Absolute Zero
- - Ruin Outskirts
- - Lost Halls
- - White Valley
- - Crystal Mines
- - The Enclave
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- Fix zombie count lagging players out during crescendo
- Make boulder drop time better.
02/21/10
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- Please type snd_rebuildaudiocache at the main menu after manually dropping the vpk in to your addons folder (L4D1 only as of this release, L4D2 version will release when the second level is complete).
- The boulder instantly kills everything in 1 hit. Survivors in cap in .5 seconds and die .5 seconds later.
- Might be a small lag increase (ping/ms) in the gauntlet, please let me know if it gets really bad so I can fix it with an update.
- All custom textures, most models are custom.
- 8 different variations of gun placements, any amount ranging from 0-8.
- Up to 38 different variations of level placements for changing paths with the ability to change between those opening and closing any number of those from 0-34 (0-34 because I force some doors open if others are closed so that you cannot get stuck within the level with no way to reach the exit) at a time on map load. (Meaning lots of variations)
- 8 different variations for where crescendos take place through out the level. Only 2 can be active at a time per map load and 2 MUST be active (1 per path, temple/ice).
- 4 different variations for the tank hittable objects within the level. There are 2 logs, the variations are:
a. 1 log is up in ice start.
b. 1 log is up in tilted area.
c. both logs are up.
d. none of the logs are up.
- The boulder in the gauntlet has 4 different triggers which can be selected on map load to change up when and how much time upon triggering (the time is random per trigger but set as a minimum with the bare minimum time it takes to get to boulder and the maximum with 20 seconds above that time) it that it drops and blocks saferoom door. 4 auto shotguns = dead boulder in 8 seconds flat.
- The ammo piles are the same as the logs as in there are 5 piles and any number can be up 0-5 but there will NOT be an ammo pile up in the same area as tier2. (You can actually get no tier2).
- This isn't a variation but I wanted to say that for tier2 you only have 1 of each; however bots can pick up the guns without making them disappear but if a player picks up say, the assault rifle, it disappears and a team mate cannot pick it up. Same goes for the pistols; which there are 8 of at all times in the map.
- So if we do the math which is 4^9 (4 to the power of 9) as insane as it sounds, that's how many if it WANTED to do it to you, variations it can do. This is not including map_parameters (pipes mollies kits/pills).
- All models/textures are fully compressed. New tank music and ambience music included. When you speak in game it should lower the ambience music for you automatically.
- Level2 is currently a placeholder so that level1 can end.
- The whole level has been redesigned from the ground up giving Infected a definite advantage over the survivors in all areas.
- No poster and thumbnail since the artist for both is remaking the poster since the team and himself were not satisfied with the results.
11/30/09
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v.6, rough release of level2, which is currently an alpha version. Minor z_fighting issues, no models, all brush work. Graphical issues where ice transitions. Unaligned texture issues in the tomb in the long hall.
09/14/09
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-Obstacle course has been revamped.
-Skybox is being modified to extend the world.
-'Tube' room is being remodeled.
-New starting area prior to hangar.
-Standup lights added to cave areas.
-House symbols added to path.
-New area added between obstacle course and hangar area.
-Obstacle course now attaches directly to hospital left courtyard for Infected.
-Tank can now hit through the netting on obstacle 2 in the obstacle course.
-Obstacle 1 in the obstacle course is the only path, cannot run around it.
-Obstacle course now looks naturally lit.
-18 mines added to minefield, multiple may be tripped.
-Items have been increased, will be decreased next version
Lobby has been fixed, now loads from lobby for versus and campaign.
Not fixed:
-There are some z_fighting errors in the obstacle course on the really messed up roof, this will be fixed in the next update.
-Displacements on a wall near bunker; behind warehouse, will be fixed.
-Ground goes through plane a little at start causing some 'lag' feeling while walking through the plane.
-Can get stuck in saferoom at the back behind ammo spawn, between 2 green ammo boxes.
09/09/09
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*install information*
1. Unzip the file.
2. Open the VPK
This automatically installs it in to your addons folder.
3. Launch Left4Dead.
*NOTE:
The campaign so far is only one level and only works from lobby as campaign, not versus. On a local server type rcon mp_gamemode versus in console and then jointeam 3, if you're alone type sb_bot_stop 1 and sb_all_bot_team 1 before doing so.
If in a sourcemod/metamod server type sm_cvar mp_gamemode versus and hit m or use sm_admin menu to switch to Infected. If playing alone make sure to do sb_all_bot_team 1 before switching. Enjoy the game!*
Misc:
-The room infront of the saferoom is missing 2 climb spots leading up to ledges for infected to attack from.
-The bar in the storage bunker will have rubble replacing the door to make it harder on survivors in that area.
-The last rescue closet does not work, accidently naved it outside the closet itself (in storage bunker).
-Modified obstacle course to allow easier access for testing purposes, already know on obstacle2 about the camping spot behind the fence.
-Tank CAN throw rocks while under the netting on obstacle2.
-Multiple mines CAN be hit but have a cooldown to prevent hell from breaking loose.
-Missing a crescendo near end of map (Yes I am putting one in the caves)
-Hangar spawn is not final, will start in a lab if I get time (fulltime job and fulltime college so time will be a problem!)
-Not removing any cars in the hangar area.
-One private tester requested the sky in hangar area be raised, has been done to give Infected the advantage.
-Wrongway symbols are not complete yet and are bulky.
-Items hardly ever spawn, will be tweaked. (They spawn everywhere, truck beds, tree areas, start area.. end area.. etc)
-Ammo Locations: Start area > Training Facility Armory > Pistols at shooting range on right > Hospital area as you enter > Storage Bunker.
-Rescue closets only allow 1 survivor spawn per each. 4 in Hangar area > 1 in Training Facility > 1 in front of Warehouse > 1 in Bunker.
-Bots get stuck in the last storage bunker area before final cave; on a ladder in a small room with boxes, will be fixed. (They only go that way if following a player)
-Areas include: Hangar Area > Training Facility > Obstacle Course > Hospital > Warehouse Area > Storage Bunker > Caves.
-The hittable objects in the end saferoom disappear after a short time, will be adding a way for Infected to get in to the saferoom even when door is closed.
-Level2 allows you to explore the last room of the first level to look for items, entrance to bunker will be blocked via a landslide.
-Levels include: Army Base > Caves/Snow Village > Abandoned Lodge (accessed by lift mandola) > Ice Caves/Ruined laboratory > Research area for finale. (All areas will have semi-outside and inside areas to give variety to gameplay.
-Level1 has 3 medical cabinets: In a building off the beaten path in the Hangar Area > In the Training Facility Armory > In the right courtyard of the Hospital area, in a room that is purely optional.
-Minigun in Hospital is mainly there incase of a horde, tank and just for show.
-Infected can go from the Training Facility to the end of the Hospital via their own path.
-Will be adding house markers to help players through the confusing environments.
If you would like to give a private comment, by all means, email @ cndmadmin@gmail.com
Looking for:
Testure Artists
Modelers
Mappers
A snow campaign based around Ice and ruins, mountains and mines and an Aztec village built within the confines of a northern peak mountain. All comments and suggestions will be considered, so let me know!
I have level2 completely mapped out, missing half the models but the modelers are making them at an exceptional speed. Then we just have to redo a bit of work on level1. Once that is done we will release the first 2 levels as a demo for what we are trying to achieve in the long run. The rest of the campaign will come out when it is completely done. Rest assured this campaign is nowhere near to being abandoned, ever.
There is no difference between texture quality or lighting in L4D1 or L4D2. The difference in textures is the resolution and the quality in which they are made. These are 1024x1024 textures, valves are 512x512 at best.
Lighting in most maps are just lights placed in and/or coloured. But to make lighting look brilliant you have to use colour correction, which my maps do not have yet. I save that for after testing and for final versions.
I love the geometry and the concept art you have on some other sites but I think the lighting and texture work would look sooooo much cooler on l4d2
Level2 is almost ready for release to testers, I haven't had a way to communicate with team members for over a week so things are behind.
Level2 has all new models.. all new textures.. and is long. There are no molotovs as of now but this may change. There are pipes and upgrades, however.
In L4D2 I would say there are a lot of bad places.. instant kills.. gets rougher as you go.. No rescue closets just like level1..
Converting from L4D1-2 is easier with all custom content as well.
The Valve models have to be replaced for easy transition, I am using them as dummies for now.
We will try to get pictures up in a few days since I haven't been able to get any word out. The Ice castle/ruins and the ruins are done, just need the 1 short outside area in the ravine and the temples 3 rooms.. then level2 is complete.
Thanks for being patient everyone :)
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awesome look
fun
bear likes snow =3
only 2 maps D:
Conclusion:bear this likey
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Working on the crescendo room at the moment, I just wanted to take a few moments to let everyone know where we stand, poly wise with this level.
The modelers and I are pushing this level pretty steep polycount wise, though we do not want to hit the limit, we kinda do just to see how it works out. Level1 had up to 70k polies+ in a single room and no one noticed, we are raising that. Of course areas are being area portalled to control it but the source engine can only handle so much; as well as your computers.
That being said, I would like to say we are trying to optimize it for everyone and under the creative license we will be releasing all models and textures to the public when the campaign is done, just in case anyone wants some more custom content.
We are racing to get the level done but we still have a lot of work to do, I don't give release dates but I am currently testing fps issues in some areas (Which I have resolved for the most part) and have fixed practically every other error. The map is missing 5 rooms, then it's done minus the detail and little spites I have with the AI; which no longer gets confused with path changes.
I hope there are some who do not believe I have abandoned the project because, frankly, I love this campaign and enjoy working with the people helping to bring it to the community. I promise it will be worth it, for at least an hour ;) (If you're in to snowy landscapes, tombs and ancient cities/burial sites).
Model credits go to Adzstocko, Ash, Bob and Traggey (as well as 1 model by CoffeeCrazy), If you want to ask me anything (I value your opinions) then please message me on steam, steamID Draugonian. Enjoy~