PDA

View Full Version : Derailed Campaign - L4D(2)



Smog
12-18-2009, 18:12
Map ideas and concepts

Train car moving across the map:
• The train stops at various places – cue hordes of infected.
• Special infected can pull/push survivors from the train.
• Train is stationary at the beginning of the level.
• Crescendo moments when the train needs re-fuelling or fixing.
• Low train speed.

Give the player choice:
• Choice at the beginning to use the train, or walk.
• When the train stops, player can either fix the train or continue on foot.
• If a player falls/pulled of the train, other players can choose whether get off the train to rescue the player. Hard choice because the ground is far more dangerous than on train.
• When the train stops the players can search for supplies e.g. gas canister.

Level Design:
• Wooded/forest level.
• Mine at start of the level – start below ground.
• Environment off the train needs to be as scary as possible.
• Travel from point A – point B.

Gameplay Elements:
• When train stops hordes of infected arrive
• Environment around the train designed to give special infected the edge.
• Crescendo moments – train stops and needs fixing/re-fuelling.

This is a map being worked on by myself, and NathanWangler. We first started planning this campaign several weeks ago and began creating the first level in Hammer at the end of November. To date, we have one section of the first Level well on its way towards completion and we hope to have it finished for Christmas in a playable state. We aim to release it for Left 4 Dead 2, but are creating it with the tools available at this time.

http://i1001.photobucket.com/albums/af133/SmogUK/Take%20A%20Hike/Derailed_banner_v2-1.jpg

Level 1 – Unnamed:
The first level will start at a recently abandoned coal mine in the middle of a hilly, forest environment. The survivors will then find a train that they might be able to use to escape the mine. Once aboard the slow-moving train the survivors will have to fight off the hordes that are attracted to the moving train.

One of the things that we want to accomplish with this campaign is giving the player choice. Left 4 Dead is a cooperative game therefore the players must work together. If one person falls off, or is pulled off the train and cannot get back on, then the players need to choose whether to leave the relative safety of the moving train to save their teammate, or to continue on their own. In order to facilitate this choice the level with have an alternate route on-foot as well as following the tracks. Being on the ground will be much harder than on foot. No artificial light other than the torch (flashlight). Players may not find their way; health and ammo will not be plentiful.

Top-down plan of the first Level.
http://i1001.photobucket.com/albums/af133/SmogUK/LevelPlan1_lowdetail.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/Level1_Hammer_screen_001.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/Level1_Hammer_screen_002.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/Level1_Hammer_screen_003.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/Level1_Hammer_screen_004.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/train_level1_block_0020002.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/train_level1_block_0020005.jpg

Those screenshots are from early on in the development of the level.

More screenshots will be added later and I shall post more information on the campaigns development as it progresses. For now we are hoping to have the first section of the first level ready by the end of next week, time permitting.

Below are links to more information on this campaign:
http://steamcommunity.com/groups/PhantasmaMetanoia
http://www.alexfs.co.uk/phanmet.aspx


Any feedback, questions and comments are greatly appreciated.

keithgarry
12-18-2009, 18:56
Everything is looking good so far except one thing. It's called Derailed Right? You know your graphic says Dereailed?

Smog
12-18-2009, 19:07
lol - I'll have to change that quickly before more people see it! I can't believe i never noticed it, even Nathan didn't notice it. I'll change it now.

Thanks for bringing it to my attention.

keithgarry
12-18-2009, 19:20
Haha, it's alright. I can delete these posts as if it never happened if you want.

P.S.
Is it possible for zombies to jump onto moving stuff? I had no idea.

Smog
12-18-2009, 20:04
Below are some more WiP screenshots of the Level as it is at the moment.

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070000.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070001.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070003.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070005.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070007.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070010.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070011.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070012.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070013.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070014.jpg

http://i1001.photobucket.com/albums/af133/SmogUK/derailed_lvl1_0070015.jpg

Please let me know what you think. I shall post more as the campaign progresses.

keithgarry
12-18-2009, 20:08
Looking good so far. Nice atmosphere.

By the way I was wondering how you and nathan work together. Like what does he do and what do you do?

Billiz
12-19-2009, 06:06
Really cool idea, I like the last textured pictures, nice feeling to it.

There is one thing that I don't like, the train trax looks a bit off, the boards are too wide and far apart and don't forget to make the trax func_detail :)

I would also be nice it you raised the ground up abit under them and made it like gravel texture, that would looks really nice.


I found a really nice image here.
http://farm3.static.flickr.com/2033/1609403345_3b6f2f218c.jpg

Smog
12-21-2009, 04:49
Thanks for your comments.

Keith: When we first started planning we both talked about what we wanted to see in the campaing (see the top of the first post for what we wanted). from there we went away to produce some concept art and level plans/ideas.

Due to the 6hour time difference (I'm six hours in front of Nathan) it is harder to meet at a set time. I can spent all morning working on the map while he's tucked up in bed! We talk almost everyday on Steam and Skype and email each other to report on what we've done.

When it comes to mapping, i started working on the first level for a week, then passed it over to Nathan so he could detail the enviroment and do some texturing. Then i took the map back and worked on the displacements. When we decided we were going to post information on the campaign early (because of Nexusdog's musings) i added a few trees, env_light and fog to make the map look OK for screenshots.

Nathan is working on the train.

Billiz: They tracks are a func_detail and they are more placeholders at the moment than anything else. I grabbed them from the Take a Hike campaign i'm working on. Now that you mention it, though, i think i'll make the boards closer together and not as wide. Thanks for suggesting it and the referance image.