Author Topic: Detour Ahead (Promod Development)  (Read 16128 times)

estoopi

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Re: Detour Ahead Promod (Development)
« Reply #30 on: April 23, 2014, 11:13:34 am »
Any updates on this?

General thoughts on Map 3 sewers:
1. Added tank fightable areas is a decent idea.  It has only not been an issue in promod because I blocked tanks from spawning in the sewers.
2. The ladder chokes in the sewers will become more of an issue than they have in the past if the first half of the campaign is made easier for survivors (I attempted to fix this by removing almost all of the hittables in the map...  but that hasn't gotten much play since that only happened just before watchl4d semi-finals).  Up until recently, most teams didn't really make it to the sewers with much health for the ladder chokes to really show how bad they were.

Zeon

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Re: Detour Ahead Promod (Development)
« Reply #31 on: April 23, 2014, 05:06:20 pm »
I've just been working in Dowpour atm, will continue with Detour once I get map 1, 2 and 5 working.

NF

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Re: Detour Ahead Promod (Development)
« Reply #32 on: April 23, 2014, 06:53:20 pm »
I've just been working in Dowpour atm, will continue with Detour once I get map 1, 2 and 5 working.

I'm gonna do a lot more work on Map 3 of DA as soon as finals finish in 2 days. After that, the only remaining map will be map 5 and it should be done.  8)

Jacob

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Re: Detour Ahead Promod (Development)
« Reply #33 on: April 23, 2014, 07:59:34 pm »
I'm gonna do a lot more work on Map 3 of DA as soon as finals finish in 2 days. After that, the only remaining map will be map 5 and it should be done.  8)

Map 5 is pretty much done just need to find out where that error is coming from ;(

NF

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Re: Detour Ahead Promod (Development)
« Reply #34 on: May 18, 2014, 06:05:47 am »
This project isn't dead, don't worry guys. Zeon and I are just a bit busy atm.

Current mapping schedule:

1. Finish Hard Rain: Downpour (2 maps to go, both nearly complete)
2. Finish Detour Ahead Promod Ver (about 60% done, remainder shouldn't take too long)
3. Top secret brand new 5 map campaign!

Dyl Dough

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Re: Detour Ahead Promod (Development)
« Reply #35 on: May 18, 2014, 09:47:54 am »
This project isn't dead, don't worry guys. Zeon and I are just a bit busy atm.

Current mapping schedule:

1. Finish Hard Rain: Downpour (2 maps to go, both nearly complete)
2. Finish Detour Ahead Promod Ver (about 60% done, remainder shouldn't take too long)
3. Top secret brand new 5 map campaign!

I bet it's Parish.

Jacob

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Re: Detour Ahead Promod (Development)
« Reply #36 on: May 18, 2014, 11:24:43 am »

Dyl Dough

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Re: Detour Ahead (Promod Development)
« Reply #37 on: August 25, 2014, 02:31:02 am »
How is this going?

NF

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Re: Detour Ahead (Promod Development)
« Reply #38 on: August 25, 2014, 05:15:45 am »
Didn't think there was a huge amount of interest in this still, so it got put on the backburner. Might finish it up sometime soon.

Here's a preview picture of the new rooftop ladder choke on map 3. I got feedback from some players that the ladder choke wasn't actually bad like usual ladder chokes, and that it just needs a few tweaks instead of a complete removal. Here's what I came up with:

http://i.imgur.com/FuD5ic8.png

The room is wider and roof higher and the hole is larger. At the bottom of the ladder is a small electrical box to stand on and see above the hole -- similar to the Parish 3 ladder choke nerfs in Promod. There's also a small rail along the back of the hole to defend yourself from SI, but I may or may not remove this to give players a bit more breathing room to move. Finally there is now a propane canister in the room to use as a defense as well.
« Last Edit: August 25, 2014, 05:19:04 am by NF »

Ryan

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Re: Detour Ahead (Promod Development)
« Reply #39 on: December 17, 2014, 01:06:08 am »
Didn't think there was a huge amount of interest in this still, so it got put on the backburner. Might finish it up sometime soon.
With that being said, could you maybe share what's been completed so far?
I've seen people (like Flow, for example) playing this on Twitch and I'm a bit interested in trying it.

ElusivΣ

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Re: Detour Ahead (Promod Development)
« Reply #40 on: December 17, 2014, 01:35:00 am »
(Removed)
« Last Edit: December 17, 2014, 01:36:49 am by ElusivΣ »

estoopi

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Re: Detour Ahead (Promod Development)
« Reply #41 on: January 07, 2015, 12:23:08 pm »
Any updates on this?

What kind of things do you have in store for the finale... A lot of people have issues with the finale.  I actually like the balance of the finale, but I think we can all agree that the current tank fight strat is pretty stupid.

NF

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Re: Detour Ahead (Promod Development)
« Reply #42 on: January 16, 2015, 10:18:17 am »
Sorry I haven't been updating this thread recently.

Anyway, the map is almost nearing completion, however, I've been a combination of both very lazy and very busy recently. Working 45 hrs a week + full time classes at university sucks. Only parts remaining to be finished are the 2nd half of map 3 and map 5. Perhaps you could bug Zeon to help finish it since he has a lot of free time right now :P

As for map 5, I think what should be done is to simply add more SI ladders so the Tank doesn't lose 2 passes and all his rage trying to commit. I was also planning on reducing the number of hittable cars, but making the remaining hittable cars instant-incap instead of the jank 25-damage cars. Also was going to increase FPS by removing a ton of the particle effects and sprites caused by the plane crash at the beginning. Otherwise, the map seemed pretty okay to me, I don't see much else that needs to be changed.

Dyl Dough

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Re: Detour Ahead (Promod Development)
« Reply #43 on: January 18, 2015, 06:04:50 am »
( ͡°            ͜           °)/ NF durs murch wurk fur this currrmunity. Thurrrnk urrr mern

 

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