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l4d_yama

l4d_yama

Postby surgeon » Tue Nov 25, 2008 4:03 am

This is a map I started on two years ago, when the game was first announced, and I've been adding parts ever since, waiting for the game to be released. At the moment, most of it is just prefabs so there's no point posting screens of those maps, but I have made hundreds of specific textures and props for this map so finishing it once the SDK is released shouldn't take that long.
Anyway, the idea came from a Japanese urbex site I found years ago, which had a gallery of a derelict cablecar station, which I found out was on Mt Kumotori, so I googled photos of that place and just got more and more references, and I decided to make it into a L4D campaign. The plan so far is for these 5 maps:

1 - tourist centre. The players start at the bottom of the mountain, and move up into a tourist centre, which will have a museum, cafes, shops etc, which leads into a hiking trail. There'll be a few cabins along the way, otherwise the 2nd half is mostly just woodland, before a road leading to...

2 - the temple complex. Not much to say other than there'll be temples. Survivors just follow the paths, with a few shops or other enterable buildings along the way. When they get to the main shine (the huge temple in the screenshots), I want a crescendo event but can't think of anything yet. After that, they go into the woods and find a tunnel leading to a cablecar station, and take the cable car up the mountain, but it breaks down near a maintenance station, which doubles as a saferoom.

3 - The power has cut out, so someone needs to go down the lift and through the dark tunnels to get to the generator room, while the other 3 stay and defend against a hoard of zombies (if I put the saferoom after this, then that can be map #2's crescendo event). I'm also not sure if this would work if bots are on your team (they seem to teleport over to you if you get too far away), and the lone-player might get swarmed, so I might have to have all 4 go down the lift.
Anyway, once the power's back on, they carry on up to the top ropeway station, and after more woodland, they come to a small mining village (also in the screens) which has been derelict for a few decades. Humans have to go through a school, and then into a few mine buildings/shacks. I might include another crescendo event here where the survivors go into the mine itself, and alert the zombies by calling the lift back to the surface.

4 - Once out of the mine, the survivors follow a road to a decaying spa/hotel. This is more closed-quarters, with narrow corridors, bars, hotel rooms, baths etc, but some bigger areas like halls and dining areas.

5 - I'm not sure yet what the finale will be. It'll either be the roof of the hotel, where the survivors finally get above the trees and have to hold off until they're rescued, or a construction site that was abandoned years ago and has the empty foundations of another hotel. I'll decided which one I go with when the map is closer to being finished.


So that's the plan I've got so far, and I have parts of all the maps done, but I need the SDK to get the maps playing properly ingame before I can put everything together and see how the map plays. Here's some screens of what I have got so far:

Map 3, the village and top ropeway:

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Map 2, the temple complex (very WIP, lighting is just so it's not fullbright):

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So that's the campaign. I've got no idea about the name or tagline, if anybody has any suggestions, I've just been calling it l4d_yama so far. Hopefully the SDK isn't too far off and I can get this released by around February, so I can start on my next campaign.



Update

I've spent the last 2 days working on the village some more, the layout is done, I've got most of the school done, and a couple more props and textures made, as well as spending hours and hours sorting through which content works in L4D and extracting GCFs and copying files all over the place. Next up will be the mine, which I haven't started yet, but will be the final part of map 3.

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This is my favourite part, hearing the zombies feet on the roof and not knowing where they're going to come from, I might force a horde to spawn here as the cable car comes up:
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08/02/09 Update

I've been working on the final part of the 3rd map the last few weeks, a mine in the village which should lead to the safe room for this map, and I've also finished the school. Once that's all finished, I just need to connect the parts I've got together and the 3rd map will be finished. The colour is still too green in these, but I can't get the colour correction options up in L4D, so that will have to wait until the SDK is released.


The School:
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The Mine:
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Last edited by surgeon on Sun Feb 08, 2009 1:30 am, edited 2 times in total.
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Re: l4d_yama

Postby Doro » Tue Nov 25, 2008 4:07 am

Wow, looks great! Cant wait.
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Re: l4d_yama

Postby StephanBotha » Tue Nov 25, 2008 7:41 am

That is one good looking map you got there! I will do a story in this soon!
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Re: l4d_yama

Postby Bloodhunter4rc » Tue Nov 25, 2008 9:39 am

That looks really good , cant wait to play this.
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Re: l4d_yama

Postby soad667 » Tue Nov 25, 2008 12:14 pm

Good to hear there's another map with such a progress, waiting for the sdk... ;)
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Re: l4d_yama

Postby Hunterbrute » Tue Nov 25, 2008 5:26 pm

Wow that looks awesome.
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Re: l4d_yama

Postby Ralle » Tue Nov 25, 2008 6:03 pm

Oh, goodness graces! That is one hell of a great map to be looking forward to! I'm curious though, on the last screenshot, there are some character (that’s the right word, isn’t it?) visible on the entrance gate. What do they mean? From my bad Chinese I know some of them are numbers (Chinese and Japanese share the same numbers, that much I know). Anyways, great work! :D
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Re: l4d_yama

Postby Creation » Tue Nov 25, 2008 6:51 pm

That looks bloody beautifull awesome job
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Re: l4d_yama

Postby surgeon » Tue Nov 25, 2008 10:16 pm

Ralle wrote:Oh, goodness graces! That is one hell of a great map to be looking forward to! I'm curious though, on the last screenshot, there are some character (that’s the right word, isn’t it?) visible on the entrance gate. What do they mean? From my bad Chinese I know some of them are numbers (Chinese and Japanese share the same numbers, that much I know). Anyways, great work! :D


I don't know what those ones mean, I just copied the characters from a photo reference (and the texture was flipped so they actually appear backwards). The writing on the sign to the left says mikuji, which are those little paper slips that have fortunes on them.
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Re: l4d_yama

Postby ibericardo » Wed Nov 26, 2008 11:16 am

Wow, major props for the current work. ;x

I can't waits to play the game. ;x

:ph34r:
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Re: l4d_yama

Postby Ajax » Wed Nov 26, 2008 5:22 pm

That's a beautiful piece of work!!! You wouldn't happen to have made maps for ZPS too would you?
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Re: l4d_yama

Postby StephanBotha » Wed Nov 26, 2008 6:47 pm

This is now also on the frontpage FYI :)
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Re: l4d_yama

Postby surgeon » Wed Nov 26, 2008 8:37 pm

Ajax wrote:That's a beautiful piece of work!!! You wouldn't happen to have made maps for ZPS too would you?


I made zpo_tanker and zps_ward, I also posted screens of zps_london but I never got round to finishing that one.
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Re: l4d_yama

Postby Ajax » Thu Nov 27, 2008 1:52 am

Thought you were the same Surgeon who did Tanker. You are an amazing artist!! I saw your screens of London, I did not see ward though. Keep it up!
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Re: l4d_yama

Postby BlackLabel » Thu Nov 27, 2008 2:03 am

That looks stunning. Do you plan it to be played as campaign map or in versus ? ( or booth idealy )
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Re: l4d_yama

Postby Apples » Thu Nov 27, 2008 2:19 am

i've been trying to make a decent looking map for so long... seeing this, i'ma try harder! i can't wait till it's released O.O
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Re: l4d_yama

Postby blue » Thu Nov 27, 2008 8:26 am

*whistles* you're raising the bar for the rest of us. :)
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Re: l4d_yama

Postby Zenith » Thu Nov 27, 2008 5:04 pm

Amazing :D! expert work...

One question, Since the map is set in japan (i think) will the zombies be asian? because the zombies we have now might not fit in with the map.
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Re: l4d_yama

Postby FuzioN » Thu Nov 27, 2008 5:34 pm

surgeon wrote:
Ajax wrote:That's a beautiful piece of work!!! You wouldn't happen to have made maps for ZPS too would you?


I made zpo_tanker and zps_ward, I also posted screens of zps_london but I never got round to finishing that one.

u should finish and release that london map for l4d, the screenies were awesome lol.
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Re: l4d_yama

Postby StephanBotha » Thu Nov 27, 2008 5:36 pm

I'm sure someone here can make shorter squint eye'd infected :)
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Re: l4d_yama

Postby Zenith » Sun Nov 30, 2008 11:49 pm

lol it would be funny to see zombies wearing straw hats :)
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Re: l4d_yama

Postby squids » Tue Dec 02, 2008 3:09 am

surgeon wrote:So that's the campaign. I've got no idea about the name or tagline, if anybody has any suggestions, I've just been calling it l4d_yama so far.


I have been sitting here for hours trying to think of a name for your map. Best I got: Road to Ruin. I wish it was two words long, but, it's all I've got for you.
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Re: l4d_yama

Postby surgeon » Tue Dec 02, 2008 5:00 am

it fits the goal of the map (which is to get to the hotel ruins at the top of the mountain), but i wanted to go with something that matched the theme or the temple setting.


Also, about the finale, I actually found out the names of the two hotels I'm basing them on (map 4 is a spa hotel, map 5, the finale, is a regular hotel called the Maya Kanko), both of which were built in the 1930s and have some really interesting and unique architecture. I've got a lot more references of each building now, including leaflets and photos from when they were still open, and a video of the rooftop. So if anyone's interested in how the finale will look, here it is:
http://www.dailymotion.com/video/x3584_ ... l_creation

also updated the first post with some new screens.
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Re: l4d_yama

Postby StephanBotha » Wed Dec 03, 2008 2:32 pm

Wow, This looks really great with the current lighting. No need to change imo
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Re: l4d_yama

Postby Titusz » Wed Dec 03, 2008 3:42 pm

Wow, it looks atleast as good as any of the standard l4d maps :O
And I mean that in a very positive way :)
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Re: l4d_yama

Postby Creation » Wed Dec 03, 2008 4:02 pm

Wow loving the newer screenshots, MOAR!
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Re: l4d_yama

Postby CreativeRehash » Wed Dec 03, 2008 5:01 pm

Wow. Absolutely stunning mapping.

I wanted to do a map similar to this, based off of Japanese urbex on Gukanjima. I love the look and feel of the map, but I think you need to vary the environments just a little bit more, which can be done easily by changing the lighting. L4D campaigns each have a distinctive feel and color to them, but they also take place during a night, most of the L4D campaigns end at sunrise. That said, I simply feel that if you give a map some real color instead of that kind of Siren green (Siren being a japanese survival horror game that looks a little similar) I think it will look much improved. =D

Also, Japanese zombies are a must (and not the "lol asians r short" kind proposed by someone before ㄱ.ㄱ).

Fantastic work!
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Re: l4d_yama

Postby Apples » Wed Dec 03, 2008 5:23 pm

how do you make zombies look japanese? then wear the same... and practicly look the same after death (white as a corpse...)
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Re: l4d_yama

Postby surgeon » Wed Dec 03, 2008 5:36 pm

CreativeRehash wrote:I wanted to do a map similar to this, based off of Japanese urbex on Gukanjima. I love the look and feel of the map, but I think you need to vary the environments just a little bit more, which can be done easily by changing the lighting. L4D campaigns each have a distinctive feel and color to them, but they also take place during a night, most of the L4D campaigns end at sunrise. That said, I simply feel that if you give a map some real color instead of that kind of Siren green (Siren being a japanese survival horror game that looks a little similar) I think it will look much improved. =D


The levels should have different colour palettes once they're all done, I actually used Siren as a reference for the village map and I liked the lighting because it gives it a lonely, derelict look. The level before this is the temple complex which will have a lot of bright colours and green foliage and was still open and busy before the apocalypse, then you go up the cablecar and get to the station which has been closed for about 30 years and is this desaturated, brown/green colour which matches the setting.
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Re: l4d_yama

Postby clubkilla » Thu Dec 04, 2008 1:06 am

Screenies look good, is there any back story to the map?
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