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Thread: BenGough_WINTER 2011

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    Member BenGough has no reputation around WoLD yet Reputation: 3
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    BenGough_WINTER 2011

    Hope it's not too late for me to make something decent. Well I saw the Thread and thought I might have a shot at making a level. It's the first time I have tried this and have just started out on the L4D2 Hammer Editor. I am going to be making a level that includes this Cinema? well anyway, I have started on the front of the building. Let me know how its going
    "Why...? Because I can!"

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    Re: BenGough_WINTER 2011

    Hey Ben
    Glad you managed to post successfully.

    Welcome and good luck. I'm sure you've read the challenge briefing thoroughly- but in case you haven't have another quick look over the Part1/Part2 requirements.

    And lets see some reference pictures... ideas...sketches etc. Whatever you've got when you've got it.

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    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: BenGough_WINTER 2011

    Hey! Another late-comer! Welcome and good luck! Hopefully the shorter time doesn't affect you too badly! Still have 3 weeks, anyway...

    That one shot looks to me to be a little big overall, and maybe a little stretched horizontally on top of that. Hard to say though... :?

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    Member BenGough has no reputation around WoLD yet Reputation: 3
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    Re: BenGough_WINTER 2011

    Interior of the Seating are of the Cinema. I want the seating area in the Screen to look something like the image below.


    First Floor Plan


    Second Floor Plan. The large open area on the 2nd floor will bring in light via the front windows.


    Third Floor Plan
    "Why...? Because I can!"

  5. #5
    Member BenGough has no reputation around WoLD yet Reputation: 3
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    Re: BenGough_WINTER 2011

    Here is the Main Plan for the whole area


    I've added some displacements for some roads later on. and a small parking space.


    Here is the Cinema Screen area.


    I am thinking of putting an exit from the Cinema to the street at the far back left to allow for more flow.
    "Why...? Because I can!"

  6. #6
    Member BenGough has no reputation around WoLD yet Reputation: 3
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    Re: BenGough_WINTER 2011

    Here are some ingame Screenshots of the level, I didnt take any of the inside because it is way too dark. So am I allowed to put Light entities into the map at the moment?
    Here is the Building on the bottom left of the plan. You can enter this building


    This is the building on the bottom lest of the plan. You are unable to enter this building but it may serve as an infected Spawn area.


    Here is another view of the Cinema. I will edit the lighting so that the sun goes into the top windows.


    Here is the building on the top left. You can enter this building.


    The building to the left is the previous and the player is looking at the Emergency exit that I talked about to keep some flow.
    "Why...? Because I can!"

  7. #7
    Senior Member Nexusdog helped out a few members Reputation: 37
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    Re: BenGough_WINTER 2011

    Adding lighting is fine for testing purposes, yes.

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    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: BenGough_WINTER 2011

    Wow, great to see you moving along so quickly! Very nice! 8-)

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    Member BenGough has no reputation around WoLD yet Reputation: 3
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    Re: BenGough_WINTER 2011

    Quick question...
    I have completed the blocking and am not trying to add the Nav Mesh. I select walkable areas, Generate_Incremental and such then mark the player start and finale. I then save and analyse(Should also mention that it is a survival map and I have loaded the map into survival mode) When I use the radion the counter starts and the Horde sound plays but nothing spawns, no commons or special. Can anyone help me?

    Thanks.
    "Why...? Because I can!"

  10. #10
    Moderator Smog helped out a few members Reputation: 35 Smog's Avatar
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    Re: BenGough_WINTER 2011

    I haven't done this for a while so I can't quite remember. Have you also marked everything as BATTLEFIELD as well as FINALE?

    Check out this tutorial to make sure you haven't missed anything: L4D: How to Create Survival Gametype Part 1
    Alex Shaw

  11. #11
    Member BenGough has no reputation around WoLD yet Reputation: 3
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    Re: BenGough_WINTER 2011

    So I need to select everything and mark them as BATTLEFIELD and FINALE. THanks for the Tutorial.
    "Why...? Because I can!"

  12. #12
    Member BenGough has no reputation around WoLD yet Reputation: 3
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    Re: BenGough_WINTER 2011

    Ive done what you said but nothing has changed apart from the Tank now spawns, still no specials or common though.
    "Why...? Because I can!"

  13. #13
    Moderator Smog helped out a few members Reputation: 35 Smog's Avatar
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    Re: BenGough_WINTER 2011

    If you'ved followed AlexG's tutorials then i'm not sure why you're not getting Common Infected spawning. You might be as well starting the Nav Mesh from scratch and following the tutorial to the letter, making sure you haven't missed anything. Sorry I can't help more. I haven't done it for a long time.
    Alex Shaw

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    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: BenGough_WINTER 2011

    I hope to be at this stage tomorrow, at which point it will be fresh in my head. Maybe I can help then, if you still need it... 8-)

  15. #15
    Administrator AlexG helps out often Reputation: 70 AlexG's Avatar
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    Re: BenGough_WINTER 2011

    Infected not spawning could be because there isn't enough hidden areas for them to spawn from.

    Also try:

    run nav_analyze see what comes up

    mark PLAYER_START, where the player will start; this could help too

    also try this: mark OBSCURED

    OBSCURED
    Affects the amount and manner of which infected can spawn. This is a very important navigation attribute, use both wisely and with caution.

    There are two primary uses:
    Indicates that the area is not viewable by survivors, and allows the director to spawn flowing, or large waves of mobs. It is often used in blocked alleyways and other areas that survivors cannot view. The director can still create effective mobs without the use of OBSCURED, but they will usually be further outside the survivor PVS.

    Allows infected to spawn even when there is line-of-sight to a survivor. Useful in unreachable areas with heavy fog, or areas with props that don't block line-of-sight in the engine, but still obscure the survivors view on all sides (e.g. bushes & leafy trees). Bot line-of-sight is also blocked to prevent omniscient behavior.

    Tip:Props that have collisions disabled are always unable to block line-of-sight and will need the help of OBSCURED
    AlexG
    Alex Galuzin Blog: My personal blog and work (latest blog post)
    World of Level Design.com: Creative Toolset to Becoming a Level Designer and Game Env Artist

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