Use some of that caution tape used back at the end of Dead Air that "walls" off the open runway.
Another option is some props (like a tree limb in the aforementioned area) that are non-solid (as to not impede the zombies) but give the illusion that they're blocking the players. Draco18s On Sat, Jan 7, 2012 at 1:41 PM, Mark Edwards <[email protected]>wrote: > Thanks for the feedback Kev. A lot of people have said map 2 is too long > and it will be split up into two (just before the little shopping district > area). I thought map 1 was pretty short though, at least if you run > straight from A to B without exploring/getting lost, but I'll probably > delete the elevator event and just have the ladder going up which should > cut it down slightly. The ambulance you can actually see further back from > the house in map 2, the idea is that it got stuck at a roadblock so they > have to go on on foot. I had no other way of both giving a reason for them > to abandon it, and also block off the way it had already come from. I'm > going to try and put a moving camera in that pans from the ambulance and > over to the house to clear that up. > > The 'too many vertex format changes' error is apparently to do with brush > faces, from what I've read. As long as that error is scrolling through the > console, random brush faces flicker on and off to stay under the limit, but > I converted enough stuff to props that it's not really noticeable at all. I > don't know how I could even get rid of any more brush faces but I'll do > some more testing to see if that's causing the particle errors. > > As for the obstacles, those came up in testing too but I couldn't think of > a more realistic way of doing it in some places. I didn't want to put > barricade fences everywhere and zombies need to be able to get over easily, > but I'll try to at least make it more obvious which routes are blocked off. > I actually played map 3 for the first ever time with other people a few > days ago, and they got lost at the start too. You're meant to restart the > generators to keep on going up after they cut out, hopefully if I use some > instructor hints across the two maps it'll be easier to understand. > > Thanks for playing and giving some feedback anyway, I've tested so much by > myself with bots that I sometimes miss the more obvious things. I was going > to just leave it at this, I'm hoping to get the last 2 maps finished in a > couple of months. > > > > On 07/01/2012 15:42, Kev Edwards wrote: > >> hi Mark >> >> Incredibly impressive with a ton of new content. You've totally nailed >> the setting. >> >> Anyway, you're after feedback, so here goes... >> >> I thought the first two levels are far too long. It took me the best part >> of half an hour to get through each of them...on Easy. That's longer to >> play through 2 maps that it originally took me to play through any of the >> full Valve campaigns. Versus mode may well be a problem due to the length >> of these maps. Map 3 is a much more playable length. I'm not sure what your >> plans are for the remaining maps, but I think you could quite easily divide >> maps 1 and 2 each into two maps, rejig the current map3 into map5, add an >> appropriately lavish finale, and it's done. >> >> In map1 when the plane flies overhead I was getting 'too many vertex >> format changes in frame; whole whole not rendered' spammed. Could do with >> visually simplifying that area a bit. You mentioned particle effects >> occasionally not being displayed - it may well just be that you're just >> trying to do too much in that area and the engine is running out of >> available resources. You could quickly test this by temporarily removing a >> ton of detailing in that area and retrying the vpk on a server to see if >> that fixes the particle issue. >> >> The AI survivors had a hell of a job getting into the 'saferoom' at the >> end of map1. It took a few minutes of me messing around opening and closing >> the doors. To fix this open the doors into the vehicle then delete any bits >> of the navmesh under the doors to ensure they'll navigate around the doors >> when opened. Perhaps set the doors as initially open too. >> >> I found the transition from map1 to map2 very jarring - from a vehicle in >> Tokyo suddenly teleported to a room somewhere in remote Japan - but maybe >> that's just me. I guess I've just come to expect continuity and progression >> from level to level when playing a Valve game. >> >> There are a lot of dead ends that look as though the players can easily >> get over them, only to find the way is clipped off. Many of these clipped >> dead ends use props that players will assume they can jump over, based upon >> a few years of endlessly playing the Valve campaigns and other community >> campaigns. For instance, in map2 there is a chainsaw lodged into a fallen >> tree; this fallen tree prop is one I've jumped over a million times, only >> to find the area beyond is clipped off. >> >> At the end of map2 are a bunch of 'saferoom this way' arrows and such. I >> think you should remove these. It's pretty obvious anyway, and it's just >> confusing at the start of map3 when the survivors have to go back up into >> the cable car. I actually spent a few minutes wandering around that area >> trying to follow arrows, thinking I'd missed an opening somewhere. >> >> In map3 after getting off the cable car there's a ladder that can't be >> climbed up. >> >> Hope some of that helped. Amazing job so far on the campaign. :) >> >> -----Original Message----- From: Mark Edwards >> Sent: Saturday, January 07, 2012 3:31 AM >> To: [email protected].**com <[email protected]> >> Subject: [L4Dmapper] Yama beta >> >> I just released a beta of my L4D2 campaign which includes the first 3 >> and a half maps. I had a lot of help from this mailing list to get the >> map to this stage so I wanted to post it here, and get some feedback >> from other mappers too instead of the general community. >> >> Link to download: >> http://www.scorchingcraniums.**com/yama/<http://www.scorchingcraniums.com/yama/> >> >> Screens: >> http://www.scorchingcraniums.**com/portfolio/yama.html<http://www.scorchingcraniums.com/portfolio/yama.html> >> >> >> Also I have a problem I never got to fix before I released - particles >> (all default L4D2 ones) only load half the time, which is especially >> annoying with the plane crash sequence. They work every time in a local >> server but online they keep breaking. The particle rain also cuts out at >> some points which might be related. Are there certain flags or something >> you need to use? >> >> ______________________________**_________________ >> L4Dmapper mailing list >> [email protected].**com <[email protected]> >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**l4dmapper<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> >> >> ______________________________**_________________ >> L4Dmapper mailing list >> [email protected].**com <[email protected]> >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**l4dmapper<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> >> >> > > ______________________________**_________________ > L4Dmapper mailing list > [email protected].**com <[email protected]> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**l4dmapper<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper> > _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
