Collini_neut
04-25-2011, 09:34 PM
Hello everyone.
I am here to present a campaign I have been working on for a very long time. I started it well over a year ago, and have spent hundreds of hours working on it. Creating this campaign has been a challenge, and soon to be a feat that surpasses anything I have done in the past. All my previous work has been for both Day of Defeat games. Left 4 Dead introduced several new tasks (scripts, NAV mesh, multiple lengthy maps, and several modes) that I have never taken part of before. I respect every mapper out there that has finished a L4D campaign. It has truly been a lot of work.
At this point, I have 3 maps completed. I eventually plan to add more maps, but at this point I am looking forward to an extended break. Every mode will be supported; coop, versus, survival, and scavenge.
A few versions of the campaign have been play tested with close friends. Now, I am looking for just a couple more play testers with some experience to help test the campaign. All my friends are just players. They do not have the keen eye that another mapper can bring to the table. Leave me a message if you are interested.
The campaign is called Blood Tracks.
At this point, you start off in a coal yard and unexpectedly find yourself traversing through a forest. The survivors make their way to train tracks and follow the path to a train yard and eventual rescue.
Now, onto a few goodies.
(Apologies for some of the dark and grainy pictures. I will attempt to have cleaner pictures tomorrow evening)
The Poster
http://img18.imageshack.us/img18/4728/btload.th.jpg (http://img18.imageshack.us/i/btload.jpg/)
Map 1: The Woods
http://img198.imageshack.us/img198/1629/011is.th.jpg (http://img198.imageshack.us/i/011is.jpg/) http://img816.imageshack.us/img816/9013/012aap.th.jpg (http://img816.imageshack.us/i/012aap.jpg/)
Map 2: The Tracks
http://img826.imageshack.us/img826/9328/021lk.th.jpg (http://img826.imageshack.us/i/021lk.jpg/) http://img140.imageshack.us/img140/5086/022wk.th.jpg (http://img140.imageshack.us/i/022wk.jpg/)
Map 3: Rescue
http://img546.imageshack.us/img546/1982/031qb.th.jpg (http://img546.imageshack.us/i/031qb.jpg/) http://img62.imageshack.us/img62/7374/032ni.th.jpg (http://img62.imageshack.us/i/032ni.jpg/)
One last problem has sprung up.
In regard to vscripts, I want to prohibit the tank.
I am running this script:
Msg("Script fired\n");
DirectorOptions <-
{
// This turns off tanks and witches.
ProhibitBosses = 1
}
I have also used 'true' in place of 1.
I know the script is running because of the text in console.
For coop, this seems to work. I don't think I have encountered a tank while this script is running. Unfortunately, for versus, this is not the case. Sometimes a tank will spawn almost immediately after leaving the safe room.
I am firing the script by a logic_auto directed at the director (on newmap and newmultimap or whatever they are).
I even tried using the c7m1_docks script since I know this successfully prevents a tank.
Please, any advice I will use.
Thanks to:
Hip Shot for Grimmnight skybox
Super Friends Club for testing
Valve (I mooched a few assets and props from L4D and HL2)
I am here to present a campaign I have been working on for a very long time. I started it well over a year ago, and have spent hundreds of hours working on it. Creating this campaign has been a challenge, and soon to be a feat that surpasses anything I have done in the past. All my previous work has been for both Day of Defeat games. Left 4 Dead introduced several new tasks (scripts, NAV mesh, multiple lengthy maps, and several modes) that I have never taken part of before. I respect every mapper out there that has finished a L4D campaign. It has truly been a lot of work.
At this point, I have 3 maps completed. I eventually plan to add more maps, but at this point I am looking forward to an extended break. Every mode will be supported; coop, versus, survival, and scavenge.
A few versions of the campaign have been play tested with close friends. Now, I am looking for just a couple more play testers with some experience to help test the campaign. All my friends are just players. They do not have the keen eye that another mapper can bring to the table. Leave me a message if you are interested.
The campaign is called Blood Tracks.
At this point, you start off in a coal yard and unexpectedly find yourself traversing through a forest. The survivors make their way to train tracks and follow the path to a train yard and eventual rescue.
Now, onto a few goodies.
(Apologies for some of the dark and grainy pictures. I will attempt to have cleaner pictures tomorrow evening)
The Poster
http://img18.imageshack.us/img18/4728/btload.th.jpg (http://img18.imageshack.us/i/btload.jpg/)
Map 1: The Woods
http://img198.imageshack.us/img198/1629/011is.th.jpg (http://img198.imageshack.us/i/011is.jpg/) http://img816.imageshack.us/img816/9013/012aap.th.jpg (http://img816.imageshack.us/i/012aap.jpg/)
Map 2: The Tracks
http://img826.imageshack.us/img826/9328/021lk.th.jpg (http://img826.imageshack.us/i/021lk.jpg/) http://img140.imageshack.us/img140/5086/022wk.th.jpg (http://img140.imageshack.us/i/022wk.jpg/)
Map 3: Rescue
http://img546.imageshack.us/img546/1982/031qb.th.jpg (http://img546.imageshack.us/i/031qb.jpg/) http://img62.imageshack.us/img62/7374/032ni.th.jpg (http://img62.imageshack.us/i/032ni.jpg/)
One last problem has sprung up.
In regard to vscripts, I want to prohibit the tank.
I am running this script:
Msg("Script fired\n");
DirectorOptions <-
{
// This turns off tanks and witches.
ProhibitBosses = 1
}
I have also used 'true' in place of 1.
I know the script is running because of the text in console.
For coop, this seems to work. I don't think I have encountered a tank while this script is running. Unfortunately, for versus, this is not the case. Sometimes a tank will spawn almost immediately after leaving the safe room.
I am firing the script by a logic_auto directed at the director (on newmap and newmultimap or whatever they are).
I even tried using the c7m1_docks script since I know this successfully prevents a tank.
Please, any advice I will use.
Thanks to:
Hip Shot for Grimmnight skybox
Super Friends Club for testing
Valve (I mooched a few assets and props from L4D and HL2)