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I love it, our community love it. It’s the best custom campaign I ever played. I love the details and the gameplay. It’s hard but amazing. Really great job. You made our weekend! —StuKKa (on our website)
Oct4

Fresh news from the front

Posted by Geoffroy in Media, Progress

Tags: , , ,

It’s been a while since we last gave you some real news about the content of the campaign itself and most of you had been pretty patient until now. We never stopped working on the campaign, but we’re not working on it full-time either, so it takes some time. You already know that the first, second and third maps are finished ; it still need a few tweaks here and there, but nothing really hard to do. Lately, there was some huge progress on the fourth and fifth levels too.

For the moment Geoffroy and Marc are working hard on these fourth and fifth levels while Nicolas is waiting for them to finish in order to create the navigation meshes and link everything together. These last two maps are almost finished, we’re probably somewhere around 85 or 90% of completion. In this article, we’ll focus a bit more on the Lumberyard level, right after Underground, where survivors are back to fresh air. We could also talk about the final Lakeside level but… we kinda want to keep some mystery around this one in order to avoid spoiling too much.

As we said in previous articles, we try to care a lot about details and background while building the campaign. It gives a better credibility and allows a better immersion in the apocalyptic Left 4 Dead universe (that’s probably why it takes time to build). Until now, Lumberyard‘s pictures showed a massive exodus, a mountain road and… contaminated people finding their way through the exodus and starting a panic event. Where were these people headed ? That was the mistery. They were trying to reach a lumberyard, transformed in a heavily defended, mobile, state-of-the-art evacuation and decontamination center by the military.

When survivors finally reach the lumberyard, everyone’s already gone through the backyard’s road and all is left are the remaining people that thought they could find their salute here too… but were a bit too late. Geoffroy tried to give all these building a realistic touch, trying to build what could look like a real lumberyard. Honestly, we don’t really know how a lumberyard is supposed to work, probably like 95% of our future players, but still. We think it’s important to add some credibility.

This map is also a huge optimisation challenge, since it’s completely open and offers a lot of paths to the end. For the moment, everything’s still going fine and we can finally see the end of the tunnel. So, stay tuned for more developer stuff until the release that we hope will occur before Left 4 Dead 2. If that’s not the case, we don’t know what we’ll do and it will only depend on how much of that promised inter-operability Valve managed to built in before the launch.

 

27 Responses to “Fresh news from the front”

  1. Geoffroy says:

    we try to fix limits about custom textures in order that the vpk file can be Light-weight. I hate moutains contains only few customs

  2. Andrew says:

    Keep at it! I have been keeping track for a long time and really look forward to the final release!