![]() ![]() I could probably think of more things but these are important to me.īR: What are some things you learned about the Hammer editor that you wish you knew earlier? More NPCs, more assets by default, more characters to choose from, Workshop being available from the get go with A LOT of cloud space and for the game to be designed so custom content can be easily implemented from the start. I like the recipe for gameplay that Valve achieved with the L4D series, but would love to see a bit more immersion in a L4D3 version. Summarizing years of work into 8 points seems so easy!īR: If you could request any features for L4D3, what would they be? Getting a working alpha/beta and first release for testing Taking the feedback from playtesting and implementingħ. Level Design - Co-op, VS and other game modesĥ. PLAYTESTING A LOT - By myself and othersĦ. Brainstorming layout and overall theme of the campaignĢ. I could probably talk about this for a week so I will compress it the best I can.ġ. Oh and then more detailing, and then MORE. Detailing would be an ongoing thing even after I thought I was done. I used to try and make navigation on the go as I was making these maps, but proved annoying to edit the nav whenever I added player level details. After a map's building stage was done, I would go through and detail it. Always good to take a break, if only from ONE of the maps. Plus when I went back and looked at a map I had previously been working on, it seemed more "fresh" to me. I would often jump around from map to map to keep my brain on its toes as well as break up the monotony of mapping on the same level extensively. I didn't always map SB(2) in a straight line. Once I had a good grasp on how I wanted the levels to go, I would then start the mapping process. Basically, close quarter and a more open area fighting. I always wanted to try and do a switch off of different fighting areas. ![]() After some ideas started to come to me, I started taking notes and doing some rough outlines of how I wanted the levels to turn out. RTF: First, I just thought over the campaign for a couple of weeks. I learned a lot in doing this, so no regrets.īR: When creating a campaign for L4D2, what is your general process like? People tend to list NAV I have noticed when being asked that, but I really found the optimization to be the most challenging given the amount of custom content I wanted to include. So I settled for this little scene instead.īR: What aspects of development did you find to be challenging when creating SB2? This map was originally intended to be entirely fought in such a manner, but proved too difficult with the nav. RTF: Probably the train ride! I always loved the idea of having a cinematic escape scene that was live action. Basically, I like to use real-world locations as either inspiration or accuracy, albeit they are not always perfectly copied.īR: What is your favorite feature in SB2? Even one area on map 4 is based off a scene from 'The Walking Dead'. The ramps that lead up to the upper levels is based on the Astrodome outer ramps and the concourse area is based off the Astrodome as well. The Stadium is a bit of a mish-mash of different stadiums I had been to growing up. The police station/jail is based off some pictures and artist renditions I found on the web. The bowling alley is based off this old bowling alley in Houston I used to bowl in when I was younger. Granted it is loosely based off of it, but it is a massive influence in the design and look. Map 2: The Riverwalk, is based on the Riverwalk in San Antonio, Texas. ![]() There are definitely some real-world references in the campaign. So with that in mind, I went through every single map and revamped it. This always bugged me, so when I heard about L4D2 coming out, I knew I could go back and really spruce up my campaign how I originally wanted to. Basic city, and some underground parts not too different from the original L4D series. So Suicide Blitz started out pretty basic. When I started on Suicide Blitz for L4D, I just wanted to make an urban style map with some locations that had some familiarity. So when I heard that there was a zombie co-op game coming out, I KNEW I needed to map for it. Made some CS and Half-Life maps mostly for fun. RTF: In between all the games I mapped for previously (and Left 4 Dead), I tinkered around with Source quite a bit. BR: Tell us a little bit about your inspiration for Suicide Blitz 2. ![]()
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