Thursday, 28 June 2012

Time for some Retribution



"..There's been some progress..."- Sarah






















Hello again ladies and ghouls, its Lou back again to bring you an exciting update on the story so far. Up until recently Day of the dead l4d2 has been on a bit a back burner, time constraints being what they are. With the summer being upon us again.













I have taken the opportunity make some progress, "what kind of progress!",I hear Rhodes insist in the background, well when I originally began production on Day of the dead for l4d2 I was at the very beginning of my experiences with Hammer and level design, i did no preliminary work, knew only the very basics and was still very green, since then i have gone onto create the S.B.S (survival barricade system) for night of the living dead and expanded that to return of the living dead, i have also created blight path which is a full campaign, so when i returned to my old saves for Day of the Dead I quickly realised I had to start again from scratch.From the beginning i decided i did not just want to make a "theme-park" for day of the dead in l4d2, i want it to be its own story and maybe even a community contribution to the Mythology around "the dead" series which is why I have decided to name it Day of the Dead: Retribution, as this fits aptly with how this particular story ends...
















Map 01: A Dead Place















when approaching this level I wanted to include signature places such as the Edison theatre and the bank, in the opening scene of the film Sarah and Miguel shout down the street with a megaphone and i wanted the street to be an important part of map, originally i had decided to create a gauntlet down this street but have since thought better as gauntlets don't leave much opportunity for players to take in the scenery i was going to put so much work into , also a gauntlet event on the first level would most likely frustrate players.

In l4d and l4d2 campaigns the convention is that the first level short and to the point and i wanted to go with the convention on this.

The players begin inside an apartment building, through the window we see John and billy's chopper flying across the city and the level begins from there, I am considering sampling billy's radio broadcasts appealing for survivors for this safe-room just to drive the point home. From the safe-room the survivors battle through the city to reach the helicopter.

From the apartment building the survivors travel through the Edison cinema, past the bank, and down the main street to the harbour, which is where the chopper landed.













Their are a few big challenges with creating this first map, the main street which is an iconic image from the film is like most streets, a straight line, this is not a very interesting route for players to travel also it raises a few issues on where the infected will spawn as they need sufficient distance and cover to spawn, firstly to allow infected to spawn i created the interior of stores on either side of the street and detailed the appropriately, also I want the campaign to play well with versus, previously I have read many accounts of a designer creating a campaign and not considering versus only to have to return to the campaign at a later date and put the time in correcting as well as updating so i decided to tailor areas to accommodate versus right from the beginning, which entails a death charge or two and lots of versus ladders. The straight nature of the street itself was a nice little problem, however in Blight Path i had to handle that exact same problem, I began by drawing things out on paper, using squares and squiggly lines to create lots of different ways I could complicate this painfully straight street, eventually i realised i could only use small to medium vehicles to create the route as the larger vehicles were too distracting from the movie, also no matter which route i created it would always be a simple mater of navigation, nothing wrong with that however I am a bit of a sadist when it comes to these things and also I wanted the street to be a feature in the map, and so i created 5 alarmed cars, calm down they are not all active, only 3 are active in any one round, like alternate which cars that are alarmed do change however.




















































after the street the survivors must battle through the harbour where the chopper is waiting, now the film itself does not give much away about this area and so this was my chance to add some artistic license and created a section of the harbour which had been exporting people to an evacuation point which added a second layer of storyline to the harbour, while not feeling out of place. In the climax of the first level the survivors run for the chopper, but the films characters are assumed to not have noticed the survivors and take off leaving the survivors in trouble, in desperation the survivors squeeze into a speedboat and roar off after the helicopter leading us into map 2.








Friday, 9 December 2011

Screen shots of map 2: The Elevator


Map 02: The Elevator

"Where will you go captain?, you can destroy 
my specimens but what about the millions 
that are waiting to greet you outside?..."
- Professor Logan "Frankenstein"


Hello again, well map 2 is as I said previously almost complete, so i wanted to take some time just to let you know what to expect and how I went about the idea. So to bring you up to speed the l4d2 characters begin inside the city of the first map "dead place" in a mad dash to the chopper they finally realise they haven't been noticed as they watch john's helicopter leave them behind, so quickly they leap into one of the few remaining working boats in the dock and speed off after the city, fade to black.
The return to the bunker in day of the dead suggests a marsh land, part water part dense forest and brush, but I also wanted to add a bit more to the level than "run through the forest to the elevator" so after taking some advice from a kind gent on l4dmaps.com  I read the original script for day of the dead, the film George A Romero wanted to make but wasn't able to afford I strongly recommend you read it its a very different film to what we finally received, I wont say its better, its just different, to be honest I think it would have made a better sequel than Land of the dead, but that's the humble opinion of someone who cant let go of the 80's, yes the hair was weird but it was a golden age of film making , and film makers I might add, regardless I digress.


I decided to imagine before the cast of the film were isolated in the bunker that above ground had perhaps acted like a rescue station in the early days of the end, but inevitably something bad happened and the rescue station was over run, so i went with the concept that the military had to ferry people in by boat, and also people would be finding there way to the station in there own boats, well long story short one of those boats got overrun on the way  there and it crashed right through the fence walls and well you can imagine the rest, so to break up the forest you have a military outpost/rescue station with a custom event don't what to say what just yet as its a spoiler , from there you travel through some more natural landscape until you finally come upon the elevator, now what I can tell you is I'm having a bit more luck with the elevator siren and the event at the elevator is a simple survival as you call the lift back up and the siren attracts the horde, i will get some more screen shots up soon but for now this should give you an idea of basic look.
Thanks for reading!


L4d2 day of the dead? capatin rhodes comments



  Joe Pilato, the actor who played Cpt Rhodes said on facebook after seeing the work in progress
"ABSOLUTELY AMAZING"

well at least he didnt order someone to have me shot!

Wednesday, 7 December 2011

Map 02: The Elevator, Complete!

thats right  map 2 is 99.999999999% complete ! after leaving the city in map 01: a dead place, the survivors follow Johns whirly-bird in a boat, arriving in the marshland surrounding the underground facility they batle through the dense forest only to find a rescue station which has long since been overrun and destroyed, from there the battle rages back into teh forsest before finally ending at the elevator heliport, i will post some pics soon but for now i just wanted to keep you up to date with the good news!

 thanks for reading!

Thursday, 10 November 2011

Back on track



Hello again puss brains!, work is going excellently on the full campaign, ATM i have been working on map 02 "the elevator", as you will remember from the film after Sarah and Miguel fail to find anyone in the city they fly the chopper back to the facility over marsh and overgrown brush and forest, so map 2 is a very natural map, the survivors begin on the boat they escaped the city in and progress through the dense overgrowth, before too long they find a fallen outpost which was originally a rescue station, boats litter the "bay" of this outpost as its obvious that many people tried to reach the outpost for sanctuary from the infection, this area also contains a new form of panic event, possibly something a bit new, from the outpost the survivors fight their way through some more of the forest before coming across the fenced off area that we all know so well, the elevator, which must be summoned up to your level by pressing a button, a small survival is in progress as the elevator arrives and takes you back down to the safe room inside the complex, all but the elevator has been built for this map so far so that is another notch on the belt, I'm doing well so far thanks for all the supportive comments guys they help keep me motivated, also thank you to those people who decide to heckle someone for making things for them lol you keep me laughing, please dont forget to add this blog to your follow list, it lets me know yor still keen.

Lou

P.s
donate button coming soon, your chance to crack the whip and get me moving faster!

Wednesday, 23 March 2011

--------------------Day is not dead!

hi guys and ghouls, well its been a while since i updated this blog, please accept my sincere apologies for my lack of communication, though with only 3 followers so far you can understand why i havnt thought " omg my huge fanbase is going off the boil" lol.

ok i will have some screens to post soon as ive focused my attention on Lvl 1 "A dead place", a very difficult level to breath life into i assure you , the concept of the first level is that the l4d2 survivors are held up in an apartment when sarah and co. arrive there with the bullhorn they see the chopper and fight through the city to get there, so as you can imagine portraying a city is tricky at best, however im glad to say that the first level is at a very strong 70%!

Lou/Neil

Saturday, 27 November 2010