28 April, 2009
I mean... yeah, I'll wait for the SDK. The map itself is done but until the game properly supports custom maps it's more or less unplayable.
26 April, 2009
No SDK yet, however I decided to turn whatever I have so far into a survival map, you can expect it within a week or two.
February 6, 2009
I haven't updated in a while, I know. Currently I'm waiting for the recently announced SDK release, hopefully it won't break what I created so far too much.
January 8, 2009
I'm still alive :P. As you may notice, the percents are crawling up slowly and should reach 100% soon.
December 17, 2008
I'll be short. As promised, screenshots.
December 13, 2008
I'm afraid I hit the limitations of the Orange Box compiler. So far the map ran flawlessly after compilation, but halfway though the loading the game crashes with the current build. I guess playtesting ends until the official SDK is out.
In other news, what's left is pretty much the apartment you have to climb upon and the 3d skybox. I'm thinking of making the 3d skybox a bit later, since most of what you should see in it is part of chapter 2, much like you can observe chapter 2 traintracks in Blood Harvest, or the way you can see Mercy Hospital all along in No Mercy. I promise to include additional screenshots in the next update in a day or two.
I'd really require a few new voice lines for the survivors
December 10, 2008
Yeah, it's coming along nicely.
So far I've constructed everything on the right side of the street before the bend. The large houses are inaccessible for the player, the small on the corner of the wide street is one that contains supplies. The design philosophy for supplies will follow throughout the mission: small dead ends or alternative, longer routes may reward the player with items which eventually make the chapter easier to complete than if people just rushed through the shortcut.
One thing about the city is that, like a real city, it's really open. There should be many routes to get from one place to another in a real city, however in this particular city, it's a goal to limit players from accessing too many routes. There are a few reasons behind this is. If I'd leave the city wide open, the players would wander around in loops trying to find their way towards an unmarked safehouse. While this might sound fun and hours of gameplay, it is pretty frustrating the first time. And when it actually happens, people will know where to go and the big open area loses it's point. And here's the second point, if there would be a huge open area to access, but it's irrelevant to the main route, noone will actually visit these sideroutes, unless it's rewarding. Supply areas, such as ones mentioned above, however, are rewarding enough by themselves to completely obliterate the point of these sideroutes. Therefore, designing these side routes would be a waste of release time. Obviously detail is important but only as a scenery. I really need to invent new and creative ways of blocking off areas, such as the abandoned ambulance car right outside our safehouse.
A couple of screenshots for your convenience.
December 8, 2008
I certainly like zombie games more than cartoonish shooters, so it's much more likely that I'll finish this project in an acceptable timeframe (though I'll have to wait for Valve to release the real SDK to refine it a little).
The campaign basically looks like this:
Sketches may be upcoming in the next update, as well as screenshots from the first segment of the first chapter.