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11th July
2010
written by Outatime

Admittedly, I’ve been under a lot of stress at work lately and have been exhausted by the time I get home. However, I wanted to show a small update on the basement/garage area and answer some questions I’ve had.

L4D2 L4D2!!!
If interest in the L4D1 component drops off, I’ll build it in L4D2. Right now I’m not targeting that.

Beta when, and also when beta?
Like I said, when it’s workable and doesn’t have a lot of bugs, I’ll put out another version of map 1 and 2. I have no date at this time.

Hey man, I have this awesome idea…
I’m sure you do. I appreciate anyone who has some excellent ideas, but at this point, I’m just trying to get map 2 (RPD) ready to try out.

How come you don’t answer me on Steam?
I’m really busy. I can’t reply to everyone and I don’t use steam as a primary source of communication. Please don’t take it personally.

And without further delay. The video update:

8th May
2010
written by Outatime

1st May
2010
written by Outatime

11th April
2010
written by Outatime

Here’s a small update from this weekend showing the RPD Side door area. Click on the image for a larger one.



21st March
2010
written by Outatime

Well, having 9 days off of work and school can really calm my nerves. I decided to get back on the horse and put together a small update here. Not much to show off. Points to notice:
1. Stars Hallway completed.
2. Minor updates to the stars office.
3. Begun revamp of office area including lighting.

Enjoy!

21st February
2010
written by Outatime

Sorry folks, I was planning on putting out a new release this month and thought that I could really make it by the end of the month but at this point it’s not looking too good because of these reasons:
1. My wife and I are moving to a new apartment on Friday.
2. I’m involved with 3 group projects for graduate school.
3. We had someone quit at work and haven’t been able to replace him which has been twice the work for me.

Bottom line: I’ve been too exhausted by the time I get home at 9PM every night to wrap up what I need to for a demo. When I have a new solid date for you, I’ll let you know. Sorry again for the delay.

21st February
2010
written by Outatime

I get a small amount of comments in my youtube channel criticizing everything that I’ve done up to this point “Poor brushwork, incorrect textures” stuff like this. I realize the majority of it comes from people who don’t even know how to map and have just recently learned mapping terms. I know I’m not an amazing mapper, ok? I’ve said several times this is a hobby for me. Everything I’ve learned and developed up to this point has been in my free time between graduate school and a full time job. I’m not going to be told my map “looks like crap” and that other campaigns are better. You know what? If you feel that way, go play them and don’t play mine. I’m not going to be lectured by adolescents who got L4D from their parents for Christmas, ok?

At the same time, I’m not closed to constructive criticism. I’m all about making this campaign better and better, but if I see another youtube comment telling me my work sucks without offering something on how to make it better, please expect to get blocked from my channel and a string of profanities to go with it. I’ve lost patience with this childish behavior. Don’t do it.

23rd January
2010
written by Outatime

In February, I’ll be putting out a new release. Features include:
-New models/textures
-New Bot navigation mesh
-New Campaign Poster
-Ability to play from the main menu
-New intro sequence on Map 1
-New sections of RPD
-Nemesis Model
-Brad Vickers Model

I’ve had a chance to play with porting into l4d2. This isn’t a terribly hard task, but does require some entity tweaking and inclusion of missing resources. I have a working version of re3_streets_01 in L4d2, but not the campaign menu and certain items aren’t working yet. This is coming, but it will not be part of this release and I can’t set a release date yet. It’s easier to develop for l4d1, finish, then make the changes for l4d2.

I’ll make an announcement in the next few weeks when this is out and ready for play.

3rd January
2010
written by Outatime

After almost completely giving up on the warehouse alley framerate problem, I finally came across what was causing it and the overall poor frame rate performance in the map. One small box called a func_viscluster that I forgot to take out. After taking it out, the map now runs smooth as glass. I’ve had seven people test out the map completely to ensure it’s really fixed. I’ve also come across some really cool RE models which you’ll be able to spot in this latest video:

I’m anticipating a February release of a completed map 1 with a demo of map 2. Hope you liked the update, thanks again for your continued support!

5th October
2009
written by Outatime

Hi Folks-
Well it was an interesting summer. The release of the map was mixed, but less mixed than the previous time. I’ve been so honored by the response I’ve gotten and that people have been willing to accept it even in spite of its problems. I have had some folks with some choice words…I had no idea people had such egos over something like this.

With regard to development: I haven’t made much progress. I’ve begun implementing area portals to assist with framerate, but the biggest obstacle is time. I have a pretty demanding job by day and I’m working on my masters degree two nights a week which doesn’t leave much time for the rest of it. I’ll say right now you probably won’t see any new content until January. There’s a lot of things that are unsure about what’s going on with L4D2 and I’d like to see how that affects the player base. I’m not saying I’m porting what I have over, just saying I’m going to watch carefully. There’s also been some rumors of customer Xbox user DLC in the works via Gabe Newell on twitter. I’d be completely open to porting what I develop on PC to xbox so the console folks can enjoy the content as well…that’s all just talk right now, nothing has been confirmed yet, but I will say this: if it goes forward, I’ll port that I have for free. You won’t have to pay for it on xbox to get it.

And with that, I thank you for your continued support and patience as I slowly move forward with this campaign. Thanks again.

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