Both maps are looking great! Good job
Date: 26 Jan 2009 11:14
Number of posts: 257
RSS: New posts
Heres something I just whipped up for this map.
Hope you enjoy it.
Haha thanks, that poster looks great and I might use it. But I was actually thinking of making one myself so I hope you understand if I end up not using it. But really thanks, it's inspiring.
This map is exceptional. I cannot express enough how amazing these maps are! GOOD WORK! Our steam group is loving it to the point where we don't play on any other maps!
I do however NEED to know how to link them up so we can play through (Versus) all 3, so far, released maps without being dropped back to the lobby inbetween. An added bonus would be to have our score tallied to the end of all 3 also.
Is this possible? Do I need to do something on my end?
Well, there is a problem with this:
Since the SDK has not been released, there really isnt a way to "link" them yet, the way that I have done it is, if you just want to play these maps one after another, put these and only these files in your mapcycle.txt folder on your server. This will restrict these maps to only play.
Bad thing is that this isnt like counter-strike, where if you dont have the maps, it will download them. L4D will present an error message and will not download the map.
For now, these maps are pre-SDK, they work, but not with campaign mode, this will be fixed when the SDK is released this spring.
I tried putting only the 3 maps in mapcycle.txt but that didn't work. Are you sure it wasn't maplist.txt or missioncycle or something?
Maybe I should remove all other maps? I would like to play other maps periodically but if need be I'll rent another server so I can have the best of both worlds.
Any makeshift way to make it work without going back to lobby would help
When enquiring about how to link the maps together, a mapper linked me this video. I don't know if it will help you. I am not trying to offend- just trying to help as I'm sure you would want these to be linked.
The maps are already "linked" in that way the tutorial is showing :)
This is just a regular changelevel and at least it has always been working for me when I've playtested the maps with friends. But seeing as how all these are still pre SDK it would be no wonder if things like this wont work properly on a server.
I had a friend report that it was changing levels just fine also. But he was playing locally and not off the server. If there is anything you can think of that would prevent that from happening, I'd appreciate it. I scour the internet for hours everyday trying to figure it out but haven't stumbled on it yet.
How long until we can expect map4? We are anxious!!
yeah when is the Ship chapter going to be out but im not rushing you since you still released docks and people will find something disturbing somehow and you'll need to fix it but i just want to know when the estimated time will be till the next map come out
Had a lot of fun with (I believe under a different name) abowlofsoda. The architecture in the third map made for some great Versus gameplay. The first two maps in the series have clearly received a lot of filling detail and the cosmetic changes to the doors have cleaned any past issues. This is a classic in the making.
I go by the name Cap'N Crunch in game.
If you want to play these Death Aboard Versus maps online you can add me as a friend in game (Cap'N Crunch) or add yourself to my steam group and you'll have access to the server off the main menu. http://steamcommunity.com/groups/captainsLOG
Send me a msg via steam if you have any questions.
We usually play these maps nightly at around 9pm PST. The lobby starts around 8:30pm. Most nights we fill up the server (8 people) so its some good gaming. If server is not full there are infected bots to keep the gameplay going.
We also play some Deathtoll/DeadAir on versus so check the steam group page for directions and a download to be setup or you wont be able to access the server.
I solved my problem of 'linking' the maps together to play thru without dropping to lobby. It makes sense that the problem doesn't lay in the maps side, as if both teams die before reaching the saferoom then it should still change to the next map.
Anyhow, I posted my findings and the solution here (l4d411 forums;maps and mods):
Thought you might want to pack these files into your releases. PM me via Steam if you have any questions.
Thanks again for all your hard work on these levels :)