Accessing Dead Air/Death Toll in Versus mode |
Accessing Dead Air/Death Toll in Versus mode |
Jan 9 2009, 10:08 AM
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#1
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Firstly Valve have removed accesss to Dead air and Death Toll in versus mode.
You can manually download some patched versions of these from here: Complete campaign pack: http://sneakymonkeys.com/maps.rar [Edit: changed the address since over 800 people have downloaded these files, I suspect our downloads have been passed around ) I added them a rar without thinking, so if you can't open these files you'll need a copy of winrar (http://www.rarlab.com/download.htm) You then need to extract them to your maps folder, such as: C:\steam\steamapps\common\left4dead\left4dead\maps After installing maps you may need to restart steam. ----- Connecting to a server ----- Since these are custom maps, you can only play them on servers that have them installed, such as the sneakymonkeys server To connect to sneakymonkeys (either be a member of the steam group sneakymonkeys) or connect manually, open the console (~) and type: Connect 85.236.100.37:27215 The server may not be on these campaigns, you'll require access to the server in clanforge (server.sneakymonkeys.com) - slect the left 4 dead server (MH11345), click on servers, tick the box next to the server, click live control, click current game and select the corresponding map e.g. l4d_vs_airport_01 etc.,(and then press change map button) ISSUES: 1. String Table Errors The content on your computer differs from that on the server. I'd recommend redownloading the custom maps again 2. Doors/Cars/Objects appear white. Workaround: go to your graphics options and turn shaders to Medium - this will sort out the textures This relates to HDR Shaders not being built properly. To fix this we could rebuild the cubes (buildcubes command) on the server and redownload all of the maps, if things go wrong (and l4d is pretty buggy) it would prevent access to the server (until you reinstall the maps) so I DO NOT recommend this. -------------------- |
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Jan 16 2009, 02:54 PM
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#2
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
like i said i have a rough map and some thoughts, but it all needs comments and i'm sure some people could make some of my thoughts much better with a little discussion.. i'll see about writing some of it up later
as for who is doing what, Monkey didn't answer me before when I asked him about it... I'm not sure how the SDK will work and therefore am not sure how you would split up work. I don't know how much we would reuse from L4D's existing materials (tho I would suggest using as many as possible, atleast until it gets to a playable state and we see if it's a good enough map to pursue finishing properly). also i'm not sure who is good at what... like i said i've done level creating before but it was always only me doing it, and the whole level creating process is surely MUCH more advanced now-a-days. I couldn't even tell you for sure what I'd be good at. Probably lighting would be a strong point of mine (which would be a big part of l4d level design).. not sure about others. |
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