_Bus_rough_gameplay/. You can also do multi-car trains, with each car being its own func_tracktrain. Just trigger them at the same time and use lots of path points on the turns to keep it looking smooth. This can get laggy and become unsynchronized when played online, so it's probably best to stick with a single car train, which provides plenty of room for 4 players.
I think there is a lot of potential for non-linearity. From a mapping standpoint, I've planned this in maps before, but ended up choosing to make one really good route just because it involved so much extra work. Actually, I was using a randomizer to pick the route on map load rather than let the player pick, but it's the same idea.
I will be going to NYC this summer for the first time, so it will be very interesting to see this campaign.
The train would run via func_tracktrain; I didn't even know one could create drivable vehicles like that! But what I never got down was if the train should encounter a curve of some sort (with func_tracktrain), the train would turn right on its axis resulting in major clipping! Any solutions?
What would the train clip into…the tunnel wall? Unless you're doing an extremely sharp turn in a very very narrow tunnel, no clipping should occur. If i remember correctly, you need to set it so the train takes the angles of the next path_track.
Well, another problem now. I'm trying to import a model from EP2 and some textures from HL2 using GCFscape but the process doesn't seem to be working! I extract the textures from their respective locations into a new folder I create in Left 4 Dead materials and models, but when I open up the L4D Authoring Tools, all I see is pink and black textures! Can anybody help me?
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