Moving Along
by SM Sith Lord on Feb.18, 2010, under L4D Nar Shaddaa
Progress is somewhat steady on Nar Shaddaa. The upper area with the explosive canisters got some updating:
As well did the hangar bay, where I had to switch the red heater things to yellow ones for color scheme reasons. (red light does not go well with the blue colored wall textures).
L4D2 Survival Map Entity Setup
by SM Sith Lord on Feb.09, 2010, under Blog
Grab the L4D2 Survival Bones .vmf file for a complete entity setup for a Left4Dead 2 Survival mode map. The entity setup was made by me following the L4D2: How to Create Survival Gamemode Part 1 tutorial over at World of Level Design.
This .vmf file contains EVERY entity needed to make a working Survival mode map out of a map containing nothing but props and geometry. It includes survivor start positions as well as the director entity. After you insert these entities into your map there is only in-game navigation mesh tweaking to be done before you have a working survival mode map. There are video instructions on how to edit your nav mesh right here on YouTube.
In addition to the entities needed to make the map work, it also contains example entities of weapon and item spawns. Note that this entity setup will ONLY spawn if you are playing Survival Mode. To test your map in survival mode, use the following console command:
map YOUR_MAP_HERE survival
Soon I will post instructions on how to package your map into a VPK file and have it work as an add-on so you could have people host a Survival game on it normally.
Surviving in Nar Shaddaa
by SM Sith Lord on Feb.08, 2010, under L4D Nar Shaddaa
Got the zombies and guns spawning. Now I need to get the freakin power ups and gas cans to do the same.
JKR textures in L4D Nar
by SM Sith Lord on Feb.07, 2010, under L4D Nar Shaddaa
I am blogging from a iPhone because I’m just that cool to post that I was able to get original and JKR remake textures into the map. New screenshots will be posted tonight after the superbowl.
Another JK Remake
by SM Sith Lord on Feb.07, 2010, under L4D Nar Shaddaa
I started work on another Left 4 Dead 2 remake of a classic Jedi Knight level to go along with BeefCaike’s L4D Oasis. The one I’m working on is Nar Shaddaa, and I just finished all of the base geometry this morning. More to come at a later time.
Falcon at Bay
by SM Sith Lord on Feb.05, 2010, under Blog
Earlier today I had a chance to run around in a fresh WIP version of EAH_Psych0’s newest Jedi Knight level, currently known only as bay3.gob. This is the second time I’ve had a chance to beta test the map. After being impressed the first time and then seeing the progress in this newest version, this level is turning into a real promising little project. The entire level is set in a large cargo ship that is flying through space, but with so many high-explosive traps wired to all the console switches it is a wonder how it keeps its hull integrity.
It generally uses stock game textures, which gives it a real classic JK feel that matches the architecture perfectly. The author does some interesting things with the stock textures. One thing that really caught my eye was in one of the storage rooms; a large metal container, a common sight to any JK player, had one side opened up revealing a stockpile of power-ups. It’s not all stock JK resources though, as you could probably tell from the Millenium Falcon sitting in the hangar bay. Even in its early state, the level already features its compliment of brand new 16-bit mats. Most notably these are seen in the many control rooms’ screens and monitors.
These control rooms aren’t there just for decoration though! One of the attractive features of this level is the numerous amount of traps and force-fields placed throughout the map. Colorful green force-fields at that! Thus far this level is highly interactive as far as traps and elevators. It is too early to comment on gameplay, seeing as how the map’s layout has nearly doubled in size since the last version I tested. It appears to have some real NF guns potential, but I am not sure what direction the author will choose to take it.
Left 4 JediKnight
by SM Sith Lord on Feb.03, 2010, under Blog
Have you ever been playing some random video game and thought, “I bet this level would be awesome for killing zombies on.” A man named Triscuit had this very thought while playing the level Canyon Oasis for the classic game Jedi Knight: Dark Forces 2. But unlike most of us, Triscuit acted on this thought and commissioned seasoned JK mapper Beefcaike to envision a full-fledged Left4Dead 2 rendition of the map. I was fortunate enough to be among the beta testers of this map and I made sure to capture a few screenshots during the test session. Currently the beta is playable in Survival mode.
The first thing you notice when the map loads is just how much like the original it really is. The second thing you notice is how it differs from the original. That is because a straight across port of the Jedi Knight map wouldn’t work well in Left4Dead 2. The original layout has too many isolated corners and distant cliff ledges for the zombie horde to be effective in it. Zombies would would be forced to take very long and narrow pathways to reach survivors camping in ridiculously over-powered corners. In Jedi Knight, the super hero-like speed and jumping abilities of the characters made every inch of the level just a stone’s throw away, but zombies lack these abilities.
To compensate for this, the author added alternate passage ways and connected key areas of the map such that the zombies can move around the map almost as good as any Jedi ever could. A JK veteran will be pleased with many of these additions/alterations as they mimic the paths taken by FF players or NF elite. One notable difference is that the oasis pool is drained! That’s right, it looks like the zombie apocalypse spells disaster even for mythical desert watering holes. It is still possible to make the leap from the bridge safely into what’s left of the oasis pool, but it’s a far smaller target to hit and even after you land there is the problem of running through knee-deep water. It’s a shame the zombies after your brains don’t share this problem.
Overall the beta was fun in itself and the map looks very promising. It featured many re-makes of original Jedi Knight textures and the size and scale of the map just felt… right. The modifications made thus far to the layout made the map provided for near perfect Left4Dead 2 game play. The framerate was excellent; leaving lots of room for visual improvements. I look forward to seeing what the completed version of this map looks like. I also hope that it will support additional game modes such as Scavenge, but for now all we can do is wait. Here are some additional screenshots to kill the time…
Up to speed
by SM Sith Lord on Jan.30, 2010, under Survivor CSS
This CSS map is a remake of the classic original Counter-Strike map de_survivor. This is the 2nd map being made exclusively for the [DoP] High Times servers.
As with dade_vegas_css, this map’s layout and angles will be very close to the original’s. The biggest difference comes from the Source engine special effects and resource. For that reason, it is very important to keep the base frame rate as high as possible so there is enough leeway to add some expensive effects. In addition to the normal light flairs and fog effects, wind storms and snow effects are planned for certain areas of the map.
I am currently in the process of going through the map and changing the dev textured brushes into displacements.
Today’s Wreckage
by SM Sith Lord on Jan.28, 2010, under L4D Gold Rush
These screenshots are from map 5. The panic event doesn’t begin until just before you reach whats left of the plane that is crashed into the bridge.
There’s a few different pathways here that can be easily blocked off by the director later on with a wrecked car prop.
