Blog
Fix for de_vegas_css
by SM Sith Lord on Aug.19, 2010, under Blog
Some of you already know that the CSS update broke de_vegas_css. I was able to figure out what was causing the problem, and we are testing a server-side fix of the map at:
DoP High Times [I] server
76.74.153.210:27015
If the test goes well, I’ll be uploading the modified version of the map to FPSBanana. If the server runs this version, even people connecting with the old version will still be able to play with out the crashing.
On a side note, over the summer I’ve been developing a Source engine mod that should have a rough playable beta in another month. Needless to say that all the C++ coding as well as the modeling and skinning for that project has been taking most of my time, so the rest of my projects have been on hold until I get the game into the beta release stage.
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.
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…
Start of the blog
by SM Sith Lord on Jan.25, 2010, under Blog
Well I got most of the pictures uploaded for the completed project pages. Next I’ll upload some of the old WIP screenshots of L4D Gold Rush, then I’ll start posting new WIPs as I make them. Special thanks to Porky Mad Chops for helping me with setting up my blog.
