Left 4 Dead 2

Left 4 Dead 2

40 个评价
Cruise Ship (Unplayable)
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
24.976 MB
2023 年 1 月 29 日 上午 1:31
1 项改动说明 ( 查看 )

订阅以下载
Cruise Ship (Unplayable)

描述
This left 4 dead 2 level doesn't yet have a name. After a couple of months i realized it simply wouldn't work in the source engine. I wanted to create a full cruiseship
to play on, as authentic as possible with the exception of the riviera, which in game was turned into a military hospital where the infected and immune were held.

The "riviera" alone contained 5390 portalclusters and 17349 numportals, it would take an impossible ammount of time to compile and it was just one floor out of 9,
10 if we count i still had to build the roof part of the ship. I just don't have the knowledge to optimize a level of this proportions, if you have any suggestions
on how to do it please tell me or if you think you could do anything with what i've built, please do.

I will spent the next couple of lines talking about the whole project, the floors and the gameplay i had in mind for it.

Let's start from the bottom and proceed to the rooftop.

- B4 "Engine Rooms"

This floor is probably one of my favourites, i built and realized as authentic as possible the ship's engines rooms;
The engines takes almost all the space of the room and was built with small brushes to appear authentic, with the exuasts connected to the roof and pipes connected
to tanks containing the fuel. Aside it has the genset generators and fresh water tanks all connected also, with wires and pipes all over the room. On the rooftop,
the lights would had be swinging as the ship moved in the water. All the central corridors connected to a second engine room, the boilers rooms and the ship's
control room, whilst on the east and west ends you would find the workshops connected to a storage and single effect evaporator rooms, proceeding to a distilled
water container room and ending to a room containing air compressors, again all built as authentic as possible. Lastly, on the ship's sides you would find huge
corridors with piping's all over and vents up above connected to an entire ventilation system.

These rooms would have looked dark and decaying with low lighting, almost maze like, a huge difference to the upper floors.
Tight corridors and open doorways for the infected to come from and small safe spaces to fight them from. The ship's engine rooms were divided between two floors
leading to the same rooms and stairs connected to the opposing ends. This floor had the most horror feeling of them all.

Gameplay wise the players would have to reach this floor to turn the engine's back on, once in "story mode" and periodically in "Survival" and "Scavenge" mode, the
low ammount of resources would make it one of the most difficult to survive on.

- B3 "Riviera"

This floor was initially a copy and paste of the other resting floors, i decided to turn it into a "Hospital/Military" camp, to make it more interesting to play on.
At the furthest end would have been a huge containing room, where scientists would study the behaviour of the infected, with metal rooms at its sides, locked with
metal doors. Further on you would find the scientists laboratories and its resting rooms on its side. Proceeding even further, almost at midpoint, you would find
the military headquarters, ending with the "hospital" portion of the camp, where the sick people would be checked on by doctors and the immune people tested on.

These rooms had the most "left 4 dead" feeling of them all, resourced would have scattered all around, with a lot of rooms to explore and corridors leading to huge
open spaces, the military head quarters were surrounded by props to work as a sort of barricade.

Gameplay wise here is where players would find the most resources, with the exception of weapons being a single pickup for survival mode, a way to make everything
a resource that would deplete over time and give a reason to keep exploring and moving to each different floors. At the "hospital" portion of the floor, you would
find locked doors with plenty of resources and special weapons to be found inside, to open these doors you would have to find numbered keycards all over the level,
which wouldn't work if the ship's engine were turned off.

- B2, B1, B0 "lobby" "atlantic" "promenade"

I will talk about this floors as it were one level. In game only the temporary bruishes are built and are not as refined as the last two. These floors is what
cointained the "fun" portion of the ship, with restaurants, bars and dancing club. I belive the most interesting part were to be the teather, it was one huge
space where all floors ended up to. Another interesting structure was to be the capitol which i will talk a bit more later on, it started from the "lobby" floor
and proceeded all the way to the roof.

Gameplay wise i haven't much to say as i haven't thought about it too much. The corridors twisted and run all around themselves making for a fun experience to
"run and shoot" on. The restaurants, bars and dance clubs were all to be functioning as if people were there just moments before.

- "Exterior"

The exterior would have been a huge open space with long corridors to "run and shoot" from, with a second floor. It's connected to B0 and F1, making for an interesting
space, you would have been able to get in and out from different doors and windows. The North end had the ship's nose, another huge space, currently empty as i didn't
think which props and barricades to put on it, the players could have taken a fighting stence here with the risk of being thrown off bridge. The South's end isn't
as huge but with tall half walls and the exterior's second floor to shoot and cover other players from.

- F1, F2, F3 "Upper" "Empress" Verandah"

I will talk about these floors as they were one huge level. These were the resting/sleeping floors, plenty of small rooms to explore or barricade with all the
corridors connected to each other. The most interesting space here would have been the up mentioned "Capitol". A huge elevator system starting from the bottom and
ending to the rooftop, it would have had a huge open space in the middle where you would have been able to check and see all the floors below or up above, almost like
an hotel or mall. The "Verandah" is where you would have found the ship captain's or control's room.

- "Rooftop"

The rooftop is another level well constructed and thought out. Here is where i had to invent myself to make it believable and as much authentic as possible in the
source engine. It has multiple structures on it and an exterior second floor to walk on. On the south's end you would have found a pool, with its piping system's room
below fully accessible. Proceeding to the north you would find the first structure, inside would have been smaller restaurants, pizzerias and bars, with a second
open floor where you would have been able to look down below or directly outside since it was completely made of glass. Stairs would have lead you furhter up above,
where you would have found (not yet created) the running tracks, the ship's exausts and antennas. Furhter more a second structure connected by a second open space,
i haven't thought about this room but is completely made of glass with a rooftop as well.


- Download

Here's the Zip file containing all the source files and more screenshots:

( https://www*mediafire*com/file/qrp0dcfcntp2c04/Cruise_ship.zip/file )
21 条留言
Gnome ͋̒̀͋͂̂ͤͥͣ̆͐̅̚ 6 月 8 日 下午 5:33 
hola amigo, si queres puedo ayudarte siempre quise hacer un mapa sobre un cruzero, peroo que se este hundiendo y cada nivel este con mas agua y mas inclinado
Rayhoru 2024 年 12 月 1 日 上午 7:13 
*that meme from Steve Carell saying in Anchorman GOOD ONE*
Jhoshua Wolfox  [作者] 2024 年 11 月 30 日 下午 10:23 
Yeah i tend to go over board with anything i do.
(no pun intended)
Iceman 2024 年 11 月 30 日 下午 9:55 
looks like an insane concept
Rayhoru 2024 年 11 月 12 日 上午 7:36 
Sad to see nobody picking this up because it seems like it has potential. I mean, I absolutely understands it would take time and sweat, but it could really be a good one.

For now we only have the Titanic one on this theme, and let's say it's not perfect...
But maybe studying it would help you make this one ?
Jhoshua Wolfox  [作者] 2024 年 11 月 3 日 下午 12:57 
Ah! I was a hammer noobie back then (still am). I was really hoping to create a huge (small) cruise ship for a survival map, i should've probably learned more about cutting the maps with hints and like you said converting some parts into models, even if that meant losing some visual quality fidelity! I was really hoping anyone would use my work to not let it go to waste
Rarity 2024 年 11 月 3 日 上午 9:49 
couldn't you use hammer++ and convert parts of the ship into a model for easier compilation?
Jhoshua Wolfox  [作者] 2024 年 8 月 11 日 下午 6:42 
After so much work put into it, i decided to leave it for anyone that could be interested into turning it into something, namely someone that knows how to operate the source engine better than me
Joab the Sapient 2024 年 8 月 10 日 下午 6:45 
Why would you post an unplayable map?
Ncr 2024 年 5 月 6 日 下午 11:14 
this would be cool as shit if it worked