Category Archives: Dev Blog: Left 4 Dead 2 – Death Star Map Project

Uploaded my source files to GitHub

I was thinking about putting up my source files for a while. Thought I might clean up the files first and wait until mid July to publish the source on GitHub, but some people were asking for it now. So, I said, whatever, why impede other modder’s creative drive and progress. So I pushed all of my source files up today. Enjoy happy modding!

Find the repo on GitHub here:  https://github.com/NickyDaB/L4D2_StarWars_DeathStarMap_SourceFiles_NickyDaB_Official

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Published the map on Steam Workshop

I decided that I got the base of the map finished and that I wanted to publish the current version as a demo, before I start working on other rooms. This way people can play the demo while I work on creating other parts. The workshop also has an update version feature so I can push new rooms as I make them.

Download it on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=393489025

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Added some new areas

Got together with some friends over the weekend to play around on the map before I released the demo on the Steam workshop. We noticed some gameplay issues. They were minor, but I felt like I should try to correct them before I release the demo. One of them was adding this area over here, which connects the player spawn to the machine gun turret hold out area.

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Tried a first pass at lighting

I’ve never light an indoor environment before, let alone a tight confined indoor space like some of the deathstar’s hallways. Another problem is that L4D2, isn’t suppose to have that many lights, but the deathstar has lot of bright things in the environment, such as doors that have many lights built into them. Lighting the deathstar will be an interesting experience of learning, tweaking, and balance.

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More Texturing

Working on grabbing and editing textures for the map.

panels

Most of tonight’s textures were panel textures and mostly from the control room. Textures may seemed squished here, but that is because they need to be a perfect square (more specifically a power of 2) to be a source engine material and texture. Yet, when they get applied to the correct size brush they will look fine.

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Fig. 2 – Grabbing textures (first person screenshots) from Battlefront 2.

Most of the textures were ripped from SW: Battlefront 2, by going in game and taking screenshots. Then I went into photoshop and edited them. Some didn’t need much touch up. Some required a lot of touch up. One was so bad that it wasn’t even recoverable. So I made my own custom version of it. (This would be ds_panel_05 if you were wondering)

ds_panel_05

Fig. 3 – “ds_panel_05.vtf”