User:Tkellaway/L4D Progress: Difference between revisions

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The exterior for the law office is done, using the hotel window models from the dead air campaign. The other side of the window is not modelled, so I decided to board up the windows, and create the other side out of brushes. The small parking area was a replacement for a 'city tree' model, that looked very out of place. Behind the law office entrance building, there is a large office tower. This will probably not be accessable.
The exterior for the law office is done, using the hotel window models from the dead air campaign. The other side of the window is not modelled, so I decided to board up the windows, and create the other side out of brushes. The small parking area was a replacement for a 'city tree' model, that looked very out of place. Behind the law office entrance building, there is a large office tower. This will probably not be accessable.
[[Image:Hell Raised04.png|left|300px|The Radio Location|thumb]]


I will focus on the interiors of these buildings later, but for now I will concentrate on creating the exteriors for all other buildings. Other areas that will probably be added later are the sewers and probably a few secret rooms that can only be opened up by the infected.
I will focus on the interiors of these buildings later, but for now I will concentrate on creating the exteriors for all other buildings. Other areas that will probably be added later are the sewers and probably a few secret rooms that can only be opened up by the infected.


I was thinking of making the map smaller and changing the gamemode to survival, but decided against it. I can always do this once the larger map is complete.
I was thinking of making the map smaller and changing the gamemode to survival, but decided against it. I can always do this once the larger map is complete.
Another story element in this map is that there is a guy who stayed on a rooftop spraying signs on plywood to hang on the side of the building. In the screenshot, you can see how the guy died clinging onto a spraycan, whilst in the middle of spraying a sign. Also, this is one of the radio locations in the map. Players should be able to spot the small radio tower from around the level.




[[Category:Left 4 Dead Projects]]
[[Category:Left 4 Dead Projects]]

Revision as of 13:54, 26 April 2009

Project Status

  • Name: Hell Raised
  • Type: Coop
  • Chapters: 1
  • Status:
  • Chapter 1, City - Planning: 050% - Construction: 010% - Entities: 020% - Beautification: 010%

Project Blog

April 20, 2009

The Pawn Shop

I've given up on pier pressure. I can always return to it, but I want to work on a map that's original and never seen before. Hell Raised is based in a city, where the players must stick together to survive. I'm unclear on what the objectives are at the moment, but I'm hoping to make the map non-linear and open for players to explore. This makes the map similar to an rp map in design. I chose this type of map, based on something I heard in the developer's commentary about how l4d was originaly going to have larger, more open maps for players to explore. They changed their minds to make more linear maps, so that they could focus on adding detail. I have a bit more time on my hands than them.

All that I'm certain of at the moment is that I want the players to have to get to the top of a large skyscraper in the centre of the map to escape by helicopter. If possible, I will make more than one tower with more than one helicopter. This will stop players from just going up the skyscraper at the start and waiting up there for the whole game.

Goodies will be hidden all over the map, so that player have to explore. I will also add optional objectives that benefit you in some way. For example, you may find a radio that speeds up the helicopter. Some objectives will cause more zombies to spawn, whilst giving the players better weapons. For example, breaking into a gun store will set off an alarm, but allow access to all weapons.

The way that zombies will spawn is that players will have two minutes to explore the map, followed by about five minutes of panic event. After the panic event is over, players will have more time to explore and the process will repeat. This means that players will be camping when a panic event is triggered, but moving when they have time to explore - making it more likely that they trigger a panic event (e.g. by breaking into the gun store) when there isn't already one happening. I will make sure that camping spots become useless over time, by walls being destroyed.

Another way to keep the map interesting would be to enable more and more special infected as the game goes on. Not only will this keep the game interesting by adding milestones to the gameplay - it will ensure that no players die at the start of the game, before anything has happened.

If you have any suggestions, post them on the discussion page.


April 25, 2009

The apartments/shop

Here is an image showing the apartments/shop. This area was created first, and has set the standard of detail that I am trying to match throughout the map. The interiors of the buildings shown are not created yet. Although the buildings are hollow, the walls are still using dev textures and window places are not carved out yet.

Seeing as the map will revolve around a large skyscraper, I decided it would look wrong if there were no other relatively modern looking skyscrapers around. you can see one to the left of the screenshot.

I am looking forward to the SDK release, but fearing that models and textures will need replacing in order to carry any maps over from the fake SDK.

Currently I am working on adding a law office to the map.





April 26, 2009

The Law Office

The exterior for the law office is done, using the hotel window models from the dead air campaign. The other side of the window is not modelled, so I decided to board up the windows, and create the other side out of brushes. The small parking area was a replacement for a 'city tree' model, that looked very out of place. Behind the law office entrance building, there is a large office tower. This will probably not be accessable.

The Radio Location

I will focus on the interiors of these buildings later, but for now I will concentrate on creating the exteriors for all other buildings. Other areas that will probably be added later are the sewers and probably a few secret rooms that can only be opened up by the infected.

I was thinking of making the map smaller and changing the gamemode to survival, but decided against it. I can always do this once the larger map is complete.

Another story element in this map is that there is a guy who stayed on a rooftop spraying signs on plywood to hang on the side of the building. In the screenshot, you can see how the guy died clinging onto a spraycan, whilst in the middle of spraying a sign. Also, this is one of the radio locations in the map. Players should be able to spot the small radio tower from around the level.