Sunday, 24 October 2010

----------------Day of the dead teaser Update





Day of the Dead Teaser Release Latest


"Anybody got any questions about the way
things are gonna run around here from now on?...."-Capt Rhodes

hi guys well thought id update you on how things are going and let you in on what to expect for the teaser release on the 30th of October, add it to your watchlist now and get notified the moment its released! Click Here















Teaser Overview

the survivors begin the teaser like Rhodes and his men in the elevator room, as can be expected the survival trigger is the elevator power box that Miguel has tore the guts out of, from outside the room the map turns into the bunker storage and basically following the route Rhodes takes in one of the buggy's at the end of day of the dead when he abandons his troops, now like in the campaign, the teaser is set after all the events of the film have taken place, so the door is shot out like when steel does it and i have also tried to account for those killed in the film, the storage caverns lead past the specimen gate used for selecting test subject infected, then past the trailer of John and Billy's which has some nice supplies inside, then finally to the entrance to the bunker which has weapons ammo and supplies as well as decent hold out areas and all the rooms you would expect to see inside the bunker.

Have your say..
OK, there's a few ideas i would like some feedback on..
i like the idea of the race to compound for the survival but id rather it wasn't annoying for people my main idea to enforce the rush was to lock the door out of the elevator area until the button had been pressed so everything had to be grabbed on the fly except for main weapon and initial health kits of course.....what do you think?

Wednesday, 13 October 2010

Day of the dead Teaser update!



Hey guys, well the teaser is announced for the 30th October, Devils Night!.
The Teaser initial download will contain only one map, but its large and will support both survival and scavenge though i know its hard to get people to test scavenge, the initial map is a comination of maps 03-The Bunker and map04- The Missile Silo, my reasons for releasing the teaser as a form of "Bastard" child is that i dont want to hand out all my work before ive finished, i think every map maker should have standards, even if there low lol, you shouldn't release a map unless it has
A: Been optimized
B: Appropriately textured
C: A working Navmesh
D: Lighting

So, the idea is im creating this teaser as stand alone versions for the survival and scavenges, i want to include custom sounds and as far as i know valve finally fixed that function of the editor, however im not going to postpone the release for sake of the custom sounds i can always add them in the updates, also the guys at l4dmapreviews (click here to check them out) have agreed to give the teaser a review on there channel!

Sunday, 19 September 2010

Map 04- Missile Silo



"Sarah: Isn't there an old missile silo back there
Billy: We cant go back there without guns..
Sarah : We can't stay here they'll tear us apart...
Billy: Jesus Mary and Joseph"

Map 04: missle Silo

Well, long time no chat it seems, mainly because im tryng to get the teaser ready and working solidly for the 30th, its going to be one map for the teasers initial release and its going to be the bunker as im suspecting thats what most people are eager for, im creating the teaser out of sections already created for the campaign, and as ive said before the caves means plenty of displacements which are basicly the name for uneven surfaces created with brushes by hammer, anything. the ceiling and floor are flat thankfully but to sell the cave walls properly then i have to make sure they like teh walls from the cave of the film. would type more but very busy mapping lol .

Friday, 17 September 2010

Map 03- 14 Mile Tombstone

The Bunker
OK, so this is the big level the one that needs to shine cos its the whole style of the film, which is hard cos in l4d2 terms the actual bunker is not that big and has no linear route really, so deciding the journey through has been difficult, in the end i decided to establish a linear way through while still feeling like your exploring the suicidal depths of the facility alongside trying to get the rooms from the film right, the corridors have to be a little bit wider than the films for game play reasons, the route is not altogether authentic but Ive tried to keep things recognisable and feel fluid, it has panic events and takes you completely through the interior part of the bunker including places like the meeting hall Logan's study, bubs room, the freezer where Logan is killed etc.. every thing's in there.

The thing that i love to hate about the bunker in Day of the Dead is the claustrophobia, the white walls are blank and heartless and surround you wherever you go, but I'm also working on details to make them feel more natural too thin pipes across the high parts of the wall etc.

DAY of the DEAD: Survival and scavenge

Something to get you in the mood

only last week day of the dead was at round about 1500 views on l4dmaps.com, which im grateful for seeing as it hasn't been released, i decided i would like a few more views and was eager for people to get a taste of what im doing, so almost as a joke i said "when i get 3000 views ill release a survival scavenge teaser!" well either low and behold i checked yesterday and it was over 3000 lol, so in celebration of receiving 3000 views and to keep you wall keen i thought id share this video which is one of my favorite fan vids for Day of the Dead, enjoy!

oh yeah...im keeping my word already started on the survival teaser

Friday, 3 September 2010

Map 02- The Elevator









Map 02- The Elevator


ok the first issues with creating this map are strictly speaking it should just be the elevator surrounded by the wire fence helipad 2 small buildings and the makeshift graves, and the only other map of day of the dead ive seen follows this format, however in l4d2 campaigns 1 small area does not cut the mustard, and also the above ground area is a very iconic part of the film, so i made the some what mad decision to create a level leading up to the elevator, in the

film we see the chopper flying over marsh land and forests to reach the compound, great a forest map to break up the urban sprawl and the underground claustrophobia !.

because forest levels take alot of props to be convincing however optimization is going to be key to this levels success, turns out teh elevator and its surrounds itself were fairly simple, coming up with an idea for the lead up to that however has taken some artistic liscense, i have imagined that the whole facility was part of a larger operation in which people were being shipped from the citys to this location for processing in one form or another, at first when the survivors arrive at the docks that becomes obvious but the closer they get to the compound the more ugly i wanted the sights to be, half way is a mass grave with a panic eventcreated around it, by this point i want it to be obvious that this place was also for disposal not just sanctuary, when they get to the elevator i imaine it has not been magically raise since miguels suicide so im planning on a scavenge event to get teh lift back to the top or simply calling the lift and waiting for it to arrive at the top as yet no final decision has been made, work continues on optimizing the forest, gods its tough going!.

map 01- Dead Place





Map 01- A Dead place



At the beginning of the movie we see the team landing at the edge of the city after failing to raise anyone on the radio, Miguel shouts down the bullhorn
" Hello is there anyone there?!", immediately the city is full of corpses traveling towards that sound.
the first level imagines that there were some survivors in that city, and they tried to fight there way to the chopper but couldn't make it in time and were
left behind by Miguel and the gang only to find themselves at the docks, they decide to steal a boat and follow the direction of the chopper..



Hows it coming along?...
Recreating the city from the opening of Day of the Dead poses a few problems, like most good film makers Romero filmed only the sections of the city he was interested in, and which projected the idea he wanted to communicate to the viewers, this scene in the film has only one sentence of dialogue but speaks volumes, as i rant to my friends when talking about this scene "Romero ends the world in under 10 shots".

So approaching how to create this city for players to navigate and experience is somewhat like a jigsaw puzzle, there are several clear images which stay with any fan of the film from this city, the Bank from which 2 corpses and a corpse alligator emerges, the Edison Theatre, the main streets and the newspaper headline "the Dead walk", i decided to embrace the jigsaw and create these areas separately first and with as much detail as I'm able, this has meant including custom textures and creating a few buildings purely with brushes.



after creating the bank and theatre i was left considering weather or not to leave them as mere display pieces or actually allow the survivors to enter them and have a reason for doing so, however with the daunting task of the entire project i have Little time for considering until the main body of work is done, and so i moved boldly forward onto the main streets, straight away i realised the streets were going to be challenging, the buildings are not like your average urban sprawl, they reek of the 50's and each building really seems to have its own unique idea, when trying to create everything with as much effort as possible this was a very demanding starting point to say the least.






The main street seen right is the first real wide shot
we see of the city, its an image of decay and
immediately we get the sense of an aftermath
of sorts, but also we see the street stretching off into the distance, i decided i wanted this street, the street we are shown Miguel and Sarah are looking down while shouting for survivors to be my finale area, the idea is that the survivors do not make it to the chopper in time so this gave me several things to play with, Miguel's use of the bullhorn is an excellent prompt for the a gauntlet event down the street towards the chopper and just as they reach the end they watch as the chopper flies off into the distance, so work on the street was vital and so i began!.

now as i say each building has its own design feel, so i embraced that and tried to match the feel for the street also making several shops enter able as i progress i will also have to decide whats in teh shops if anything, the shops will also make excellent spawn points for infected as well as the roof tops, though i feel the hunter will have the most fun with them.

where am i up to on this?...
i have created the final stretch section of the road and i intend to work backwards towards the T-junction and from there decide where the bank and theater locations should be, from there i should have a clearer idea where the survivors should begin and just what lies in-between them and the final stretch