Saturday, December 12, 2009

Chapter 3 In-Development!

These are in development photos of chapter 3 in the new upcoming Left 4 Dead 1
and Left 4 Dead 2 Campaign. It will be released to testers with Coop/Versus capability.
As these photos are shot during development, there is usually a lack of detail and
there may also be numerous changes before the private release. The frame rate also
suffers during development as the map is not closed to leaks.


Saturday, December 5, 2009

Last Resort Photos

This post will be updated occasionally with new photos of the campaign.
Clicking on the photo will show you its full size.
Newest to Oldest.
Suggestions, comments, etc are
encouraged, thanks!

Also, when I'm editing, I'm also streaming my level editor at Rebirth Gaming on Justin.TV

I've copied and pasted a post I wrote at L4DMaps.com

"Level layouts and weather, among things can be randomly created in
Left 4 Dead 1. If you wish it to be randomized without requiring a
map restart, you simply do not use logic_auto.

In regards to panic events, in my current campaign, I have created
a panic event that doesn't expire naturally. I have created a unique
"Objective-Based" panic event. In one sense it is a race, where if
all survivors reach the destination point and none are incapped or dead,
the event is terminated by players blocking the path with which they
entered. On the other hand, if all four players do not make it, they are
penalized and must complete an additional objective.

This is just one scenario. The reason for this is during this event, the
ai director will, using logic cases (several, actually) determine the most
fair (or what my logic determines to be) path for the survivors.
To up the ante, there are random explosions or level changes (such as
debris or floors falling apart) to prevent survivors from simply memorizing
one path.

While it sounds cruel and unusual, I assure you that it has been
created with a just sense. The only thing that will make this event
difficult is when players attempt to leave other players "Left for Dead."

In regards to weather, the ai director properly (and not randomly as in
hard rain for l4d2) creates more "challenging" weather conditions for
survivors based on their performance (time & health are two of the
factors) on the fly.

All of these I have accomplished using the Left 4 Dead engine.

Perhaps it isn't designed as a random pub campaign, but it pushes
the thing that made Left 4 Dead great---team work.

I hope I've answered the question here about the open level layouts.
Yes, level layouts can be determined on the fly, at the start of a map,
and even during previous levels (entities can be carried over as well as
their state)

This campaign is a 4-stage campaign scheduled for release in January
for both Left 4 Dead and Left 4 Dead 2."


Thursday, December 3, 2009

Left 4 Dead 2 Campaign Early, EARLY Build

I'd like to point out this compilation is from Left 4 Dead 1, as I'm producing a L4D1 and L4D2 version(s) of the campaign, the difference between the two will merely be texture and (s)light level differences.
As I was hoping to not be publishing any photos in such an early stage, I've decided to do so anyway, even with the multitude of errors and problems at this stage. This is the first compilation of the level, with blood decals and other items missing via errors or simply omitted. Lighting, at this point in development ceases to currently exist as it's one of the last stages of development for me. Hopefully these two photos give you an early idea of what the first level in this four-level campaign offers.
Also, when I'm editing, I'm also streaming my level editor at Rebirth Gaming on Justin.TV

Tuesday, December 1, 2009

Left 4 Dead 2 Campaign Announced!

It's been several months since I've made any posts, so before I have any photos available for release I wanted to publicly announce this campaign. I don't want to discuss much of it at the moment, but the first level sets you back to a familiar environment, an hospital that's on fire. It's sort of a twist between Dead Center's "Apartments" and No Mercy's "Mount Hospital" levels. I should have some photos uploaded later in the week. Try Friday.

Saturday, August 22, 2009

Beta Concept Brought to Life!

If you reference the concept below, you should recognise this room. While it is an early editor concept of the room, there is of course much to be done. While the entire unloading dock acts as a safe room, should the unlucky chance occur of a director horde, you can only guess where they will come from.
This level is absolutely unique in the sense that I have gone through great pains to provide an evolving, changing level based on the teams decision. While versus clans may claim it will be unfair as to match play, due to a difference in layout, that choice comes based on your teams choices. For instance... there is a set of doors, which opened in different orders will unlock/lock different doors, causing path changes. While these changes are minor, to simply avoid extreme advantage/disadvantage, they act through the logic relay of several entities, to prevent players from knowing exactly what caused which path to become available. I hope to have a demonstration video of this level available in the next few weeks.

Thursday, August 20, 2009

Randomization of level structure, Left 4 Dead

As we know, Valve has announced that in Left 4 Dead 2, depending on how well or poor your team is playing, the director may change the level to assist or hinder you. What Valve hasn't announced is that you can set the AI director up to do this in Left 4 Dead 1. For those of you who may question this, refer to No Mercy 3. Turn left directly out of the safe room, and right at the dead end, until you're standing in front of that truck. The door here is occasionally open. Why is this? By using a handy method of scripting within the game, the level designer can inadvertently create level modifications prior to the player reaching that level. There are entities that can be placed, which, based on certain circumstances met could be carried over to the next level, at least their properties, and whether or not certain conditions were met or not. However, you can take this one step further and, with a handy work around with the scripting, make the director seem just as advanced as AI Director 2.0. With a little work of triggers and logic relays, you can have the game change the layout, add items, remove items, etc, etc., based on time or other variables, such as player health, among things. While currently buggy, I've produced this method in my upcoming campaign. I've produced changes in the environment that I am sure will surely surprise you.

The Hollows

Unfortunately, there are no videos or text to accompany this post as I prepare for a busy week. I'm going beyond the typical scripting in this campaign, and providing moments that should startle or just simply irritate the survivors, with an abundance of scripted events. As valve would describe the crescendos as gauntlets, such as making your way across a ravine, hitting a motion sensor on the spotlights, summoning a crescendo event, and having to fight your way across the rest of the ravine out of the motion detectors in order to end the flood of horde. Fun times? There are a lot of these wonderful, scripted events in the campaign, some of which I hope you'll enjoy. Remember, the motto of The Hollows is... There's no way out!

Tuesday, August 18, 2009

The Hollows, Beta Concept

After much revision, this is the new concept I have developed for the first level of my 3-level campaign. Note that the left side of the concept is generally set in stone, for the most part, at least the survivor starting area. The right side, not so much, but the final concept will be developed and published tomorrow. Note the length of the level, while the campaign is 3 levels short, each level is slightly longer than the typical valve campaign level.

Shanty Forest, alpha public

I've decided, due to the fact that I haven't had the will to play survival mode since I overplayed it during its initial release, I've created a small, cozy little forest enclave with a small cabin and a little shack to play a new survival level I created. While initial development time was only a few hours, I find it still to be quite fun, aside from the short demonstration in this video, where I once again understood why I stopped playing it with bots in the first place.



Download the file here (9mb)

More Updates!

I ask everyone to be patient... I'm in the process of uploading 1gb of videos (4 videos) to youtube at the moment, and they should all be displayed below in the next few hours (like... 4 or so.) As they are uploaded, I will be adding them to this post.

Due to Youtube's cap on video uploads, I've opted to a MPEG1 standard over the high definition of MPEG2, so you may notice a lower grade of quality on the video.

Thank-you for your patience.

The videos include the following:

Doom 3 Booster Pack; A demonstration of the weapons, graphical, audio, and monster modifcations made by my mod.
Doom 3 Physics Change; I've ported Rocket Launcher & Grenade physics from Quakeworld Team Fortress 2.9 to Doom 3 for use with the port of QWTF Rocketjump trick maps that I am currently transitioning over.
The Hollows, The Trail; Level 1 in the hollows left 4 dead campaign, an early alpha version demonstration.
The Hollows, The Town; Level 3 in the hollows left 4 dead campaign, an alpha version demonstration with commentary.


Monday, August 17, 2009

The Hollows - The Trail

Welcome to The Hollows, Level 1. It's a simple trail through the mountains that the survivors must follow. Simple, perilous, and a complete nightmare. After some time working on the level, I'm happy to show an early version of the level, rendered. Of course, this rope bridge is right around the 50% marker, so just try to imagine tank play in this area, and please look around at all the cliffs.

And I'll upload a photo of zombie action later today...

The Hollows... A Left 4 Dead Update!

So... You've seen "The Town," a current chapter in "The Hollows" Left 4 Dead Campaign. Now, it's time for an early editor screenshot of the very beginning of the campaign. You'll notice it closely resembles Blood Harvest... on crack, among other things. This campaign specializes in short, painfully painful survivor memories. While this is an early photo, you might get an idea of how terribly wrong this level is for survivors in many different ways. I have decided to release this campaign for public testing on my birthday, which is 10 days away!

Saturday, August 15, 2009

Left 4 Dead Survival Map Design Process

I've decided to throw up photos from initial concept through to final product, of a quick Left 4 Dead Survival level that I decided to create this afternoon. I'll be adding new photos below as the development process moves along. This is a simple instructional level, that you may freely edit, and I will make available the different versions of the vmf file when it is completed.

Development Photos, Files

For anyone who is interested in seeing the process of development, through the pencil & paper -> 2-D Layouts -> 3-D Blockouts -> 3-D alpha, beta, and final levels of detail, as well as editor files of Left 4 Dead levels, I have included the first level, The_Town, in my latest campaign for your viewing pleasure, in two formats, 3-D Low-Detail (blockout) as well as in 3-D Beta Detail (Final before refinements).

I have also included two Unreal Tournament 2004 levels, for those of you who wish to see the Subtractive method, should you own a copy of UT2K4, I have included two levels, CTF-Claustrophobia and CTF-Rampage for editing and game play testing.

Another extra I have added is photos, of alpha -> beta -> final levels of detail for specific areas.

I strongly urge ANYONE who is interested in level design to take a look at the photos and levels included in this file, each are organized into carefully labeled folders.
And please, feel free to modify my work as you wish, but if you use it in your own work, simply throw in an easter-egg or reference for me.

Have fun developing!

Download the file here (24mb)

Friday, August 14, 2009

Doom 3 Fortress Evolution Team Update

This morning, there is an update to the Team for Doom 3 Fortress Evolution.

Taiaud has signed on to develop the core code as the programmer on the project, while I will develop the audio bits, as well as the physics portion. A few qw/tf maps are planned for port as well.

Thursday, August 13, 2009

Doom 3 Fortress Evolution

This might actually shock a lot of people in the community, given the fact that Doom 3 has a rather small community at this point. However, because I simply have the desire to, I had begun work on a direct port of Quake World Team Fortress 2.9 to Doom 3.

Currently, the following has been completed on the project:

Grenade Type 1 (Standard Grenades)
Rocket Launcher
Shotgun (Single-shot)
Shotgun (Double-Shot)

Physics for these weapons have been tweaked, in relevance to TF2.9.
Generally, speaking, the Soldier class is relatively completed.

I have spent the last few hours rocketjumping in a level that I have been working
on.

While a lot of people might be curious as to what one person hopes to achieve in what is a very large project, I'd like to throw a few things out there.

I'm not designing a slew of levels. If anyone has contact with Photek, see if he would be willing to hand over the Doom 3 Fortress levels that were completed.
What I am doing is the following:

Physics, Player Classes, Audio, Weapons.
Simply put, the only thing I'm not doing is the level design portion.

Why?

I've been an avid level designer for years, 13 years, actually. At this point, I'd like to finish another one of my projects, and the general reason I began this project was simply to be able to rocket jump (trick maps) on the Doom 3 engine.
When I am finished everything else, I'll make a simple quad-level (2on2 map) for a portfolio demo, and then release the source to the public.

I'll update the community on this project as it moves along, and hopefully in the next month I'll have a chance to record myself with the soldier class in action.

Thanks for stopping by!

Wednesday, August 12, 2009

Doom 3 Update

Doom 3 Booster Pack

I've been working on updating the Doom 3 Game mechanics through the SDK, among things these past few days, and I've released the first version of updates.
Unfortunately, there is a really large list of updates, preventing it from being a simple enhancement. Among updates include sharper textures, realistic lighting and ambience, among some things. For the full scoop you'll need to check out the readme.txt included in the zip file.
Also, please refer to my Steam Forums Post about the update for a general overview of the update. I recommend having 1.3.1 installed, as well as starting a new game for settings to work. I urge testers to please inform me of any bugs or problems you encounter, as this is version 1.0a.

Also, look for Doom 3 Clan Arena as I am in the process of developing it, based off of Quake 1 Clan Arena. Also, for rocketjumping fanatics, I have been hard at work modifying game physics and rockets/grenades for rocket jumping as similar as possible to quake world team fortress rockets/grenades physics for trick maps.
I'm in need desperately of testers for both, and I'm also on the look out for talented 3d model artists and sound designers.
If you're interested, please email me with the appropriate subject header.

Enjoy the mod!

Tuesday, August 4, 2009

The Town - Crescendo



Evening,
As I move closer to completing the first level, it's time to throw in the details before moving on to the next level. While photos is all the community will see prior to the first beta, this new photo is of the end of the level, where you'll fight off a horde for two minutes, as your team frantically (just go with what I'm about to say) rings the door bell on this seemingly deserted house. After two minutes, the door will unlock and players can move inside to the safe room. As much as it saddens me to say it, this will be the last photo of this level displayed prior to the first beta release of the campaign, so drink up and enjoy!



The Town - Update



Good Morning everyone,
I have a few development photos that I've decided to post. Yes, development photos. You'll notice, as compared to my other work, there isn't any "shiny" lights, sources, that sort of thing. Again, the fine tuned details will come, but currently this is the production cycle with ~3 days of development time. Please keep in mind I am currently working on the Project: Paranoia campaign as well. Enjoy these teasers in the meantime. I do apologise for the lack of variety, though there are some areas that I am hesitant about showing at this time (surprises, surprises!)




Sunday, August 2, 2009

The Town



Good Morning everyone,
I have decided to post a small, incredibly early photo from the town level I am currently working on. In this level, survivors navigate through an motel, among some other places, before reaching a special location for the level crescendo.
Look for more updates as we progress into August, nearing the campaigns release date!



Tuesday, July 28, 2009

Codename: Paranoia01_Shipyard Alpha Released!




I proudly, excitedly present an high-definition presentation, with commentary of level 1 in pre-alpha format!

I say PRE-ALPHA because there are recent updates in the final alpha version that are not seen in this video, such as highly destructible environments.
I welcome anyone who is interested to please download the zip file and install the VPK file within it. Currently this is an open alpha test of level 1 ONLY. The download link is below the video.

Enjoy!






For those of you interested in testing the ALPHA version of level 1, please
click the following link!
Download Here

Please send feedback, comments, suggestions, etc. to mikel.toth@gmail.com

Friday, July 24, 2009

Versus Campaign Demo Reel Arrives!




I have uploaded a high definition version of the demo, and everything seems mostly satisfactory. The new addition to this is the commentary, where I talk about the level, its future plans, and the current going ons. Enjoy.


The photos below do not do justice to the video I have finally decided to compile.
While the level is a development in progress, there are a few notes I would like to point out: Polish, reflective surfaces, navigation & crescendo bugs, some objects not appearing, as well as a broken ladder at the end of the level, which I have since fixed, as well as the textures-I have a member of the community, Bax.qc, currently creating custom textures, which will be used to re-texture the campaign before final release. Lighting and fog are also subject to change.
While this is a very early development demo, I have been good about keeping this campaign in the dark, as far as not showing off the level in photos.
I hope you enjoy the demo I have provided, and hope to hear your feedback on IRC and on here. You may also email me at mikel.toth@gmail.com with questions, concerns, suggestions, feedback, etc., etc.

Enjoy <~:o)






Stay tuned for campaign updates later in the week. I'll have a video posted of level 2 as soon as it is in a playable shape, although that may be some time.

Thanks!

Friday, July 17, 2009

UNIT Update!



Before I get to the exciting news, everyone knows I've been skipping out on the pickup games lately to continue my work. While I'm not at liberty to show off the rest of the level, I've uploaded a photo of the development shot, further along.





And to the exciting news!

I'd like to thank Bax.qc for taking the time to sit down and create a handful of custom textures and skyboxes for this campaign, which will be applied in the final days of development.
We're working on an amusement park, but I can't really disclose any more information on that at the moment, although I'll have it be known that I've been taking time off from level design to work with 3ds max on this project.

Look forward to a demo reel of level 1 in the near future, as basic layout development is coming to a close. After private game play testing and detail additions, the final tweaks will be made, and a wonderful video of pain and pleasure will be uploaded.

One more news announcement that I nearly forgot... Blindphaze, owner of Blindphaze servers, http://blindphaze.net has been kind enough to host our group on his domain, which will shortly be http://unit.blindphaze.net

Stay tuned for further updates!

Thursday, July 16, 2009

One more update.



I've changed a few things, and I'd like the community to be able to see the difference in detail, design, etc., so I've provided a newer photo, albeit still incomplete, of the same area.



Wednesday, July 15, 2009

Again and again...



I'm still working on things, here, and to celebrate an extremely late fourth of July, here's a photo from a new versus campaign I'm working on. While there won't be any game play videos for a while, hopefully this will tie people over since I haven't updated this blog in a while.
The level itself is fairly simple, and short, and while I am not revolutionizing the genre or the game, and while there are some similar locations that while different have already been used, it's a new campaign, with a new story, and I feel it will help to keep things fresh.



I'm developing a new campaign, greatly in part to reference photos I've been gathering from across the internet. While the reference for this photo is far from completion, it's been too long since an update, and this announcement felt suitable.

Tuesday, June 30, 2009

"Press, Release!" Campaign, Level 2 In development game play demo



I'm very excited tonight to bring to everyone the first game play demo of level 2! While it's a very early development demo, there are a few things I'd like viewers to keep in mind... a lack of detail, tuning, and the occasional bug. Level 2 is slated for private testing later this week.
The campaign is slated for release in August.



"Press, Release" Level 2 Update!



It's been a while since I've made updates regarding the campaign.
After much debate, it was decided that part of the level would be removed and remade. Here are two new screenshots from the new version of the level. The design document has also been updated, along with 2D sketches, for anyone interested in seeing those, simply drop me a line!



Enjoy!

Monday, June 29, 2009

Gameplay Demos



I've had time to sit down, again, and while the Left 4 Dead Campaign, "Press, Release" is steadily underway, I've tracked down my old game play videos for my two favorite (and home-made) Unreal Tournament 2004 levels, as well as an early game play demo from "Press, Release" level 1!
Unfortunately, the audio is omitted but at least you get to see the levels in action.
Please Ignore the website in the videos, I'm currently moving to a new domain.





Enjoy the videos! I'm aiming to upload a development demo of "Press, Release" level 2 sometime later this week.

Tuesday, June 23, 2009

Dungeon Quest, "Press, Release" Update



I've uploaded DungeonQuest to a temp server, as well as officially releasing level 1 of "Press, Release" which is scheduled to be a 4-level versus campaign, for public testing.

"Press, Release" Level 1 Public Test Beta 2
Dungeon Quest v0.99 Beta

Please unzip all files in the Campaign zip file to your maps folder, also, work on level 2 has progressed, but the release date for testers on level 2 has been moved back until July.

Thank-you for everyone's patience during development.

Sunday, June 21, 2009

Old Releases, Updated!



Since this is a blog and all, it's about time I show off some of my earlier, and some of my best work. Since Yahoo! Geocities is closing down, I felt it was time to download the photos as well as some of my other levels, for safe-keeping, and memory-sakes.
For those of you who love the old-school classic text-based rpg's Dungeon Quest is one of my favorites, and theoretically the first program I wrote in c++, featuring a fully-featured text-based combat system, and 1980s style room-graphics! I'm old school, I'm sorry.
For those who love the Unreal Tournament series, CTF-Claustrophobia, CTF-Rampage, and BR-Snowblind are sure to delight, from Unreal Tournament 2004.
The first photo is of Claustrophobia, the second is of Rampage, and the third is of BR-Snowblind.





A link for dungeon quest will be made available shortly (I'm in the process of re-writing it for my Palm Treo 700wx phone) and downloads for Claustrophobia and Rampage can be found below.

Download CTF-Claustrophobia
Download CTF-Rampage

Again, Dungeon Quest will be made available shortly :)

Friday, June 19, 2009

"Press, Release." Campaign Update: Level 2



I have four new photos of level 2, which were also posted on Community Left 4 Dead Forums. These showcase some more of the tunnel, as well as the outside, forest area. Again, lighting is in its early stages as design comes before generalized detail.
I will not be making posts for a few days, as I'll be in Orlando for the week.
Enjoy :)



Again, these are pre-beta photos.
I'd also like to thank the testers responsible for helping debug level 1, and
look forward to working with all of you when level 2 is ready for testing.

Tuesday, June 16, 2009

Press Release Campaign Update!



I have new photos of the campaign available (yay!).
The first two are more detailed versions of level 1 (which is currently unnamed,) and the third is of level 2, which I have recently begun work on.



Please note that level 2 is just a rough sketch, and all detail, lighting, and environments/layouts are subject to change without notice.

Monday, June 15, 2009

Untitled Versus Campaign Announced!



This is my first official post, introducing those of you who are not members of Community Left 4 Dead to my first official Left 4 Dead Versus Campaign.



While there is another campaign I am working on, the above screenshots are early beta release photos pre-polish to give players an idea of how Level 1 will look, or possibly play.
The campaign is scheduled to begin private testing June 23rd.
 
hughesnet
since july 1, 2009