• Escaping Las Vegas (L4D2 & GMOD) Progress Thread
    63 replies, posted
[QUOTE=Esrange;29090633]There's a couple is really cool gas station designs, like arches or suspended roofs Google image 'modernist gas station' for some cool ones I think this one is cool. Might be hard to do though [img_thumb]http://www.svmodern.com/images/Alum-Rock-Station-lrg.jpg[/img_thumb][/QUOTE] Hard? Not at all. I could do that in five minutes in Hammer. [QUOTE=Obama Yo Momma;29095251]The Ego is strong in this one...[/QUOTE] [img]http://www.facepunch.com/image.php?u=328048&dateline=1302052538[/img]:respek:[img]http://www.facepunch.com/image.php?u=328048&dateline=1302052538[/img]
[QUOTE=Monomiro;29095036]Hard? Not at all. I could do that in five minutes in Hammer.[/QUOTE] Go on then :v:
[QUOTE=Monomiro;29095036]Hard? Not at all. I could do that in five minutes in Hammer.[/QUOTE] The Ego is strong in this one...
[QUOTE=Esrange;29083052]The gas station looks sorta generic. When I look at those pictures I think "Gas station." Not "50's gas station". It would have been anything from the 50's until now. Really it's just four columns and a flat roof. You should experiment with some interesting architecture. Geometric shapes, sharp lines and odd angles. Get away from just using squares. Try searching google images for 50's and 60's stuff. The more interesting and complex the shapes the better it would look. Try something like this [img_thumb]http://farm4.static.flickr.com/3528/4089083601_7256e0b02f.jpg[/img_thumb] (This one may be a little over-exagerated, but you get the point) [img_thumb]http://4.bp.blogspot.com/_ZOgIbdI0b2s/SOJrOtohQbI/AAAAAAAABPI/hUgSA8WQ-wg/s400/AirplanePhilips66MontevideoMN1960.jpg[/img_thumb] Don't be afraid to try new things, try triangle roofs like those, or maybe something more curved?[/QUOTE] You inspired me, to do a quick brushwork version with that.. [img_thumb]http://i52.tinypic.com/2q8car7.jpg[/img_thumb] [img_thumb]http://i54.tinypic.com/5ldqiq.jpg[/img_thumb] Don't mean to derail or anything, thought you might like how it turned out..
[QUOTE=Deadchicken;29096161]You inspired me, to do a quick brushwork version with that.. [img_thumb]http://i52.tinypic.com/2q8car7.jpg[/img_thumb] [img_thumb]http://i54.tinypic.com/5ldqiq.jpg[/img_thumb] Don't mean to derail or anything, thought you might like how it turned out..[/QUOTE] That was the futuristic theme I was looking for actually, looks great. Thanks for the inspiration.
[QUOTE=Deadchicken;29096161]You inspired me, to do a quick brushwork version with that.. [img_thumb]http://i52.tinypic.com/2q8car7.jpg[/img_thumb] [img_thumb]http://i54.tinypic.com/5ldqiq.jpg[/img_thumb] Don't mean to derail or anything, thought you might like how it turned out..[/QUOTE] Awesome job! I loved the curved look.
[img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-0315-52-08-63.jpg[/img_thumb] Do I spy a Dead Rising, Case 0 reference?
[QUOTE=TangoGorila;29099007][img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-0315-52-08-63.jpg[/img_thumb] Do I spy a Dead Rising, Case 0 reference?[/QUOTE] Still Creek, that map, is based off of Case 0 :P
[QUOTE=Monomiro;29088123]So far none of the map is yours besides the ugly flat highway. You took Dippeggs's western map, and you took buildings and parts of the levels from various maps in L4D2. It seems like you're just trying to get attention to be honest. This isn't thread worthy and by stealing other content like this you're not gaining any fame, and I seriously doubt Hiyougami would have anything to do with this project. This is Hiyougami's work: [media]http://www.youtube.com/watch?v=2uUaajfsUXw[/media] This is your work: [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-0221-15-59-84.jpg[/img_thumb][/QUOTE] He's doing the lighting and optimization. Besides, he isn't the god that you think he is. He's a laid-back, helpful guy.
[QUOTE=Monomiro;29088123]So far none of the map is yours besides the ugly flat highway. You took Dippeggs's western map, and you took buildings and parts of the levels from various maps in L4D2. It seems like you're just trying to get attention to be honest. This isn't thread worthy and by stealing other content like this you're not gaining any fame, and I seriously doubt Hiyougami would have anything to do with this project.[/QUOTE] I am Hiyougami. I am giving mapping help and advice to MaddaCheeb as he works on this project. Please don't bash him, at one point I did much worse maps than this just like every other mapper out there. Then again, about this being threadworthy, I would've advised that he worked on it quite a bit more before releasing info.
I was working on [url=http://img695.imageshack.us/img695/5370/101820103.png]something similar[/url], I hope you have more luck than I did!
The Highway map has been largely updated, with new lighting and props. [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-51-53-51.jpg[/img_thumb] [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-52-00-31.jpg[/img_thumb] And I updated Brock's map with a little content, here's a snippet: [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-15-59-68.jpg[/img_thumb] [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-16-14-83.jpg[/img_thumb] Inside that 50's gas station he created, I added a flickering light in the bathroom, and a dead woman model, holding a Desert Eagle, with blood splatters near her head, indicating that she killed herself. It's the little things that can add to or create a story.
[QUOTE=MaddaCheeb;29253230]The Highway map has been largely updated, with new lighting and props. [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-51-53-51.jpg[/img_thumb] [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-52-00-31.jpg[/img_thumb] And I updated Brock's map with a little content, here's a snippet: [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-15-59-68.jpg[/img_thumb] [img_thumb]http://i1215.photobucket.com/albums/cc512/MaddaCheeb/left4dead22011-04-1715-16-14-83.jpg[/img_thumb] Inside that 50's gas station he created, I added a flickering light in the bathroom, and a dead woman model, holding a Desert Eagle, with blood splatters near her head, indicating that she killed herself. It's the little things that can add to or create a story.[/QUOTE] 50% of inside is made by him, while the other 50% is stolen from L4D2... don't steal, make your own content.
[QUOTE=MaddaCheeb;29253230]Inside that 50's gas station he created, I added a flickering light in the bathroom, and a dead woman model, holding a Desert Eagle, with blood splatters near her head, indicating that she killed herself. It's the little things that can add to or create a story.[/QUOTE] While that may be true, you should worry about fleshing out the campaign itself more. Focus on the main brushwork for buildings and displacements that needs to be done first, along with texturing. Then you can move on to the small details like prop and decal placement. And I agree with Melon_Mapper, you need to be making your own content. In the OP pictures you used the movie theater from 3D Environment Design and somebody's western building. How much content do you plan on making on your own?
It's just wrong how the road is flat and all the displacements are far away.
Not to mention, how do you plan to contain the players in a flat open desert environment? Even if you use hills and/or cliffs they would have to be everywhere and close to the road so the player doesn't wander off.
[QUOTE=J4censolo;29265593]Not to mention, how do you plan to contain the players in a flat open desert environment? Even if you use hills and/or cliffs they would have to be everywhere and close to the road so the player doesn't wander off.[/QUOTE] A shitload of clip brushes. :eng101:
[QUOTE=MaddaCheeb;29268051]A shitload of clip brushes. :eng101:[/QUOTE] So you're just gonna put invisible walls? :|
I'll elaborate. I'm adding wreckage and clip brushes around the wreckage to prevent people from going into the desert.
I just don't see that working out so well, it's the middle of the Mojave Desert and you would have to have cliffs, fences and a fuckton of wrecked cars to keep the players ( believably ) contained inside the playable area. Flat open plains just don't work so well in source games, but I'm eager to see how you achieve this.
I know. I'm going to terra-gen some mountains and place them in game.
To be honest, I can't tell much from the screenshots, the quality is so bd I can hardly distinguish anything. Would you mind posting some pictures instead of crude renderings that look like they were taken on your laptop. [editline]18th April 2011[/editline] Goodness, if I spend hours producing a map that I'm proud of, I'll at least take the time to present it in a way that does it justice.
I am on a laptop.
So am I, but I'll still take a moment to find some good screenshot positions which show off my map from a good angle, and take a few moments to turn up my graphics to show more than a blurred mess of low-resolution textures. Every single one of my screenshots is mapped, compiled and taken on my trusty laptop: [img_thumb]http://i56.tinypic.com/15xlhkh.jpg[/img_thumb] All I'm saying is, if you're showing us terrible quality images, don't expect praise for work that we really can't see, it's hidden behind all the terrible resolution and texture resizing to make it run smoothly on your laptop.
[QUOTE=MaddaCheeb;29253230]Inside that 50's gas station he created, I added a flickering light in the bathroom, and a dead woman model, holding a Desert Eagle, with blood splatters near her head, indicating that she killed herself. It's the little things that can add to or create a story.[/QUOTE] I'm not sure weather to laugh at this or not. That's nothing. its a model, a light a decal and a weapon. Why would the player care about some random dead woman model with a weapon? They would probably pick up the gun and never return, thinking nothing of it whatsoever. Also, that sort of scene is so overdone it wouldn't have any impact anyway. For real inspiration look at valve's graffiti in the safe-houses. it told a story pretty much by itself about how society collapsed when the outbreak happened. It's a zombie apocalypse, there are going to be bodies everywhere, one posed in some ridiculous way won't matter. If you want to take
[QUOTE=Framperton;29355634]I'm not sure weather to laugh at this or not. That's nothing. its a model, a light a decal and a weapon. Why would the player care about some random dead woman model with a weapon? They would probably pick up the gun and never return, thinking nothing of it whatsoever. Also, that sort of scene is so overdone it wouldn't have any impact anyway. For real inspiration look at valve's graffiti in the safe-houses. it told a story pretty much by itself about how society collapsed when the outbreak happened. It's a zombie apocalypse, there are going to be bodies everywhere, one posed in some ridiculous way won't matter. If you want to take[/QUOTE] It actually does matter, it can help add to the story a bit. You're probably one of those people that just run and gun through the campaigns as fast as he can not taking time to appreciate the little details. Something that small may not matter to the average player, but from a mappers point of view it's a nice touch of detail to observe and appreciate. [editline]22nd April 2011[/editline] For instance, if you have played Death Toll on level 4 you would notice near the office building before the event there's a broken window and a body ripped in two, with his legs inside the office building and his torso out on the street and blood strewn about. Sure it's just another faceless casualty amongst the hundreds of bodies you see but that one individual one stands out a bit. It makes you think " damn, maybe a tank tore this poor bastard apart " or something.
[QUOTE=J4censolo;29356155]It actually does matter, it can help add to the story a bit. You're probably one of those people that just run and gun through the campaigns as fast as he can not taking time to appreciate the little details. Something that small may not matter to the average player, but from a mappers point of view it's a nice touch of detail to observe and appreciate. [editline]22nd April 2011[/editline] For instance, if you have played Death Toll on level 4 you would notice near the office building before the event there's a broken window and a body ripped in two, with his legs inside the office building and his torso out on the street and blood strewn about. Sure it's just another faceless casualty amongst the hundreds of bodies you see but that one individual one stands out a bit. It makes you think " damn, maybe a tank tore this poor bastard apart " or something.[/QUOTE] Um no, I don't run through campaigns running and gunning, but thanks for making an utterly uninformed remark. But while we're at it, I think your one of the people who played through the Homefront campaign that was profoundly touched by the utterly unoriginal set-pieces that show up far too often throughout the history of games. I'm also a mapper and I appreciate the detail that went into the l4d and l4d2 levels if you look, but I'm not the sort of common gamer who looks at a dead body posed just like many, many other dead bodies in many other games and feel sad for it. Now you can do this sort of thing RIGHT to create some sort of impact, or you could do it the way everyone else does and just leave a body on the ground. The difference between the two scenarios described is that one is an expected result of this sort of catastrophe; society has collapsed, a virus is ravaging and mutating humanity. there is no cure. It's expected that people will commit suicide. Seeing a person ripped in half as you describe isn't something you would expect. The tank doesn't rip the player in half when their dead or down, so it both gives the player the impetus to question why this person was torn in two and what did it, as well as the power and a silent warning of the power of the tank later on. Most importantly it is easily identifiable and memorable. I mean really? What will you most likely recount? Seeing a torn in half body with one part on the street and the other dangling from a broken window or the corpse of some person propped against the wall along with other propped up corpses? Same goes with the massacre scene in l4d2: Yeah, those people were essentially faceless but the circumstances of your presence there, the detail of the eye discoloration not being infected and certain poses of those corpses even then carry far more weight than some random suicide.
[QUOTE=Framperton;29367972]Um no, I don't run through campaigns running and gunning, but thanks for making an utterly uninformed remark. But while we're at it, I think your one of the people who played through the Homefront campaign that was profoundly touched by the utterly unoriginal set-pieces that show up far too often throughout the history of games. I'm also a mapper and I appreciate the detail that went into the l4d and l4d2 levels if you look, but I'm not the sort of common gamer who looks at a dead body posed just like many, many other dead bodies in many other games and feel sad for it. Now you can do this sort of thing RIGHT to create some sort of impact, or you could do it the way everyone else does and just leave a body on the ground. The difference between the two scenarios described is that one is an expected result of this sort of catastrophe; society has collapsed, a virus is ravaging and mutating humanity. there is no cure. It's expected that people will commit suicide. Seeing a person ripped in half as you describe isn't something you would expect. The tank doesn't rip the player in half when their dead or down, so it both gives the player the impetus to question why this person was torn in two and what did it, as well as the power and a silent warning of the power of the tank later on. Most importantly it is easily identifiable and memorable. I mean really? What will you most likely recount? Seeing a torn in half body with one part on the street and the other dangling from a broken window or the corpse of some person propped against the wall along with other propped up corpses? Same goes with the massacre scene in l4d2: Yeah, those people were essentially faceless but the circumstances of your presence there, the detail of the eye discoloration not being infected and certain poses of those corpses even then carry far more weight than some random suicide.[/QUOTE] There's no need to look into it this much dude, I'm just trying to support Madda a little bit. Details come in all shapes and forms and he's free to set the scene however he may see fit.
I think I'll add a line from Nick when he discovers the bathroom: "Jesus..."
Use costum textures. Using the default ones, specially the Motel one, gives it sort of a "recycled" look.
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