Work in Progress

[W.I.P]Shaky Hallows - New Gamemode (Updated:16 January)

[W.I.P]Shaky Hallows - New Gamemode (Updated:16 January)

Postby treythepunkid » Sat Jul 25, 2009 8:52 pm

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All Original Info.
Spoiler! :
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This is the main base of defense.

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This is the mall, full of shops and loot.

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Inside the mall, showing off the custom made skytexture and glass texture (both made by me)

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The supermarket, full of foody loot!

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The movie cinema, hope you like popcorn!

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More of sead cinema.
(Note: trying to think of funny movie posters to make, any ideas send 'em to me!)

Hey guys.
Some of you may know me from the Team Fortress 2 maps forums. If not you may know me from these forums for my tutorials. Or you may not know me at all.

Any how I thought I should show you guys my idea and development of my custom map.

Basic Outline

Survivors start in a town called "Shaky Hallows" (also the name of the map). The town has been all but zombiefyed, thus leaving a very empty town for the survivors to roam.

The official game mode will be Survival but with a twist. Every weapon, trap, health pack and other assortments that will make survivng much easyer are scatterd around the map. The survivors much search out and find these items if they wish to survive longer (or at least make it easyer). I’m calling this my Looting system, which I believe will add lots of replayablity.

How Will It Be Played?

The team will start off in "Greg’s Hardware" a local hardware shop. This will be the team’s main base of defense. Each day will pass like this;

Night Falls
Survive - 5 mins
Daylight
Searching and Looting - 5 mins
Night Falls
(Note times will differ once play testing has begun)

In the five minutes of searching and looting the survivors will also be able to set up any traps they have found. I also want to enforce separation at this bit as well. Since there are no infected that roam the streets during the day, it is safe to split up as a group. I will make a clear point in the game that splitting up will help there looting times by alot, having four survivors searching different parts of the map at one time will make surviving much easyer.

At the end of the daylight break the survivors still searching will be instantly teleported back before night time begins (but this is not wise, the traps u find can only be set up during daylight so once it’s gone all traps have to be set up next daytime)

Weapons And Traps

I have planed many new weapons traps to be included in this Survival map (some include flamethrower and rocket turrets as well as landmines)

(Note the list of weapons will increase as I think of them)
Also note I will be taking suggestions for traps and or weapons, so please suggest some, I would love to hear what u guys want!

The Map

The level will be cut into different sections.

Residential Area
Business Area
Outskirts Area

You start the map off in the Business Area, so it’s a smart move to clean out there before moving onto other areas. The farther out you go the better the loot gets, therefore you can't survive for very long if you just stick around one area.

All items will be completely randomized (to an extent aka best weapon won’t have a random spawn right next door) so every time you play it you should have different spots to search.

Also paths will be closed and open on the map loading as well, making it that extra bit harder to get places.


Updates

In this section I thought I would keep you guys up to date on the cool stuff I'm experimenting with. All updates archived for your reading pleasure!



Friday July 24th Update - TV Report
Spoiler! :
Friday July 24 - Tv Report

One cool thing me and my friends thought of was "would it not be cool if, as you wander though the mall a TV in a nearby window starts showing what the rest of the world is going thought at the time of the infection?". So I set out to accomplish this, and I believe I have with neat results.

So without a feather ado here is the fruit of my labor, enjoy!



Video also shows off new skytexture, also the video in the video (confusing?) was scaled down to 128, so quality is FAR from what i plan to have.

When looting I wanted a choice. Lets say you come across a whole stock pill of pills, but you can only carry, and theres just not enough time for your teammates to get to all the pills intime. what ever shall you do? Well i cam up with a cool system that allows for people to help out the team instead of themself!

Introducing the Choice system!


(Note: Left box is take back to base, right option is to take for self)

With this the players should have a better control of how supplys should be spread. This choice system will be on all supplys (Minus ammo) allowing for a organised team to really work together and help out each other than to benfit there own self!

And last but not least the day to night cycle!

I work on many diffrent ideas on how to get the day to turn to night, and so far this is the best i could do.


As you can see the "Night" fads in blocking the daylight outside giving the effect of night.

(Note: I'm planing on dimming the lights in the hardware store when night comes to give it the right effect. If any one has any ideas on how i could make this better let me please!)


Saturday July 25th Update - Robo-Jesus
Spoiler! :
Saturday July 25 - Robo-Jesus

First of all here are some screenys of the cinema, but with an added detail. I plan on making more.

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And finally in this update some screens of some textured stuff. This image is of the template I will be using in the suburban area of the map.

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And here are some indoor shots

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As you can see it is very dark in the houses. Seeing as the whole map is in daylight, I wanted a place that the flashlight wasn’t completely useless.

On another note, each house will have the same exterior brush shape (some with different textures). You might be saying, "well wouldn’t that get really repetitive going thought a neighborhood of the same house?". Here is my solution to solving the repetitiveness.

I thought to myself, in real life there are neighborhoods of the exact same house, but there are all different. How can this be? Because the interior layout of furniture would be completely different from each house. Maybe one family use one small room for their child's room, or maybe they use it as an office, or a spare room for guests. So I devised a system that will change each house on the map load. Each house will have 3 rooms that change. Each room will have 2-3 different variations that will be decided on map load. Each house will have its own unique alternative room’s changes, thus making a very different neighborhood every time you play the map.

This combined with almost no indoor lighting and hdr in full effect in the houses should create a challenging yet searchable house.


Sunday July 26 Update - Aleatorio Drive
Spoiler! :
Sunday July 26 - Aleatorio Drive

Hey just thought i would drop an update with you guys. Had acouple of things to show you and explain (but nothing looking to fancy just yet, IE still in realy development)

First here are some screenys of "Aleatorio Drive" one of the main residential areas in Shaky Hallows.

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Sign leading into area

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Houses

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A house near a plane crash that has cut off the rest of the road to you.

Second off, i thought i was being very rude by not posting any videos latly, so here is a video you might like. Remeber that this is extreamly beta and still is in an "Extreame Tweak" stage, meaning this might be cut or changed drasticly. Anyway here it is.



As you can see it is a drivable APC (type thing). I wanted an alternative to the "Split up and search" idea, while that is still a good idea i felt like the survivors needed a choice. And since i wanted this level all about choices and working together i came up with a solution to this delema.

An APC

The apc will allow groups of survivors to travel faster to places (as long as they work together, IE apc will only start once back doors are closed therefore if you want to use time wisly you better all get in the back as soon as its daylight or not even bother).

The APC isnt all that much faster then walking but that extra bit of speed will allow groups of survivors to ride up to a position faster then a single survivor, and give them the upper hand aginst the clock when it comes to cleaning out the area.

This means all the but one survivors could all pile in the back of the APC one drives to, lets say a part of the outskirts area, park the apc and everyone starts spreading out, looking for supply's. Then, acouple of minutes before the timer goes they could head back then the survivors could set up the traps they found that day, or any other days weapons and traps they might have found.


Monday July 27th Update - The Restaurant
Spoiler! :
Monday July 27th - The Restaurant

Hey guys, here are some pictures of the restaurant i was just working on. This a VERY small update so no real info, just pictures! Enjoy!

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Picture of the kitchen (I like this look)

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Picture of seating area (I don't like the look of it, this area WILL change i just cant think of how it should look)

Any way thats the update. Not much really. Thanks for looking!
P.S: You may have noticed i have switched all images to ImageShack due to some difficulty i was having with my previous uploader.


Tuesday July 28th Update - OMGLOLFAB
Spoiler! :
Tuesday July 28 - OMGLOLFAB

Hey guys, here is the newest update. Just mocked up the new clothing store that's just opened up in Shaky Hallows!

The store is called "OMGLOLFAB" And here are some screenys, enjoy!

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Store Front

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Door entering store

And here are some indoor shots

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Sweet guys, thanks for looking, and as always more to come soon.

Wednesday July 29 - Pillzear Pharmacy

Hello all who read this, I am here again to present you all with progress.
First, before I talk about the pictures just wanted to say thanks to everyone that's posted feedback, and I'm sorry i haven't been able to meat up the updates, in the week i don't have much time to map.

Anyway without a further ado here is the new "Pillzear Pharmacy"

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Main entrance sign (guess where i thought up the name, just guess)

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This the main entrance into the pharmacy

And now for some indoors shots!

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Showing off some shelves

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Different angle.

Anyway, just a little update. Not too many more shops to go (I hope). Hope you guys enjoyed this update. Thanks for checking it out!


Friday July 31th Update - Looting Test Map
Spoiler! :
Friday July 31 - Looting Test Map

Hello hello hello, today i have a very special treat. Unfortunately i was unable to give an update yesterday. Well i hope this makes up for it.

Over at one of the other forums people where confused about the gamemode and how it would work. So the easyist way i could show them how it is meant to be played is to let them play it!

So below is the download for a very small looting and survival map that should show you roughly how its going to play out.

But before you download it please take time to read this.

The level is separated into 10 rooms. 9 rooms that generate loot and one base.

Every round new loot is generated, there is a high chance that you will see nothing in a room.

Each room is set up to include one of every weapon (except minigun).

There is no ammo, you must rely on finding new weapons that have full ammo to keep your ammo up.

In the day time the sun becomes to much for the infected, so they instantly burst into flames and die. (Note: they must be outside the base to die of burns)

On each weapon that is generated you have the option to:

A (Right hand option): Keep the weapon for your self.

Or

B (Left hand option): Take the weapon back to main base (Note: on pressing left hand button the weapon that has been generated will spawn back at the base on the back table)

I have shortened the rounds in this map for relevance to the map it self. You have 30 secs to loot, and 60 secs to fight. This ensures that one person can not search all the rooms and that other help is needed.

When there is 10 secs left a alarm will play every 1 second of the 10. then a final warning when the night is turning on. There is also a sound that plays at the end of the fight stage (but it might be hard to hear it)

One thing i found out is that it might be smarter to heal up during a loot round then to try and loot on 30 health.

One more thing is that the barricade of sandbags is there for a reason. Smokers will have fun pulling you though the night smoke at the door, and once your out there its not fun. Stay behind the barricade, it makes it so smokers will only be able to strangle you from a distance, that way your in perfect range of your buddys!

With this map you should be able to see what is in store for this map. Even though this is a small taste, hopefully it will satisfy you long enough until the final map is out.

(Note: for some reason the cubemaps where being a bitch, so i couldn't get the back supply tables to not turn shiny, and also, due to my carelessness i have some how linked pills to the pipe bomb spawn)

Well anyway, if you think your up for the challenge, you can try out the map. Dont say i didnt warn you......

http://www.mediafire.com/?ryzgm1tdwd5

Muhahahah hahaha hahaha...

Thanks for checking out the post, and enjoy the demo map!


Saturday August 1st Update - The Street
Spoiler! :
Saturday August 1 - The Street

Update time bitches. Time for me to show you guys some new stuff!

One thing i realized is that i have showed you guys all these shots of shops but never the street there on! So here is what i have done of Main Street aka "The Business Area"!

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Playing with fog He He

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One without fog

God i love the weekends! So much mapping time, and never enough chips, anyway here are some shots of some new shops!

First up its the gun shop!

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Next up its the Florist shop!

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Little outside shot

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And some inside

And last but not least in this update are some... well.. updates!

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Updated the Italian restaurant AKA "PaPa Gorgioes" with a seprate room, used for guest to hang there coats and keep out the cold.

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Also updated the supermarket with an unloading and loading dock.

And finally the Mall parking lot, custom texture curtsy of myself!

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Well that's all for now folks, hope you stay tuned because there are many more updates to come!!!


Sunday August 2nd Update - The Hallways
Spoiler! :
Sunday August 2 - The Hallways

Yo yo yo dawgs, it be the update time yo. Hmm yes well time for an update. Not very big, but its accompanied with some talking.

So i have started to set up some twisty turny hallways into the mall. This should give 2 things to the player:

-New places to search for loot

-New ways of entering/exiting the mall

Both being a gamble. Loot my or may not be in the hallways, and the path may or may not be cut off by something.

So basically the choice is "Do i"..

A. go though the front entrance, acquirer no loot on the way but ensuring i get to the place i want to.

Or

B. Go though the back way, possibly being cut off half way though and having to go back the way i came lossing precise time. But if it is all clear there is a good chance i will find loot on the way to where im going.

Anyway enough of my jibberish, time for some pictures (cause thats what people REALLY want)

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Some pictures of the hallways, tried out some low level lighting to give a maintenance area type feel, not sure if it came out like i wanted to. Meh.

And some of the places down in the hallways.
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See not that big, just like to keep everyone up to date. Thanks for checking it out. More to come tomorrow!


Monday August 3rd Update - Computer Shop
Spoiler! :
Monday August 3 - Computer Shop

Hey guys sorry for the shortness of this update. I got home kinda late today so not much time to map. Anyway as you might have guessed with the title it is..... a computer store OMG.

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Just two small photos, just wanted to stay true to my promise. Thanks for tuning in!


Tuesday August 4th Update - Bag City
Spoiler! :
Tuesday August 4 - Bag City

Hey guys, its that time again UPDATE. I got to thinking that i haven't showed you guys any updates with the mall, so i updated it JUST for you guys.

The new shop is called "Bag City"
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There you have it, Bag City. Well thats all for this update CHOW.


Wednesday August 5th Update - Book Store
Spoiler! :
Wednesday August 5 - Book Store

U-U-U-Update. Yep that time again. To day we have the book store, also located in the mall. Here check it out! (Sorry for lack of BOOKS in the BOOKSTORE)

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Pretty small but hey THATS ME IN A NUT SHELL.


Thursday August 6th Update - Watsons Tvs
Spoiler! :
Thursday August 6 - Watsons Tvs

Ello Ello Ello. Date Up time. Todays update it a new store in the mall called "Watson's Televisions" they specialize in tv sets. ill let you guess what will be playing on these tvs as the players pass them.

Anyway here are some pictures, Njoy!

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You also might have noticed i have swapped out the text saying "Shaky Hallows" and replaced it with a logo iv been working on for the map. Hope you like it, well thats the update. See you next time.


Sunday August 9th Update - Game Store
Spoiler! :
Sunday August 9 - Game Store

Hello guys, I am really sorry for the couple of days that i missed with the updates. I have been really swamped with other work this weekend and haven't really been able to map much.

Enough of my gibberish here are some screenys of what i HAVE been able to do this weekend!

Introducing the game store (not yet named - if anyone has a good name post it or pm me)
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And seeing as it is a game store, what better game for it to stock then the one that is playing the map!

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Well thats pretty much all of it. Another note is that i was requested to show a full overview of the map. While i will get this out soon i have not finalized where the areas are, once all areas are somewhat blocked out i will post the overviews.

Thanks for checking it our guys, stay tuned for more Shaky baby!



Tuesday August 11th Update - Sporting Goods
Spoiler! :
Tuesday August 11 - Sporting Goods

Hey guys, sorry for the missed update (its just not my week) my net started cut out on me, and i was unable to map at all due to steam being a bitch. Well anyway heres the update, to days update is the sporting good store!

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Thanks for stopping by. More updates to come!


Friday August 14th Update - Forest
Spoiler! :
Friday August 14 - Forest

OMG, first off i would like to say sorry for the lack of updates, its been some week i have had. Hopefully this update makes up for it!

First to feature in this update is the Forest! The town of shaky hallows is surrounded by a lush woodland, this also connects in to the third area i haven't really shown anything about "The Outskirts".

So here are some pictures, i got tired of dev textures so i spiced it up a bit with!

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There you have it!

Now secondly is the update i didn't get time to post, it is the restrooms of the mall (because what mall doesn't have restrooms?)

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There you go, nothing special.

And thirdly, is the closed beta participants!

Im starting up a list of people that will be involved in the closed beta of Shaky Hallows. I will be opening it up to about 20 people, first in first serve!

Heres the list so far;

Left4Dead411.com
Zorgy
Boojangels
pred10122
Elite
Nuttz
Jesus123
SlainPwner666

L4Dmods.com
Bax0ne
xSn1perSamx
gawdzirra
Method
churrasco
Ark

L4Dmaps.net

L4dmaps.com
combatfetus
MrLogicallyImpaired
ProdigyXP

0 Slots left! Beta list is now closed. This is not to say i wont get more beta testers to help, if i cant find anymore people to give my personal beta invite to i will give it to random people.

Thanks for checking it out, i love you all!!!!!!! :-w


Sunday August 16th Update - The Turrets
Spoiler! :
Sunday August 16 - The Turrets

Hey there, another update. This time its the military's new "Anti-Zombie-Auto-Turret".

In a last ditch effort to contain the infection the military holding out at Shaky Hallows decided a new Auto turret would be the perfect way to contain the parameter 24 hours a day. Of course this didn't work and now the still activated turrets become a hazard instead of a help, killing anything trying to leave and enter Shaky Hallows.

But why tell you when i can show you! I decided to make a video showing a very early and rough blockout of how the turrets work! (Note: no sounds of the turrets firing, military sirens of civilian warning have been added yet.)

Without further ado here it is!


And just to cleaifiy (because the video is very short and doesn't look at the turrets closely) the turrets turn and point at the players, it will only fire if its dead on to the barrel. I doesn't take long to die from it. And if the player DOES get past it (somehow) there are lot-o-mines at the end of the road ready to stop any bullet dodging zombie/survivor.


Friday August 21th Update - the Outskirts
Spoiler! :
Friday August 21 - the Outskirts

Hey world! Today i have a update for you all. Due to an unnamed person :-w , i will be showing you the blocking out of a section of "The Outskirts".

First note that the images here only have about half the amount of trees. I have finished the first sweep of trees in this area, i will be preforming multiple sweeps of the same area adding bushes, other trees, and more rocks.
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Yep that's one small area of the outskirts!


Tuesday August 25th Update - The Mill
Spoiler! :
Tuesday August 25 - The Mill

UpDaTe. OMG you guessed it, update time again people. Today i have some more of the outskirts developing. Today i am showing you guys an area of the outskirts to explore.

THE MILL
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Here is the main building that houses the generator room.

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And the generator room

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And the very crazy pipe room.

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Yep, not much but HEY, all my time is going into the freaking forest part.


Sunday August 30th Update - The Police Station
Spoiler! :
Sunday August 30 - The Police Station

Come one, come all, its update time children. Thats right its update time WOOT.

First in this update is something i found quite cool to make/watch.

For some reason i really felt there was a lack of "Epicness" in my map. I knew what i wanted to add to the map in terms of "Epicness" but wasnt quite sure how to fit it in realistically. Luckily a brain wave came upon me and the answer came. "Seeing as the infection was becoming to much for the military to handle, they decide to bomb the crap out of us". This helped to solve the "Epicness" problem and also solve the problem of how to change the level between days. Now when you go outside be warned, the military might suddenly and horrifically blow the *** out of the street unfortunately blocking off some routes, but maybe opening others....

Without a further ado.

(of course its missing the sounds and effects but you get the idea)

Second of all i have a new building to show off! The police station.

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Front of police station.

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Reception

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Office

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Staff room

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Back exit/entrance

The police station plays a very vital role. It is a very quick route to the forest and my also harbor some of the best weapons. This is why this building has the highest chance of being cut off by a random events! Come on now, didnt think it would be that easy, did ya?

Anyway guys, that's all for now. I'm trying to pickup the pace with the forest but its just sucking up all my time without giving me anything to update on.


Sunday September 6th Update - The Shack
Spoiler! :
Sunday September 6 - The Shack

STOP WHAT YOUR DOING. Its time for another Shaky Hallows update! :ymhug:

In todays update I have some more of the ever fascinating forest.

Awhile ago i started to experiment with different environments and such. LONG before L4D2's "Swamp Fever" i was testing out a swamp themed campaign. I got only a little bit done, not much at all. But one thing i did manage to make was a nice hill billy shack, which now fits perfectly into my forest themed area.

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There you go. Oh wait, did you see it? THATS RIGHT, my very own, custom made stump model (thanks for helping me with my exporting problems Eccentricty!). Look closely, you will see it scattered around the clearing of the shack!

Well that's all for now! Thanks for stopping by!


Monday September 21st Update - The Sewer
Spoiler! :
Monday September 21 - The Sewer

Oh god, what a couple of weeks. Sorry for the lack of update. Just been a bit busy.

Well my friends i introduce to you the newest area that trys to bring a sky less tunnel to this sunny town. The new area entitled "The Sewer", original name, no?

Now these pictures aren't the best, i have just started on this area. Plan to see it a bit betterly done in the final, and ALOT more twist and turns.

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And the ladder (kinda hard to see)
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Now folks you maybe thinking "Well we want more!". Well my friends, your wish is my command.

I have been trialing some different types of color corrections and fog settings to get the right "Horror" themed forest, while still being able to contrast it with the sunny, unfoggy down town.

What i came up with satisfys me for now.

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Now one important note is that this dark theme will only be put into play once inside the forest, NO WHERE ELSE. SO each area will have its own type of feel.

Now that testing has stopped, i now have free time to map and such, so expect more updates soon. Chow for now!


Monday September 28 - More of the Forest
Spoiler! :
Monday September 28 - More of the Forest

Howdy my chums, im not sure if you can really call this a update but i does show some new stuff of the forest. Without further ado here is a video of the forest.



Well thats all for now. Stay turned.


Sunday October 11 - A Way Out
Spoiler! :
Hello guys and gals time for a update. First of all i apologize for not giving much updates like i promised. Unfortunately several bad things happened one right after the other delaying the map even further.

And if you didn't notice i was featured on the front page! (Thanks ALOT to Method)
http://www.l4dmods.com/index.php?option=com_content&view=article&id=262:in-the-spotlight-shaky-hallows&catid=2:news&Itemid=13

So heres the update. I hope this makes up for the lack of a update recently.



Hope you like it. There might be a bit of a break in updates, i have recently started helping Dead Before Dawn out with alot of video textures.


Monday October 12 - The Flamer
Spoiler! :
Hey dudes. I found it quite perplexing that i had not yet made one piece of update on new weapons, so here is something i am working on that shows to be quite dangerous.

THE FLAMER

Hope you guts like that, stay turned for more Shaky.


Wednesday October 21 - Other Work
Spoiler! :
Yo, sup, and howdy doo. This updates is more about other maps then Shaky Hallows.
Of course i couldn't have a update on my map and NOT have a update on my map! (No sense made).

So your probably asking "Well if the update is so small what HAS he been working on??"
Well my chums, I have been the busy beaver on maps other than my own recently. More spacificly Dead Before Dawn! So now I will show you guys so WIP of what i have been doing with DBD. Enjoy!.









And also, as of more recently i have started experimenting with things for the campaign "Country Roads" that is being developed by l4dmods own ObamaYoMomma. Here is alittle WIP of what i have so far.



And like i promised here are some screens of what i was able to add to the map in between all those videos.

MORE OF THE SEWER

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Thursday November 05 - Residential
Spoiler! :
Hey guys. Time for an update. I started work on the residential area of Shaky Hallows.

I want to give my biggest thanks to Obama for the houses, hes totally the man. Saved me alot of time.

Unfortunatly i have exams coming up and will have to slow my work down on Shaky Hallows for about 2 weeks then i will have all the time in the world to work on it.

Anyway here are the screenys still working on color correction and still in very little detailed beta but you get the idea.

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Thanks for checking it out.


Sunday December 06 - The Bridge

Spoiler! :
Hey guys, just a quick update. Thanks to some emails to and from Valve i was able to get some cool animations made up.

Without further ado, i give you the bridge.



Thats all for now!


Saturday January 16 - Times

Spoiler! :
Hey there everybody, been while since i updated the thread.
Sorry about that!

Anyway, It has only been in these last couple of days that i have realized how close Shaky Hallows is to being done!

At the time i write this there are no major, map-breaking bugs, and all major brushwork is done. Therefore i have begun minor texturing and detail as well as implementing the game mode, day and night cycle (DONE) and random weather effects (DONE).

But before i could start getting the game-mode set up i needed some official times of "How long it takes" sort of thing, and seeing as i love you all so much i have put the official times up for the map! These will ultimately dictate how long a day takes in Shaky Hallows.

Travel Times:

Base to Residential area = 2 minutes (There and back)

Base to Forest = 30 secs (This is to the nearest entrance to the forest)(Only there)

Base to Mall = 1 minute (To entrance of mall)(There and back)

Base to Park = 2 minute (There and back)

Base to Trainyard = 4 Minutes (There and back)

Base to Stores = NA (Base right next to stores)

Base to Church = 1 minute (There and back)

Base to Mill = 2 Minutes (There and Back)

Search Times: (Note: When i say i "Searched" a room i mean i walked into the room and did a 360 spin. these times do NOT include placement of props, or any debris that might be on-top of items)

Residential Area = 2 minutes (Minus Props)

Forest = 7 Minutes (Found this to imposable to check, forest is too confusing. 7 Minutes is a guess looking at the area.)

Mall = 2 Minutes

Park = 2 Minutes

Trainyard = 1 Minute

Base to Stores = 3 Minutes 30 Seconds

Base to Church = 1 Minute

Mill = 1 Minute

APC: Apc has been found to reduce walk times by half.

All this adds up to take about 30 minutes for one person to search the entire map LIGHTLY (I cant stress this enough, objects WILL be hidden, under things or out sight. For these test i basically looked the room over once)

Keep in mind zombies will cause new items to appear and disappear if not taken when seen.

Thats it for now, i should have a video of some of the new stuff up soon. PEACE.








Hey guys, its that time again. Today i have a special treat for you!

Thanks for checking it out. :-ss
Last edited by treythepunkid on Sat Jan 16, 2010 3:50 am, edited 50 times in total.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Sat Jul 25, 2009 8:54 pm

Some how this post was deleted, so i re-posted it.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby Savage » Sat Jul 25, 2009 9:24 pm

Yeah, somehow all posts between now and July 22nd disappeared. We will see to it as soon as... Stephan goes online?
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby churrasco » Sat Jul 25, 2009 9:47 pm

The map looks nice, any chance we'll see a campaign or versus out of this?
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby Savage » Sat Jul 25, 2009 10:21 pm

Oh, you just gotta tell us how you show that news broadcast ingame! Make a tutorial, along with the day/night thingie maybe, and you might get a little page up in the "Tutorials"-tab so everyone easily can find it :)
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Sat Jul 25, 2009 10:48 pm

churrasco wrote:The map looks nice, any chance we'll see a campaign or versus out of this?


Thanks, I have considered doing a campaign and versus but I’m not sure;

1. If the map is really long enough for a campaign
2. If I could pull off the survival effect in versus (there are server plugins that allow infected play on survival)

BUT i am planning on making several normal survival maps out of the one big one. (AKA from the menu you will have the choice to play the new game mode, but also play key locations in normal survival)

Savage wrote:Oh, you just gotta tell us how you show that news broadcast ingame! Make a tutorial, along with the day/night thingie maybe, and you might get a little page up in the "Tutorials"-tab so everyone easily can find it :)


Hey, I guess I could make a tutorial for the news broadcast if everyone everyone really wants it. Like I said in the original post (before it was deleted) once I finish the map I will be releasing tutorials on how to set up your own map in this new game mode, that will include the day to night particle effect, setting up the "Choice System" and other things I haven’t released yet ;).
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby Savage » Sat Jul 25, 2009 10:58 pm

WOuld be kinda fun, rather than entering an apartment and see the static, maybe there's an episode of The Simpsons going on... Or someone was watching Shaun of the Dead... Or teletubbies... :)
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby CrowbarSka » Sun Jul 26, 2009 9:31 am

Awesome! I was actually hoping the official survival mode would be something more like this, so this is great news to me!
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Sun Jul 26, 2009 10:02 am

Updated
26th Sunday
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby xSn1perSamx » Sun Jul 26, 2009 5:01 pm

Wow, the APC is a sweet idea, but you should make it so the survivors can only get in it in the day time, because if you could ride in it in the night time when there are zombies everybody would just camp in there.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby Bax0ne » Sun Jul 26, 2009 6:23 pm

Alot of mapping skills here. Can't wait for the beta :P
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Sun Jul 26, 2009 9:00 pm

xSn1perSamx wrote:Wow, the APC is a sweet idea, but you should make it so the survivors can only get in it in the day time, because if you could ride in it in the night time when there are zombies everybody would just camp in there.

Lol. The APC is going to be a daytime vehicle.

Bax0ne wrote:Alot of mapping skills here. Can't wait for the beta :P


Thanks. Shouldnt be to long untill a public beta.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Mon Jul 27, 2009 9:22 am

Updated
27th July
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Tue Jul 28, 2009 7:35 am

Updated
28th July
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby The_One_Avenger » Tue Jul 28, 2009 9:20 am

Looks wicked so far. I've got one really REALLY good idea to mod/ addon to this campaign/ gamemode. I while back I made a simple Silent Hill Map, which was for a campaign but never really got going. I could modify that first big map and ship it to ya. You start off in a power substation and the Silent Hill Church is just up the road. I've got an idea that the Air Raid Siren will go when it begins to darken and survival starts. Heavy fog would only be on at night though. Contact me for further details.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Tue Jul 28, 2009 9:42 am

The_One_Avenger wrote:Looks wicked so far. I've got one really REALLY good idea to mod/ addon to this campaign/ gamemode. I while back I made a simple Silent Hill Map, which was for a campaign but never really got going. I could modify that first big map and ship it to ya. You start off in a power substation and the Silent Hill Church is just up the road. I've got an idea that the Air Raid Siren will go when it begins to darken and survival starts. Heavy fog would only be on at night though. Contact me for further details.


Sounds like a really cool idea, once I finish this map i will be posting a full length tutorial on how to make maps for this gamemode, that way everyone can make thier own bad-ass version of this gamemode. Honestly a Silent Hill map would be perfect for this, you would be able to add that creepy atmopshere in the day time. Also perfect reason for you to have to get back to a central loacation (The Siren).
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby The_One_Avenger » Tue Jul 28, 2009 11:21 am

Yaaa! It seems really difficult/complicated all these save/use commands. I'd prefer it if it shipped with the original and you added them, tbqh. But you're the owner so you choose.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby VincentX3 » Tue Jul 28, 2009 12:17 pm

Wow the APC was brilliant. I'm really loving how this is turning out.

Will 5mins really be enough though? Between getting in the APC, driving to a certain area, looking for supplies, setting up traps and going back.

Makes me wonder..

Still great job on this.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Wed Jul 29, 2009 12:54 am

VincentX3 wrote:Wow the APC was brilliant. I'm really loving how this is turning out.

Will 5mins really be enough though? Between getting in the APC, driving to a certain area, looking for supplies, setting up traps and going back.

Makes me wonder..

Still great job on this.


I'm still not so sure its enough time too. That's why i said it might differ. Really, the day and night time are gonna be determined by the play test.

Thanks for the feedback
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby hoiitsben1 » Wed Jul 29, 2009 1:23 am

dude nice work good amount in such a short amount of time!
ill definatly download this and or play test!
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby flameknight7 » Wed Jul 29, 2009 3:03 am

cant wait to see how this gamemode turns out
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby FrAgged » Wed Jul 29, 2009 3:52 am

I really can't wait for this, i loved the flash versions of this they were fun and this is going to be even better keep the vids coming!
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Wed Jul 29, 2009 9:21 am

Updated
29th July Wednesday
-Fixed wrong day names next to some updates
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby The_One_Avenger » Wed Jul 29, 2009 5:41 pm

Might I ask how you converted a video to a texture format please?
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Fri Jul 31, 2009 4:36 am

The_One_Avenger wrote:Yaaa! It seems really difficult/complicated all these save/use commands. I'd prefer it if it shipped with the original and you added them, tbqh. But you're the owner so you choose.


I would be interested in making/working/helping you with this Silent Hill map (seeing as im a silent hill fan) The way to make the looting and random spawn's arnt too complicated but take time, lots of time. I want to finish this map right now, i know it would be cool to release it with the original but i don't want to hold up the release of the one im working on now.

The_One_Avenger wrote:Might I ask how you converted a video to a texture format please?


Well, it requires taking a video, turning all the frames into individual jpgs (with the Dawn of the Dead video it was about 7,000 pictures, for 5 mins worth of footage) then using a batch converter and renamer, you convert all images into 32-bit tga's, resize them to 256X256 (or what ever res you want them) and change there names to 001 to 7,429 (or how ever many you have) then turning it into a animated texture.

Then using a edited VMT for the texture and a special entity, you can cause the animation to play back on a trigger.

Then taking the audio from the video and setting it to play back with the texture. Thats after figuring out the frame rate in the video, so the audio sync's up right.

All in all, it doesn't take too long, but you got to know what your doing.

I will be going though it in much more detail in my tutorial, but for those who feel adventurous you can try to follow these instructions!
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby stocko2k » Fri Jul 31, 2009 9:36 am

7000+ jpgs for the vid that musta been a night of coffee just clicking through a frame at a time saving a jpg then doing the next lol the end result is obviously worth it but i dunno if i could be that patient. this mod is looking awesome though i love the looting day/night and apc ideas.
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Fri Jul 31, 2009 10:17 am

stocko2k wrote:7000+ jpgs for the vid that musta been a night of coffee just clicking through a frame at a time saving a jpg then doing the next lol the end result is obviously worth it but i dunno if i could be that patient. this mod is looking awesome though i love the looting day/night and apc ideas.


Lol. It was actually pretty easy with the batch namer, converter and resizer. But it still toke like an hour to convert and name and resize and animate.

Thanks for the feedback
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Fri Jul 31, 2009 10:43 am

Updated
July 31 Friday
-Added small demo "Loot and Survive" map, make sure you read the instructions!
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby The_One_Avenger » Fri Jul 31, 2009 2:00 pm

WOW. Lots of effort I see. This is your project, and I respect your decision to use only the first map. I'll concentrate on some other things while you get this finished. Good luck!
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Re: [W.I.P] Shaky Hallows (New Gamemode)

Postby treythepunkid » Sat Aug 01, 2009 2:43 pm

Updated
Saturday 1st August
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