I love your work and your workflow...Keep up the good work.
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I love your work and your workflow...Keep up the good work.
Do you need to have the other modes added, even though the map doesn't support them? I only ask because they were included when I last did a VPK file.Code:"modes" { "scavenge" { "1" { "Map" "l4d_WoLD_Winter2011" "DisplayName" "Winter2011" "Image" "vgui/maps/l4d_woldshiroi" } } } }
Alex Shaw
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Just downloaded a scavenge only map from l4dmaps to see what the files in there say.
In the missions file, it only has entries for scavenge, like mine has, all paths are the same.
Also in the addoninfo file, I found a thread on l4dmaps that said to include the other modes, however including them and excluding them, as well as setting campaign to 0 or 1, all fail.
For example, the map 'final evac' has this:
Ignore the fact my path for the images point to vgui, setting that to just maps/ did nothing to help either.Code:"modes" { "scavenge" { "1" { "Map" "l4d2_finalevac" "DisplayName" "Last Evac" "Image" "maps/l4d2_finalevac" } } }
Also, Oilcake, the missions file says in it:
Which is why i put 1 instead. both 0.1 and 1.0 show no improvementCode:You must increment this to the next integer (whole numbers)every // time you release an update. (I.E. 1, 2, 3, 4, etc.) "Version" "1"
EDIT:
Hmm, tried overwriting my data into the one i downloaded and it works. I still get the glitched 'some maps do not support scavenge' message but i managed to do a 1on1 match in my map fine. Got a few nav areas to fix now.
Well, there you go! Nice job getting it going on. All's well that ends well, and all that! I wonder what it was? :lol:
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If you want people to beta test it before the 16th then I say 'go for it'. Get as much data as you can. You'll be able to use the feedback during the second half when you finalise the gameplay.
Alex Shaw
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Well for anyone who wishes to test it (and get a friend, as you'll need 1 player per team minimum to play) here's the vpk:
http://www.mediafire.com/?s2cdbvr0lkd24gy
I'm going to add infected ladders to all the rooftops around the outside, adds more hunter pounce spots. And if anyone knows why the infected hardly spawn, I'd love to know as it seems so empty xD
Not that it matters anymore, but I just re-read this and noticed something. I was talking about addonversion "1", which is in the addoninfo file, not missions. I think that one might need to be 1.0, but I dunno. Either way it's working so whatever! :lol:Originally Posted by ShiroiHusky
I won't have a chance to check your map out for another day or two, I doubt, but I had this idea. It'll only work for people doing Source games for me, cause I don't own the other games yet. Anyway, if anyone is interested, I thought it might be cool to organize a couple of hours where we all play through our maps as a group. Err, I guess that only works for multiplayer maps, too... Still, we could try!
Tossing it out there, in any case!![]()
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Looks good.
Scale is good. The map seems to have a flow. Two theaters are a nice touch.
Add exit doors to each theater. One has the big door opening. Replace it with smaller fire exit door.
Perhaps behind the theater area would be nice. Behind the projection screen, inside. Not outside behind the theater. But that is if you have time.
Keep it up ShiroiHusky.
AlexG
Alex Galuzin Blog: My personal blog and work (latest blog post)
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Progress Report: Jan 15th 2011
Finished v2 of the VPK, fixes a few nav bugs such as missing or non-functioning ladders.
Heres some final screens of the map in action from both team perspectives.
I'll be making a start on Part 2 when I return from my university interview on the 19th (this WIP has been included in my portfolio!)
7 hours on the train there and back![]()
Screens:
-Infected's eye view from the rooftop. Managed to incapacitate Nick shortly after, didn't realise he was stood in goo while he poured. (Bye bye gas can too!)
-Running back with a can. My friend Phil pouncing from the rooftop, taken just before AI Rochelle managed a sneak shot to the skull, stopping him![]()
Hey, good luck with the interview! Bring a good (long) book for the train!!!
Map looks good, but it's really, really big and open. I'm having the same issues, to be honest. I'll be posting something momentarily in my thread about that...
Anyway, great start, man! By the end of the month we'll whip these things into shape! :lol:
Cheers!
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Reputation: 37
Great stuff, Adam, your map is really coming together now.
Some observations
Looking at the above pic, you can see the additional development around the cinema. In comparison to the actual play area, it is huge, not explorable or has any affect on gameplay, so you may want to consider how this will affect compile times, further time spent developing those areas and what benefits or not it will mean as your project continues.
Whatever you do now, concentrate on the cinema - the latest pics you showed us look great, but we don't know what the interior layout looks like, and if it is extensively planned out, it makes the landscape even less important. I understand the need for context, therefore adding the additional buildings, but it's easy to give them more attention and forget the focal point if not careful.
If you have any interior pics, it would be great to see how that is shaping up as well.
Wishing you the best with your interview, hope it goes well for you mate.