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?
>>
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>>
>
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