Ok, break is over. Back to work.
Behind the Seaholm power plant are the steam release towers. Between the plant and the towers is some large machinery that does who knows what. But there are lots of beams, pipes, ladders and stairs that make for excelent fun in a game.
I have been putting it off as it requires a large mix of custom models, brush work, and textures. The images below are about 75% of the detail that will be in this area.
Click "Read the rest of this post" to so see the rail area
Continue reading “Seaholm update: Machinery and rail bridge”
Ok, long time without an update, but that is because I was hard at work on the skybox.
The Seaholm power plant is basically located on the edge of downtown Austin, and it surrounded by skyscrapers.
Because they are so close I can't do the "cardboard cutout" style skybox that I used in Fan Feast. So all of these are 3D models located at the proper distance from the power plant.
Since the map is based on a real location if any skyscrapers are missing or out of place some people may take notice. A few are yet to be added and are missing from the screenshots, such as the Frost Tower. Also none of them have textures yet.
The other function of the skybox is to add reflections to water. This is quite a challenge as the skybox is 1/16th scale, so in the case of custom close-up models such as the bridge I have to compile a 1/16th scale model and get it located precisely in the skybox. You may note some tree missing from the reflections, I am still debating decompiling and rescaling those so they can reflect, but I think that may be overkill anyways.
Continue reading “Seaholm update: Skybox”
So I figured out a work flow that allows me to de-compile existing game props and modify or re-skin them.
I re-skinned the generic news van to that of one of my local news stations. I am hoping to use in the final map, but I have to get permission from the local TV station first.
I think it is fitting since Austin was the original location of the hacked zombie road signs, and KXAN was one of the first news outlets to report on it
The area behind the power plant is a basically a large open concrete pad with one building in the middle. For L4D2 you need a bit tighter spaces to keep the difficulty up, so I am making a CEDA camp in this area.
These images are the progress so far.
Continue reading “Seaholm Power Plant: CEDA camp”
Short update this weekend, there is more to come, but only a few "screenshot worthy" images.
In one of the satellite reference images I have for the power plant there is one of these cheap looking modular commercial buidlings stuck next to the plant. As this map is fairly open I need all the buildings I can get so I modeled this one using reference photos and a floor plan I found for a similar building.
Next to the power plant is a large power relay station. It will have quite a few custom models, but each will be kept fairly basic as they are going to basically be background scenery.
I have been hard at work on the Seaholm Power Plant campaign. Expading the map and adding new custom props.
The power plant exterior has been added to my master map. The City of Austin sign is all lit up nicely.
More progress and screenshots by clicking the more link below.
Continue reading “Seaholm Power Plant, more screenshots”
I started making a map of Seaholm Power plant one year ago. That project was interupted when I was asked to make a map for Fantastic Fest. However I am happy to say that work has resumed on this project.
The Seaholm Power Plant is a incredible 1950's art deco power plant located along the river in Austin, TX near down town. The power plant was a gas/steam turbine plant and ran all the way into the 1980's.
For the game I am reviving the plant from its current empty state. This will be a four map campaign for Left 4 Dead 2.
The following are screenshots of the Seaholm pump station and surrounding walking path along the river. This is the first map and current area I am working on.
If your interested in more screenshots, including interior shots, see my flickr gallery here: http://goo.gl/AqYeU
For anyone interested you can view my presentation shown at the IGDA Microtalks.
You can view the speaker notes for my details on each slide.
Join me at the IGDA Microtalks on December 2nd.
I will be doing a short 10-minute talk on "Making video game maps based on real-world locations"
I am creating a special mini-map just for the event to help drive the point home.
Event details here: