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 9 2009, 10:19 AM
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#2
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
ah sweet, had no idea about the custom maps
is there any reason valve removed those from versus? seems quite a random thing to do -------------------- |
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Jan 9 2009, 01:57 PM
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#3
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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 |
They had decided the balance was not right on them - personally things like a tank in the wrong place can really knacker the balance alone. The only other thing is that some of the maps are short, some are very long, but overall with a reasonably balanced team, I don't think there are any particular advantages.
I've also uploaded the following custom maps to the server: city_minami_department_a1 city_minami_street_a1 l4d_farm_of_death l4d_resort04_beach l4d_vs_hunter_city_b1 l4d_vs_stronghold I'll make an edit once I've build a install package and stuck it on the website P.S. Also anyone fancy collaborating on a l4d map? I've hacked the orange box resource kit in the absence of a proper l4d SDK, so was thinking of building some maps... zombie strike at karkand would be fun (if not a little ambitious) - has been a while since I've used hammer properly, so might just wait until the SDK is released -------------------- |
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Jan 9 2009, 02:08 PM
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#4
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
sweet idea, id love to get stuck into it. not sure how much use ill be, i can model/do basic coding if i can get my head in the sdk - language dependent heh
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Jan 14 2009, 01:07 PM
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#5
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Peasant Group: Members Posts: 27 Thank(s): 0 Points: 0 Joined: 13-January 09 Member No.: 4,044 |
Hey, you guys think we could do this this evening? Some Dead Air, Death Toll versus?
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Jan 14 2009, 01:11 PM
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#6
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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 |
don't see why not - providing we can muster 8 players who have the add-on maps
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Jan 14 2009, 01:26 PM
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#7
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
im in ftw
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Jan 14 2009, 01:40 PM
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#8
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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 |
god, I sucked so badly at l4d last night - maybe a bit of dead air/death toll will help
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Jan 14 2009, 01:41 PM
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#9
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Peasant Group: Members Posts: 27 Thank(s): 0 Points: 0 Joined: 13-January 09 Member No.: 4,044 |
Great, I'm psyched. I have a friend, DAS who's gonna join also. we've both been dying to play these levels
I'm sure I can find others also without much trouble |
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Jan 14 2009, 01:44 PM
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#10
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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 |
no problem - although dont forget to get the maps installed!
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Jan 14 2009, 02:05 PM
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#11
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
i'd be up for some tonight
oh and i'd possibly be up for some collaboration map stuff. not sure where my best strengths would lie these days, but i did used to make loads of maps back in the 90's for games like doom2 and duke nukem. plus i have a load of friends at work who are all pretty masterful 3d'ers, and play L4D. you never know they might be interested as well...... |
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Jan 14 2009, 02:27 PM
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#12
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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 |
cool - still waiting on the L4D software dev kit to be released, because without it making maps is a pain.
From the hacked orange box version that I've been playing with the main issue so far is L4D is mostly flat ground with stairs/lifts to different heights, whereas bf2 has rolling rounded hills - at the moment am not sure how to replicate this in hammer :s (without producing the most laggy memory consuming map ever dreamed of) -------------------- |
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Jan 14 2009, 02:35 PM
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#13
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
are you guys only interested in replicating karkand? cuz i'm not actually that interested... i think that would be a whole shit load of work, and the map would never actually play that well for this type of game
i don't have a better idea necessarily, but do think something original might be a better direction.. replicating something just means you have something to be compared to.. i'll try to come up with something i think is better and bring the idea forward |
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Jan 14 2009, 02:49 PM
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#14
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Knight Lieutenant Group: Clan Members Posts: 989 Thank(s): 1 Points: 215 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 |
i think a close to karkand would be cool, but with more buildings and can go inside the buildings and train.
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Jan 14 2009, 03:11 PM
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#15
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
i like the idea of a karkand level, i dont think it could be an exact replication of it though, it would need open buildings and a linear path through it, with road blockades in place etc. its downfall is the fact its designed for free roam
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Jan 14 2009, 05:53 PM
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#16
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
monkey do you know at all how the SDK will work for creating levels? like i said, i havnt used any software of that kind since the 90's. i'm just trying to get a grasp on how things work, to then see how we could actually make a collaboration work.
as for karkand, i might be on board. i have done some rough sketches at work and now have an idea in my head that i think could work to make karkand into an l4d level. the idea would be that rather then replicating the map of karkand, which doesn't work as its not linear, you create a path that one playing bf2 might run, going from the US base to the MEC main. imagine that while running down the streets along this set path, any and all of the alleys, junctions in roads, etc, are all blockaded by whatever (car's, anything that works), to force it to be linear. imagine as you run thru karkand, that anytime you would normally have a choice of different alleys or streets to turn down, you now don't. at each turn, only one path to follow. the path would try to run through as many of the key areas of the map as possible, to replicate the karkand experience. i've got a sorta rough path jotted down that could be played with. |
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Jan 16 2009, 11:23 AM
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#17
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
nice, would like to see
another alternative is to go "dawn of the dead" stylee and base a whole campaign inside a mall/shopping centre i love the idea of looking out from on top of the roof into the street and not being able to see any tarmac because there are too many zombies down there, that would make for some epic pipe bomb moments then the final mission would be to get across the street to the heli landing pad or to an escape APC or similar where you have to fight your way throught the epic hord outside -------------------- |
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Jan 16 2009, 12:04 PM
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#18
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
ooo i like that idea aswell
i'm not sure... would making a karkand be an easier collaboration because we all know it so well? |
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Jan 16 2009, 12:36 PM
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#19
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
i guess it would, yes - but are we hung up on the idea of karkand because of the novelty factor, or because it would be a map that would actually play well?
if we do this seriously, id like to go as far as distributing as a mod, and with that, have a level that actually plays well and provides plenty of key areas where you can get some serious hord on the go -------------------- |
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Jan 16 2009, 12:37 PM
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#20
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
but perhaps im overcooking it a little, depends how serious everyone else is about it i guess
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