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DaRKToFu/CoNFuZD
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    « on: December 24, 2008, 05:37:02 PM »

    I'm thinking of starting a campaign called "Death Canyon" for L4D. (See "What do you guys think" in the L4D Section.) Does anyone have the willpower and ninja hammer skillz to help me?
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    Stobbin
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    « Reply #1 on: December 25, 2008, 01:39:10 AM »

    Is there even a SDK for Left 4 Dead yet?  If there is, I've never seen it.

    I'd be willing to help with the project, but my main skills are layout and modeling.  My coding abilities are sub-par.
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    « Reply #2 on: December 25, 2008, 01:59:32 AM »

    i have nunchaku skills, and computer hacking skills
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    « Reply #3 on: December 25, 2008, 04:11:42 AM »

    I can't stop thinking about creating a L4D campaign...  I've been writing down ideas for like 3 hours now.  I'm about to go get a real Hammer and smack myself over the head with it.

    So far the highlights are:

    Casino:
    Start in a casino vault (a decent refuge from zombays) venture through powerless and extremely dark casino.  Eventually you have to raise a security gate which means turning on the power.
    Once the casino has power, the dark and quiet disappears and a cacophony of light and noise attracts a horde.  Keeping track of your fellow survivors will be difficult during this mayhem.  You take refuge in the Gift Shop and prepare for the next stage.
    (I have enough ideas to make the casino into a whole campaign of itself named Dead Mans Hand. (Tagline: The Last Four of a Kind))

    Junkyard / Parking Garage:
    Another way to keep daytime scary.  Lots of hiding places for zombies.  Ideally a section of the campaign where piles and rows of trashed cars keep survivors from going in a straight line.  Could use a necessary crane lift as a horde attack area.

    Scenic Overlook:
    A series of switchbacks and tunnels takes you (eventually) to the canyon riverbed.  Dangerous falls and narrow paths make this section interesting.

    Forest Fire:
    A way to have low visibility in a daytime setting.  Lots of smoke and a wicked cool burning skybox.

    Canyon:
    Flash floods are easily caused in canyons, so steadily rising water from a rainstorm could make this section a race to higher ground.

    Finale:
    In order to escape the survivors must activate the canal locks (at the end of the canyon) and raise the water level to release the rescue boat.  This process is slow and makes lots of noise (machinery and water pumps) the trick from keeping survivors from just getting on the boat immediately (or at all) is that they'll have to open up the last canal lock door before they can jump on.
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    DaRKToFu/CoNFuZD
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    « Reply #4 on: December 25, 2008, 04:15:21 AM »

    Well ive been using a modified ep2-engine based SDK's hammer to map for l4d i havent started anything for real cuz in the real sdk we get more entities and stuff.
    BTW I like how someone >_> renamed my topic >_> >_> >_> lol jk
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    Kenyan Bee Thief
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    « Reply #5 on: December 25, 2008, 06:19:26 AM »

    Quote from: Stobbin
    Ideally a section of the campaign where piles and rows of trashed cars keep survivors from going in a straight line.


    That might make the tank extra dangerous.
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    « Reply #6 on: December 25, 2008, 09:32:26 AM »

    I hate water. HATE IT. I can't edit any part of it. But if it's blood water, it's more rewarding since your players will get their daily dose of WTF.
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    DaRKToFu/CoNFuZD
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    « Reply #7 on: December 25, 2008, 04:56:08 PM »

    The tank would be able to hit cars and throw them at you haha
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    « Reply #8 on: December 25, 2008, 08:29:21 PM »

    I would love to help but I have to skill in makeing Maps for L4D.
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    « Reply #9 on: December 26, 2008, 01:07:29 PM »

    how about a catapult?
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    « Reply #10 on: December 26, 2008, 03:11:39 PM »

    My friend's working on a highway/bridge campaign (chaulk-full of surprises) lol.
    It's turning out great, but you guys've got some hella tight ideas, specially stob; junkyard would be sick. The forest fire theory would be extremely high-maintenance though, unless you've got a monster rig, it maybe an issue.
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    Stobbin
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    « Reply #11 on: December 27, 2008, 05:35:53 PM »

    Low wind would just blow smoke over the whole area.  It'd look like fog.  Fog is easy in the source engine.  The sell is the giant fire area in the distance.  Heavy wind would create an inescapable fire that would overtake those on foot.  It would also need the smoke to appear as if it was moving.
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    « Reply #12 on: December 27, 2008, 10:30:56 PM »

    I like never ending fires.  flaming hunters deal craptons more damage.
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    « Reply #13 on: December 27, 2008, 10:50:58 PM »

    Quote from: Stobbin
    Low wind would just blow smoke over the whole area.  It'd look like fog.  Fog is easy in the source engine.  The sell is the giant fire area in the distance.  Heavy wind would create an inescapable fire that would overtake those on foot.  It would also need the smoke to appear as if it was moving.

    Ah, I'll just shut my mouth now =P
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    « Reply #14 on: December 28, 2008, 12:25:25 PM »

    My poor reading skills DO NOT DULL MY LOVE FOR FIERY HUNTERS!!!!
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    « Reply #15 on: December 28, 2008, 02:29:56 PM »

    I was just clarifying the idea I had for a forest fire.  Ideally it would also have ash falling like snow and drifting winds, but since that would be graphic intensive the idea is just fog = smoke.

    All of the above ideas would take place during the day, so most of them need something to keep the players from just sniping firey hunters from a mile away.  Lots of turns, smog, smoke, ...  stuff like that.
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    « Reply #16 on: December 28, 2008, 03:16:48 PM »

    Ugh, I've had way too many issues with Ashes as precipitation in Hammer (back in the deathmatch days that is)
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    « Reply #17 on: December 28, 2008, 06:10:23 PM »

    doing all that in hammer sounds like a bitch... Why can't an awesome map maker just join our server one day and be like these guys are awesome, ill do anything for them!!

    dss
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    « Reply #18 on: December 28, 2008, 07:56:12 PM »

    Because such a thing only exists in fairy tails.
    >.< Mappers unite!
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    DaRKToFu/CoNFuZD
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    « Reply #19 on: December 29, 2008, 02:03:56 AM »

    YEAH! lets do it... FOR NARNIA BITCHEZ!

    btw a trigger to create moving fog isnt hard at all
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    « Reply #20 on: January 09, 2009, 02:19:00 PM »

    Early daytime forest with fog (looks like a forest fire to me).


    Twisty dark daytime canyon.
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    Boba fett
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    « Reply #21 on: January 09, 2009, 03:50:47 PM »

    Is that actual screenshot of the map?
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    Luko
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    « Reply #22 on: January 09, 2009, 05:17:35 PM »

    I REALLY doubt that, Boba.
    3DXMax or RL, fairly comparable programs (IMO). =)
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    Stobbin
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    « Reply #23 on: January 09, 2009, 08:45:05 PM »

    Those are actual photographs of actual places.  I found them after typing out the ideas or they would have been in the original post.

    Anybody wanna 'shop a tank into the canyon one?  I have neither the render nor the patience.
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    « Reply #24 on: January 09, 2009, 10:29:39 PM »

    Hm, I've got neither the program, nor the potential.
    but how is this:

    I just have a lame program that came with my scanner, I do it pixel by pixel. =/
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    « Reply #25 on: January 10, 2009, 08:24:49 PM »

    The pictures remind me of HL2ep2 if it was Sepia.
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    DaRKToFu/CoNFuZD
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    « Reply #26 on: January 11, 2009, 04:36:57 PM »

    I volunteer on making the canyon one part of death canyon lolz. I think i can make something similar in hammer, and with the sunlight.
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    « Reply #27 on: January 11, 2009, 05:56:19 PM »

    http://www.zionnational-park.com/zion-national-park-photos.htm

    Slot Canyons.  That's what those narrow funky eroded passages are called.  That link has a shitload of reference photos if you need some inspiration.  My favorite of them are Mystery and Keyhole Canyons.  Same geographic location as the Grand Canyon (they're about 200 miles north of it).
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    « Reply #28 on: January 22, 2009, 09:07:30 PM »

    Double Post!!  I fucking rule.

    So you can import Digital Elevation models into Hammer and get terrain in an instant.  DEM files for Kane County (which would be the canyons at the above post's link) are at the following link:

    Best one yet is Orderville.
    http://data.geocomm.com/catalog/US/61068/1619/group4-3.html

    Download for free after registering.

    Edit*
    forgot the instructions on how to do this...
    http://developer.valvesoftware.com/wiki/Digital_Elevation_Models

    Double Edit*
    So very complicated...  and I have no idea how the maps at that link are filed.  I thought I was getting an awesome canyon area and it just turned out to be a field.
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    DaRKToFu/CoNFuZD
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    « Reply #29 on: February 07, 2009, 06:25:55 PM »

    U does it wrongz!
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    « Reply #30 on: May 15, 2009, 06:15:25 PM »

    Left 4 Dead Authoring Tools Beta. Now available in the Tools section of your Steam window.

    Go go go.
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    « Reply #31 on: May 17, 2009, 08:08:01 PM »

    WHEREWHEREWHERE
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    « Reply #32 on: May 17, 2009, 08:16:58 PM »

    I wish I could actually get Hammer to work but I suck. So I'd best not even bother with L4D stuff.
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    « Reply #33 on: May 18, 2009, 07:26:12 AM »

    You could help by drawing a picture (or just typing ideas) of what you would like to see in a map.

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    « Reply #34 on: May 18, 2009, 04:28:44 PM »

    That would help! I'm gettin raped by school, so post ideas and i'll start working in a couple weeks when i finish school!
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    « Reply #35 on: June 22, 2009, 10:50:45 PM »

    I can't stop thinking about creating a L4D campaign...  I've been writing down ideas for like 3 hours now.  I'm about to go get a real Hammer and smack myself over the head with it.

    So far the highlights are:

    Casino:
    Start in a casino vault (a decent refuge from zombays) venture through powerless and extremely dark casino.  Eventually you have to raise a security gate which means turning on the power.
    Once the casino has power, the dark and quiet disappears and a cacophony of light and noise attracts a horde.  Keeping track of your fellow survivors will be difficult during this mayhem.  You take refuge in the Gift Shop and prepare for the next stage.
    (I have enough ideas to make the casino into a whole campaign of itself named Dead Mans Hand. (Tagline: The Last Four of a Kind))

    Junkyard / Parking Garage:
    Another way to keep daytime scary.  Lots of hiding places for zombies.  Ideally a section of the campaign where piles and rows of trashed cars keep survivors from going in a straight line.  Could use a necessary crane lift as a horde attack area.

    Scenic Overlook:
    A series of switchbacks and tunnels takes you (eventually) to the canyon riverbed.  Dangerous falls and narrow paths make this section interesting.

    Forest Fire:
    A way to have low visibility in a daytime setting.  Lots of smoke and a wicked cool burning skybox.

    Canyon:
    Flash floods are easily caused in canyons, so steadily rising water from a rainstorm could make this section a race to higher ground.

    Finale:
    In order to escape the survivors must activate the canal locks (at the end of the canyon) and raise the water level to release the rescue boat.  This process is slow and makes lots of noise (machinery and water pumps) the trick from keeping survivors from just getting on the boat immediately (or at all) is that they'll have to open up the last canal lock door before they can jump on.

    Just wanna say, these are hella good ideas <:.
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