Building Left 4 Dead Maps With Google Sketchup
notthatwillsmith writes "If you're a fan of Left 4 Dead and you've ever wanted to build a zombie-filled map of your hometown, office or grocery store, Maximum PC just posted a how-to that shows you how to convert photos of real-world locations into ready-to-play L4D 1 or 2 maps. It's everything you need to know in order to kill zombies with your friends — in the comfort of your own backyard."
Las Vegas would be fun. Killing zombies in middle of slot machines, poker tables and all the lights and bling bling.
I'm just waiting for the "school" maps to appear. This game has already had to be mutilated to make it onto the shelves in Australia. I think once the first screenshots of a zombie-killing spree in some kid's high-school appear, that should probably do for it in the rest of the world as well.
I know when I was a teenager, I developed a Doom map based on my school. Didn't think much of it at the time (this was pre-Columbine) - it was just a fun setting while I taught myself level design - but I know that if I'd done that (and been found out) today, I'd at best have found myself in compulsory counselling and at worst in jail.
My wife uses Sketchup and Revit for her architecture practice. I wonder if there is a business opportunity converting her normal models to Left 4 Dead maps. It reckon it could liven things up.
http://michaelsmith.id.au
Great! Since the days of Quake, level editors have become quite a bit more complicated, and though SketchUp! seemed like a great way to quickly make some maps, things like concave/convex planes etc. quickly made me abandon my own attempts at making L4D levels. Now with this guide I might make a good start.
OK... So you can make a map out of something else.
Doesn't mean you should.
Not because of the "oh my god, they're shooting in a school/church/hospital/mall/brothel" (fuck people who go off like that),
It's because there's too much out there that's just crap. Probably about 90% of it.
If you're going to do it, go over it and make sure there aren't places where you can get stuck, be sure zombies don't spawn in the safe room, and at least make an effort with the textures.
I know NWN 1 and 2 had very good company supplied map editors.
Can't you guys filter such crap before putting it onto the main page? If you go to the submitter's profile, you can see that all the submissions point to maximum pc. Such people try to collectively game the system to get their site hits by submitting and then upvoting their own submissions. Stupid posts like these have no business on slashdot.
When I first heard that you could use skethup with l4d sdk, i was ecstatic. Finally I could use a a very easy-to-use 3d modeler program with a great sdk. But no.
After some pracise trying to import maps from sketchup to l4d, it became apparent that it wasn't as easy. I.e. You have to make sure that all meshes/models are grouped in a certain way. And if you're trying to export "odd" shapes (arches, 1/3 cylinder etc) the sdk would not display them properly.
So I find that it's much easier to build maps in the l4d sdk with brushes than it is to import them from sketchup.
On the other hand, UDK is out and it's friggin amazing
I made a couple maps during the SDK beta but I don't fully understand the process of packaging the maps and I'm rather short on time, otherwise the rest of the process is real easy for me.
Mapping for Left 4 Dead though is much more complicated then mapping for most other games though.
Let's make a map using the White House and fill it with zombies.
No, wait, it's already been done in real life.
Nevermind...
First rule of holes; When in one, stop digging.
I tried the free version of sketchup a couple years ago and the only thing I could do with my models was view them in sketchup. Is there any way to export to a standard format? Are there converters now? Or do you have to buy something in order to do useful things with the models?
This was how the creator of the map "dismember the alamo" created his map of the alamo drafthouse (austin based movie theater chain) to scale. Hammer does a lot of things, but building real buildings to scale from photos is not one of them, which, presumably is why sketchup was supported as an importable filetype. If you can find the buildup thread on that site linked above, he does a pretty good tutorial (edit - you can find the sketchup/hammer buildup thread here). I would imagine this is what the Maximum PC tutorial is based off of.
Also there's nothing wrong with building a map of your school for quake/doom/halflife; I did it too back in the quake 1 days. Schools are the right size for deathmatch maps (I tried building mine and my friends' houses but they're waaay too small unless you scale the rooms waaay up, schools with their cafeterias and gyms are about the right size) and I never thought about rampaging through the actual school. So chill out everyone.
moox. for a new generation.