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![]() Security and Projects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Dogsbody Posts: 4,700 Thank(s): 1102 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 ![]() |
Prior to the official SDK coming out am not going to start building maps, it does however make sense to take pre-built maps for other games e.g. team fortress, css and port them into L4D
Now one of the finest games of all-time has some levels that would seem pretty perfect for L4D... Half Life 2; Ravenholm areas I've managed to coax this into working but is still very much messy and requires a hell of a lot of texture/model conversion Pros: prebuilt and wellmade maps Cons: requires approx 1.35gb of files, some events don't work, zombies don't spawn properly, would breach copyright and server contracts to use When built, I suspect using this on our servers won't attract too much attention. I need to get some time (possibly this weekend) when Tess isn't about to put some proper time into it Will try and post some screenshots this weekend ![]() -------------------- ![]() |
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![]() Security and Projects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Dogsbody Posts: 4,700 Thank(s): 1102 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 ![]() |
not without some serious mucking around, it would be the L4D horde HL2 map
When importing HL2 models I found it makes everything run very slowly, I assume the L4D is lower polycounts etc., to allow for more of them on the screen Anything requiring physics manipulation has also been a nono so far, I've had to remove phyics tiggered door and place a couple of items in places where you'd normally move boxes to jump on. Still requires a lot of work before it's useable though -------------------- ![]() |
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Lo-Fi Version | Time is now: 12th October 2025 - 10:11 PM |