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.
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.