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> Accessing Dead Air/Death Toll in Versus mode
Magik6
post Jan 16 2009, 12:48 PM
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Count me out tongue.gif


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Magik5
post Jan 16 2009, 01:24 PM
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you dont count anyway biggrin.gif


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fido77
post Jan 16 2009, 01:27 PM
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yeah!!! you don't count. we don't even know you anymore huh.gif


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Magik5
post Jan 16 2009, 01:27 PM
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SUCK IT 6 YOU QUEER!!!!


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Magik6
post Jan 16 2009, 01:43 PM
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No one will ever accept me for who I am sad.gif


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Magik5
post Jan 16 2009, 01:48 PM
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i tried and failed, i couldnt put up with the arse grabbing tongue.gif


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=R6= Raile
post Jan 16 2009, 02:31 PM
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i'm glad to see this thread didn't get derailed like usual..

as for karkand, 5, i think doing a map that everyone is familiar with, would be an easier starting point. the map might fail miserably, but everyone would learn from it and then we could do your mall idea, more seriously. doing level design and stuff like this, i've always learned the most by fucking up. its a good idea to do something you dont care as much about first and get the fuck ups out of the way......
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fido77
post Jan 16 2009, 02:44 PM
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and we can always modify it some if we don't like some parts but like others.


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Magik5
post Jan 16 2009, 02:51 PM
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derailed? nice pun


i guess karkand makes sense, we need new thread with a laid out plan on whos doing what... i guess main part is waiting for the sdk tho.

still shouldnt stop us from displaying/tweaking map layouts tho


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=R6= Raile
post Jan 16 2009, 02:54 PM
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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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Magik5
post Jan 16 2009, 03:04 PM
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yeh, we need to discuss.

have to say tho, karkand at night will look pretty cool.

fyi, i have no level design experience, but i feel im at a stage where it wont be hard to get my head around/into the sdk.

oh and as long as i can import objects from 3dsmax modelling wise, im sure ill be fine with that as well.

of course, i could indeed be v wrong - who knows until we try


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MonkeyFiend
post Jan 16 2009, 03:53 PM
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@Raile: The SDK contains all of the texture, brushes and objects in L4D.. The tool used for creating maps is called 'hammer' - the same tool used for all of the source game half life 2/css/team fortress etc., You can hack the Hammer to manually createa an 'orange box' mod and import all the stuff from L4D; this allows the creation of some maps before the SDK is out.

You mention level design in the mid nineties somewhere, so I'll assume you used something similar to DEU for doom, basically the tool gives you wireframe overhead, sideways, front and 3d (textured, solid etc.,) views ; you build you level like an architect would by creating walls, boxes etc., then applying textures to them.

In case you're wondering Hammer looks like this:



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Magik5
post Jan 16 2009, 03:55 PM
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wow, seems easy enough


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MonkeyFiend
post Jan 16 2009, 04:03 PM
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QUOTE(Magik5 @ Jan 16 2009, 03:55 PM) *
wow, seems easy enough



Sorry I have to quote this one for future reference biggrin.gif

Shopping centre (mall) idea from dawn of the dead is already being developed by some other people.. in fact there's a alpha running on our server.

The main issue I have with karkand that I'm not sure we can work around is this: karkand is based on a set terrain of rolling hills, the map itself (buildings etc.,) are then plonked on this terrain. L4D has no such terrain, it is based on rooms of a set height and while may contain ramps, ladders etc., are still in essence joined rooms. To recreate some of the hills that make karkand what it is, would require a fuck load of memory and would run laggier than magik6's computer. That being said I've not actually tried this.. so for all I know such a setup might work


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Magik5
post Jan 16 2009, 04:07 PM
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im currently quite excited to try it out tongue.gif

the interface doesnt seem to foreign to me

we shall see though biggrin.gif

shame about the mall idea, though id like to run the alpha it possible biggrin.gif

and yes, 6's pc is a laggy pos tongue.gif


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fido77
post Jan 16 2009, 05:07 PM
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i've only biult one mod, but i had to do it three times. and that was for nwn2. so whatever u think i may be able to do. the nwn2 toolset doesn't look too much different than that hammer thingy.


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Magik5
post Jan 16 2009, 05:09 PM
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make coffee


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=R6= Raile
post Jan 16 2009, 05:20 PM
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ok monkey, yeah that looks pretty much what i expected. what size textures can we get in there?

how does lighting work? as i dont see any lighting rigs.. or atleast anything that looks like what i expect..

as for karkand.. the rolling hills doesn't worry me. i've already put some thought into this and think it will be ok. remember, it won't be exactly the same as karkand in BF2. there's more to the feel of the map then rolling hills, and i'm confident if we can replicate the feel, then that will be good enough. i've also already thought of how karkand may need to be split up into multiple levels. but that in itself works great for bf2, as it can karkand as one campaign. more would need to be worked into this, but i still think it would work.
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fido77
post Jan 16 2009, 05:36 PM
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QUOTE(Magik5 @ Jan 16 2009, 10:09 AM) *
make coffee

that is one of the most impotant jobs ohmy.gif u sure u want me in charge of it huh.gif


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Magik5
post Jan 16 2009, 05:51 PM
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im sure youll pull through


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