Didn't even notice till Smog brought it up. But, yeah, it looks kinda weird. That and the supports under the bridge. But seriously, it's fantastic.
Didn't even notice till Smog brought it up. But, yeah, it looks kinda weird. That and the supports under the bridge. But seriously, it's fantastic.
Thanks guys.
I'm having some problems with the reflections on the water. Rightnow they only reflect the 3dskybox and not the level geometry. I've tried it all.
I'm having a problem where my water only reflects the 3d skybox. and not the environment around.
Env_cubemaps are built.
Game has been restarted and reloaded.
mat_reloadmaterials tried.
the texture I am using for the water is L4D c5m4_flow but I've tried others and I have similar issues.
no leaks.
DAY 8: Lighting - Jan. 27, 2010
Interior Lighting: Still needs some tweaking to get it right. But its there.
Some more exterior shots:
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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
I also had some cubemap problems with L4D2, I only get my cubemaps to load when I start the game in gamemode.
Try starting your map from console with gamemode map name scavenge
Level Design Portfolio
http://www.billyhallden.com
Hmm, yeah, that's a weird one... I really have no clue how to fix it. Billiz, that's weird, too. I built my cubemaps in coop mode, but I'm pretty sure they work properly in scav. Damn, now that you've said that I have to go check! Good luck, Alex, if I think of anything at all that might help, I'll let you know... In any case, it's a small thing that can either be fixed or ""fixed", so that's cool.
The rest looks incredible. Lighting shots are nice. The only little thing I can pick out is the bare bulb over the stack of tires. It looks a little off. But keep in mind this is coming from the guy that still hasn't finished his interior lighting! :lol:
Thanks guys I sort of "fixed" it, as Oilcake said.
After a lot of testing I've come to conclusion that if I want the environment of my map to reflect I loose the skybox reflections.
If I want to have skybox refeclted with the NYC skyline, then I loose the level geometry.
Different textures of water do make a difference.
I've figured out how to make the bridge more part of the skybox so now the bridge reflects and the skyline. The rest of the level isn't that important and is not that noticable.
So I had to make some sacrafices and I chose the 3dskybox, but through all this it did make it better in the end.
Big thanks to nexusdog for the links.
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
DAY 9: Gameplay - Jan. 28, 2010
I started off creating scavenge gamemode. I ran into some problems and I spend too much time on problem solving. After few hours I had to move on. I decided to create survival and focus on scavenge later.
I placed all the entities, weapons, items etc that are needed for survival. Gamemode works.
I'm almost done!
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
It's looking really good, Alex. I have one guestion though - Who's idea was it to put the coffe maker on the filing cabinet? Isn't it against office rules or something..?
Can infected spawn on the bridge?
Alex Shaw
Thanks Smog.
Ha, yeah now that you mention it. Kind of looks odd.
The action happens under the bridge. There is no way of spawning on top.
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
I think he was more worried about getting coffee on the files... :lol:
It really looks fantastic. A thing of beauty!
I know Scav mode was a real pain to implement. Is Survival easier? In any case, if you have any questions, hit me up. I think I kinda know what I'm talking about now...Gotta try to get Survival mode going on myself this weekend.
2 more days to go, you're almost there!!!
Cheers!
Thanks Oilcake. Survival is easy as pie to implement. You should have no problems.
DAY 10: Optimization and Details - Jan. 29, 2010
Created portals
Added structural support under the bridge
Some more env detail shots
So now I have 1 more day to go and if any of you guys are interested in private beta testing this for me PM me. I will take all the notes and fix any errors and finalize the map and release it within a week. Thats the plan atleast.
So anyone who wants to test it, PM me. I will send you download link. Probably on monday. I'm looking for honest direct feedback on how I can make the map better and just need other designers and players eyes on this.
Day 11 I will finalize the map and give scavenge one more shot as well as create the poster, navigation and etc.
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
It's all looking good, Alex. The underside of the bridge looks better with the structural supports. Why is the third-to-last screenshot so bright and white? Is it the fog?
Alex Shaw
Its the HDR effect looking outside. Looks better in motion.
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
PS. If you guys can think of any interesting taglines for the poster let me know.
Thank you
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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That went really well, there is one thing that looked kinda wired though.
All the cars are stuck in the snow but yet there is not a single snowflake on the roof of any car. I know that there isn't much you can do about it, just saying that it looks odd.
PS
I was worried to about the files soaking in coffee soon.^^
Thanks.
I already started compiling a list of things to fix and add.
Here it is. Final Day.
DAY 11: Navigation, Scavenge, Poster, VPK - Jan. 30, 2010
I got Scavenge to work. Navigation iscomplete. Poster and all the mission files and images have been created.
PM me if you want the link and beta test the map for me. I would appreciate it.
I will release a final version after I fix all the notes from the beta test.
Some beauty shots:
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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