- Joined
- Jul 16, 2008
- Messages
- 1,113
I've found some tutorials elsewhere for tricking Hammer and L4D into letting you map for it.
( http://forums.l4dmaps.net/showthread.php?t=139 )
I've got an idea for a L4D map/campaign... but I was wondering.
Would it be better to wait for the official SDK update (Valve says it's Soon, but Valve invented Valve Time, so...), or go ahead with the hacks?
I ask, because I don't want to build a whole bunch of geometry, add a whole bunch of entities, etc, etc, and then when the real SDK comes out, have to redo it all.
Technically, the "hacks" should work because the content comes straight from L2D, but I'm not sure.
I mean, to alpha the idea, I really only need basic geometry (not even doors), entities for the director, fog control, etc, so I might get away with it.
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On a side note, my map/campaign (currently named "SPEEDTRAP", trying to think of a slogan) takes place in a small rural town, where you have to make it from one side to the other. Here's the pitch, I'm open to suggestions.
As opposed to most "linear" L4D maps, I want you to be able to choose your own path through the town.
There'll be an exploded gas line, and a crashed airplane cutting off the main highways, so you'll have to go through the city streets.
The map will use fog heavily, so you'll only be able to see about a half-block away in any direction. Each checkpoint will have a map of the town with the next objective highlighted.
Here's a question, though: obviously a path from one place in town to another... there's only one optimum path. I want the map to pick four or five streets to block up with debris, fencing, etc. Can you put this kind of logic into a map? Basically, I want to encourage alternate paths through the town other than the plain, optimum path, without forcing a linear scenic trip through town. Even spawning a tank or a witch would just get people to kill it and move on.
I imagine there will be more documentation later on how to make miniboss finalies and Grand Finalies. I'd just like to go a bit farther than just drawing sketches and chatting with friends... while on the other hand, I don't want to make a ton of geometry in vain.
( http://forums.l4dmaps.net/showthread.php?t=139 )
I've got an idea for a L4D map/campaign... but I was wondering.
Would it be better to wait for the official SDK update (Valve says it's Soon, but Valve invented Valve Time, so...), or go ahead with the hacks?
I ask, because I don't want to build a whole bunch of geometry, add a whole bunch of entities, etc, etc, and then when the real SDK comes out, have to redo it all.
Technically, the "hacks" should work because the content comes straight from L2D, but I'm not sure.
I mean, to alpha the idea, I really only need basic geometry (not even doors), entities for the director, fog control, etc, so I might get away with it.
-----
On a side note, my map/campaign (currently named "SPEEDTRAP", trying to think of a slogan) takes place in a small rural town, where you have to make it from one side to the other. Here's the pitch, I'm open to suggestions.
As opposed to most "linear" L4D maps, I want you to be able to choose your own path through the town.
There'll be an exploded gas line, and a crashed airplane cutting off the main highways, so you'll have to go through the city streets.
The map will use fog heavily, so you'll only be able to see about a half-block away in any direction. Each checkpoint will have a map of the town with the next objective highlighted.
Here's a question, though: obviously a path from one place in town to another... there's only one optimum path. I want the map to pick four or five streets to block up with debris, fencing, etc. Can you put this kind of logic into a map? Basically, I want to encourage alternate paths through the town other than the plain, optimum path, without forcing a linear scenic trip through town. Even spawning a tank or a witch would just get people to kill it and move on.
I imagine there will be more documentation later on how to make miniboss finalies and Grand Finalies. I'd just like to go a bit farther than just drawing sketches and chatting with friends... while on the other hand, I don't want to make a ton of geometry in vain.














