A Campaign inspired by Resident Evil 3. Revist Raccoon City reimagined in Left 4 Dead 2.
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.
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.
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.
In February, I’ll be putting out a new release. Features include:
-New Bot navigation mesh
-New Campaign Poster
-Ability to play from the main menu
-New intro sequence on Map 1
-New sections of RPD
-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.
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!
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.
I wanted to thank everyone who has provided feedback to me via l4dmaps.com, l4dmods.com, and email. I had no idea I’d get such an overall positive response this time around. When I released my alpha map back in February, it came under fire and was met with mixed reviews at best. However, even in spite of the beta’s problems, people are still enjoying it. Thank you for tolerating it’s flaws! Based on the feedback I’ll begin making adjustments along with adding area portals to help hide parts of the map when the player cannot see it along with some nav mesh changes and health item placement changes. I’ll also be looking up how to work in the intro sequence I scripted as people requested.
Anyway, I just wanted to say thanks for not ripping me a new one and I hope you still enjoy the release with the framerate and nav mesh issues.
Available now: http://re3.ninthworld.net/beta/re3_streets_01.zip Installation instructions are included.
I was going to wait until july to do this, but I think it’s stable enough now to release. There is an issue with framerate which I’m still trying to iron out, but feel free to test!