With luck I’ll have video of a Versus map test soon, shooting for this week! Here’s some more screenshots from later in the first map of the latest edition of Void.
Updates Coming Soon
Due to the holiday I will likely not have time to post my next full update until week, or shortly thereafter. In the meantime, I thought I’d bring up a mechanic unique to Void that will play a big part on some maps: Station Security.
With the ship’s AI on the side of the infected, security checkpoints can be lethal. If spotted by a camera, not only will an alarm go off and a horde be called, but you’ll have to contend with the fact that every security defense will activate at the same time.
What are security defenses? Turrets that are literally behind panels throughout the station, with a number of effects from force fields to gatling guns. There are even some panels that will deploy Drones, a new small flying enemy that carries a light rifle or another type of yet unrevealed foe.
One thing I am doing differently with security from past incarnations is I am allowing the player to shoot the cameras, so that stealth is possible with bots. To compensate for how easy this would make things, the security cameras now spawn in a series of random locations, so you never know where you might get caught.
Finally, in the tradition of Deus Ex and System Shock, players that can sneak past the cameras at some checkpoints will be able to reprogram them and return them to human control, swapping all nearby threats to the side of the player.
Anyway, I am really striving to make Void both a new experience for Left 4 Dead that offers more than just a different texture set to the same gameplay, yet remain familiar enough to be played in Versus and this is one example of how I am porting familiar concepts like the Car Alarm into the Sci-Fi environment, and amping them up to increase the challenge for series veterans.
EDIT: Security can also be triggered from failed hacking events, which I will go into more in a later update!
Hey everyone, I ran a few days behind on getting new media up. Hopefully I’ll be getting a video of map 1 within the week. In the meantime, I’m including some screenshots of the smuggler ship run by the survivors, as well as a few shots from Secondary Water Recycling, a flooded maze of pipes & machinery that hides both hidden dangers in the form of Wall Hazards and hidden attack points in the murky depths.
A little about your ship. Acting as the initial safe room when you begin the campaign, you will eventually use a boarding ramp (and some explosives) to gain access to the corporate ship you’ve been sent to self-destruct. Being a smuggler ship you begin with a large surplus of tier 2 & 3 weapons, hidden away in the panels and objects within the ship.
Use them wisely as in Void, weapons are one-time pickup across the board and ammo piles are scarce. Every Tier 2 bullet can be worth it’s weight in gold throughout the campaign.
I will be attempting to start posting daily development shots from Void regularly starting in about a week! Hopefully this will let anyone interested keep an eye on how development is coming along.
I planned to resume work on Void early this January, after returning from Christmas break. However, it seems life had other plans and I ended up getting sicker than I’ve been in almost seven years or more. It took me out for over half of the month and really caused a huge backlog to be done.
Either way work has returned full throttle, and I hope to be doing map tests very soon. Stay tuned!
Quote with 1 note
1st Place Win at l4dmaps.com!
Five Miles has taken 1st Place in the Movement Contest at l4dmaps.com! Head over there now to check it the latest, highly optimized version - now extremely stable thanks to the model optimizations by R.T. Frisk.
Thanks everyone who played Five Miles so far! Your feedback has been extremely valuable!
Page 1 of 6