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I just started working on Triage, a mod for hl2 that takes place in city 17, things look promising. I also ought to make it clear that this does not mean my other projects are dead. Sity will remain a side project untill, well whenever. I just keep adding to it every once in a while, just dont sit around expecting a realease any time soon. Crashdown is... interesting, it has changed. I've started conceptualizing a new project, really the most ambitious I've conceptualized, ever. Crashdown will be a part of this once real work starts on it, after triage is completed. My TF2 map grand junction remains unchanged, I love the way it's looking and so will you once you see it.
Wow, I wrote that entire post as if people are watching for updates and are interested whereas I think it's only you Michael who reads this because it's in your RSS.
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I have just spen hours looking up pictures of bullet holes, then hours more pictures of flesh wounds and bullet wounds for reference. If anyone was monitering my web searches I would probably be under some sort of surveilance. Yeah, trying to re-create the experience of brutally murdering someone is strange at best. I'm just glad that people have the decency to upload images of their scabs, wounds and blood so I don't have to make them myself...
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Still working on detail but this area's layout is complete.



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I think that it's important for all developers to always be trying something different and experiment with the player's experience. With so many modders and such an active modding community I'm suprised I see so many mods trying to be clones of bestsellers like CS:S. Is this because people think this is the best way to get popular and gain recognition? Or are they afraid to try somehting different? Modders are in the best time to be trying new things, we have the chance right now, we're in an essentially zero risk environment. A perfect place to experiment, try new things, take a shot at something new. The thing is, once you're ready to start looking for an industry jod, what's going to be more valuable; You're experience in cloning a tried and tested form of gameplay or your experience in inovation and invention?
This is why I urge developers to take more chances with unique mods. You might take lots of flak for it but in the end, when you have experience in something no one else does, it will be worth it.
(Oh, also timestamps on my posts are messed up, I'm not actually up at 3 in the AM writing)
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In all game design, mod making and map making there is a huge focus on getting the edge. Right now Left 4 Dead is a great example of this. Left 4 dead is a recent release and the SDK has yet to be released. Modders, as they do, have found a way around this and are modding for the game already, only waiting for the SDK to release the mods/maps. The focus right now is getting the edge, somehting that makes them different.
As soon as possible the L4D community will be flooded with custom content and in order to stand above the crowd a map needs more that good gameplay and balance, it needs something unique. This is something that I considered with my L4D campaign. I'm creating an urban campaign, something similar to the official No Mercy campaign. It takes a player effort to download a map and try it out, they don't want something that they've played before. The way I've decided to deal with this, to get that edge and make my map unique is to take on a new setting. Every official map takes on a specific setting, the offices, the hostital, the rooftops, the runway, the terminal, the forest, the coast. I plan to make my setting the dock. Let the player explore a cruise ship, an industrial port and a freight ship.
I guess this is the message of this post, everyone wants the edge and want's to be unique but the trick is to find a way to get that edge that doesn't detract from gameplay and if possible adds to it.
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Work has started on pl_vertical, a payload map for tf2 where the cart needs to be pulled up one shaft and then lowered down another. I'me finding that vertical maps can really add a lot to gameplay that just isn't possible through horizontal maps. Of course, it does require a lot of new stratagies for the player to understand whats going on and be able to comprehend the map's routes and his options.I'm also working on a vertical payload map (pl_vertical), I have a first section in blue that is industrial and as the cart is moved to the red base when it starts moving down it becomes more thrown together. What I've seen so far is that to make it balanced you need lots of side routes and alternate ways to get up else the team defending will have too much of an advantage (Being able to shoot down on them and drop down on them), however using side passages and tunnels to even this out makes the map very complicated for players to grasp. official tf2 maps are fond of using stairs and ramps to elevate the player.However as you can imagine, an intricate system of side passages only using ramps and stairs would be very complicated and not move up very fast. I tried this at first but it's very complicated. What I recommend is to fall back on more tfc like designs with vents that push the player up quickly and small elevators that move fast as soon as a player steps on its surface. It may seem a little out of place in tf2 but I've found it's very useful.
It requires a lot of planning but vertical maps can afford the player a lot more freedom.
When passages and routes are out of the player's vision he has trouble visualizing them making the map complicated for those who don't fully understand the layout. In upwards based maps this is troublesome because realistically exposed routes upwards are somewhat rare. It's important that the player is able to clearly think where passages are. First of all this can be helped by using large cavities that house lots of routes within them rather then just lots of interconnecting tunnels, that said interweaving tunnels in one big room will also confuse players. I've found that it's best to have the alternate routes out of the way, but clearly outlined. Say a tunnel or elevator shaft next to the main room but with gaps in the shaft so that its route can be followed with the eye from outside. In the red's style of building this is easier to do, but in the blu's more structured style it's somewhat hard, because you are doing a single stage map I'd recommend focusing more on red's architecture as if it took place in a red base.
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Just posted this on moddb:Things have been going very well, made lots of progress with the levels, I'm now done with chapter one.
With the feedback I've been getting from you (the viewers) I've been able to improve the looks and feel of the maps, so please continue to give feedback! I'll be uploading shots here on moddb throughout the time I work on the mod but again, if you really want to get involved check out http://mmgdta.blogspot.com/ where there will be more frequent updates and more in-depth information.
To suit some developments in the mod I'm changing some parts of the story line. Changes I hope will add more depth to the story and in the long run make it more interesting for the player.
Next I'll be posting screenshots of chapter 2 which takes place outdoors and I'll be unveiling a brand new game play dynamic. If all goes well I will also have progress on new weapons to replace the standard hl2 ones. These custom weapons will have some changes, most will have slower firing rates with increased damage. So to keep up with these updates make sure to track the mod!
Also, if you haven't seen them already, since the last news post I've added quite a bit of new media.
To summarize:
-Good progress so far.
-Thanks for feedback, it helps, keep doing it.
-Changes to story line.
-New updates to come, track the mod.
-there's been new media since the last news post.
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A recent interview with VALVe's experimental psychologist details VALVe's play testing methods (http://uk.xbox360.ign.com/articles/966/966976p1.html). They're more complicated than you'd think; muscle tension, blinking rates and facial expressions all send messages that can improve the game. This rigourous play testing is somewhat harder for modders but still it shows how importans face to face feedback is; online playtesters just don't cut it.