Wednesday, August 19, 2009

It's just the flow of things

Alright, so I haven't really been keeping up much around here, I apologize. :( Again, we haven't been TOTALLY dead, just.... Doing other things. For me it's a huge relief to finally get End Of The Line out the door and into your hands, and the feedback I've seen so far is encouraging. :) Thanks!

But the focus of this blog isn't End Of The Line, its Underground Uprising! Sorry to say, but the EoTL warehouse will not play much of a part in UU (although talks are in progress to maybe fit it into another project...) because as much as we would like it to it just doesn't fit the theme I have in mind for this campaign. :) So besides future updates to EoTL, I promise the blog here will be more UU-oriented! As for frequency of updates... That leaves to be told.

So what's in store for the campaign? Well, my goal is to have as much customizability as possible. I want to do everything I can with it so that we're satisfied with the end result. Of course we'll need outside help along the way! Pretty soon I think we're gonna have to start hiring some playtesters via some public event... But that's too early to tell. :)

One of the many things I want to mirror with Valve's campaigns is the ever elusive intro and outro fly-ins. I don't want to do it with simple path_track entities, it's distracting I think. No, I want to go all out for this and... Well, take a look.


(View on YouTube)


I think this is going to be an exciting trip!

As always, you can email me at: grabbinpills [at] hotmail [dot] com

Saturday, August 1, 2009

The End Of The Line - Release Day!



That's right folks, the time has come to release this puppy into the wild.

If you're looking at this page you might have been linked from the VPK file ingame - Hello! Feel free to bookmark and take a look at the rest of the blog too, we're going to be busy creating new content for you to enjoy. :)




Leave a comment here if you want, or within many of the other release threads around the various forums I've posted this to. :) Feedback on the map is appreciated and will help us as we continue to support the map with future updates. Now, on to the map!

Download Links

Thursday, June 4, 2009

Coming Soon!

Left 4 Dead - End Of The Line
A custom stand-alone survival mode map by SlowMotion and Tyr

Back before survival mode was released in the DLC for L4D, I made the prediction that the new mode would be the easiest to map for and anyone trying their hand at the SDK will most likely produce a map for this new mode first. For the most part I was right. Although personally what I REALLY want to see from the community are solid maps that the authors take their time in making - maps that shine and are blazingly obvious that they've put a lot of work into them.





With a little over three months in production, End Of The Line is the product of that desire. Busting out every trick we knew about mapping, and picking up new tricks along the way, Tyr and myself have produced a map that we're definitely proud of and we're hoping that you'll enjoy it just as much as we do!




The map is now in its beta stages and is currently being playtested in private to ensure a quality public release. More media including a video will be coming up before the map's release - so stay tuned for that! :)




Now that we've given you a taste of whats to come, we can incorporate this level of polish to Underground Uprising and maybe future campaigns or maps as well!

Blog readers will get an exclusive addition pretty soon, so if you're reading this, check back within the next couple of days to see what it is!

PS: Again, my apologies for not posting - and again, work was being done behind the scenes and I've ultimately decided to post when I needed to. Campaign development will be further involved however, and I can make the more steady blog posts I had envisioned. This is not gonna die!

Tuesday, March 17, 2009

End of the line for you, sir

Okay, I'll admit, I'm being a bad kid and not keeping up with my monthly media updates OR the promised blog post every three days or so (something I made to myself), but that doesn't mean I haven't been working...

With Survival Mode and the Left 4 Dead DLC just around the corner, I thought I'd mess around with a map idea I had for a now-abandoned HL2 mod project who's concept was more or less the same as Survival Mode. One month later I had roughed out a fully textured version of what's going to become the first of my many Survival maps - End Of The Line.


The setting is an abandoned factory way out in the middle of the woods. You got there thinking it would be safe, what with all the radio broadcasts saying it was and everything, but when you got there the camp was already overrun. Pick up what you can to defend yourself, and stay alive until you hope it lets up...

video
(View on YouTube as well)

As you can see the functionality is all there, but I will not be doing any more work on it until I can test it properly in Survival mode - I'm not even sure how to name the map! But for now it just functions as a stand-alone Finale map, and that works out I guess... I get a lot of zombies at the push of a button.

And now comes the time to tell myself how easy this was to make a blog post, and rest assured I'll be pushing myself more and more to make posts more often. :p

As always, you can email me at: grabbinpills [at] hotmail [dot] com

Saturday, February 7, 2009

Piece by piece

With the foundation for Ch.1 - Ascent nearing completion and things coming together quickly for Ch.2 - Caves, I thought what better way to celebrate than to show everyone my progress? So with that I present to you my second major media release, along with some excellent information!

My biggest concern throughout development so far has been the inclusion of Tanks and Witches. If I couldn't build around the way they are supposed to be presented, I couldn't provide a genuine Tank/Witch busting experience.
One of the first things I tried was manually spawning them in. This worked for a while, I had all the binds set up to do it properly, but I just felt that it was missing something... Or there was something that wasn't being done. To this day I still don't know what that something is, but that's fine by me. Perhaps I was just ruining the suspense for myself.
A big breakthrough came when I learned about nav mesh marking, the THREAT mark in particular. This mark allowed Tanks and Witches to spawn in and around the area of the THREAT mark. That alone wasn't enough as I'd found out later on when I'd done more research. Looking at custom maps was an excellent resource and learning experience for me, and eventually I'd put two and two together and finally realize that renaming the map so it's a Versus Mode map allowed for the automatic spawn of Tanks and Witches, provided there were THREAT markers of course! However, this method had one major flaw - its a Versus Mode map now, I had Tanks and Witches but I didn't have the other three bosses. While this might be enough for some, it definitely wasn't enough for me. :) But I as dry out of ideas, it was either Tanks/Witches and no Hunters/Smokers/Boomers, or Hunters/Smokers/Boomers and no Tanks/Witches. I figured it was a long wait until the SDK at this point.
Then just a couple days ago out of nowhere, Felios over at l4dmaps.net posted just the thing I was looking for - a pre-SDK solution to one of my biggest worries. I set to work right away and implemented one of the biggest breakthroughs in the campaign development, fully automated Tank and Witch spawning! A big thanks to Felios, as he's helped me streamline development a whole lot. I no longer have to worry about manually doing anything while enjoying the fight with all five boss infected.

So! While all that was going on, work on Caves has been continuing at an ever steady pace. While its brushwork is still very much rough around the edges at this point, I have mostly decided on a direction to follow with the look and feel of this one as well. Of course, it can't go without some kind of proof right? :) Here's a select three concept art pictures from various parts around Chapter 2 - Caves.



While I'm at it, I'm also throwing in a new video for you! Major milestones are showcased within the vid, and I could make an entire post longer than this one to list them all (but I wont ;>). Most importantly as you'll see from the Tank battle! Oh and don't worry too much about the short panic events, it will all become more difficult as I start adding props and other decorative obstacles.

video

Recognize the Tank music, anyone? :)

On the playtesting front, I've officialy brought on a guy who's going to manage everything on that side of things for me (he's also doing my videos for media releases) - easily a good thing for me which means I can concentrate more on the campaign while getting feedback from a wide range of players. :) But that wont be for a while, you don't have to worry too much until you hear it here first!

This is about the point where I'd start working on the next chapter in the campaign, and my next media release will definitely show off a lot of stuff from there! So stay sharp, and be on the lookout around here for Chapter 3 - Labs.

As always, you can email me at: grabbinpills [at] hotmail [dot] com

Thursday, February 5, 2009

Coming this spring...

http://www.left4dead411.com/news/2009/02/new-game-mode/

With this press release comes great anticipation from mappers like me! A new game mode yeah, new campaigns yeah, but most importantly the official SDK! This has got me more pumped up about seeing the campaign through to the end, and my goal now becomes getting ALL the base work done for all five of my maps before I can start texturing, adding proper models, and most importantly playtesting and packing it up for a proper, stable release.

I've also come across a good looking method to get tanks and witches to spawn into the map pre-sdk - more on this if I manage to get it working. This would mean I and many others out there can properly develop their maps as they were meant to be - pure chaos.

Hopefully they're right on time with this one, all valve time considered. :)

As always, you can email me at: grabbinpills [at] hotmail [dot] com