Small update, but big success with the map.
I have started modeling the interior of the Highball. Some parts of the building are very open while others are very crampt. Add the fact that nothing inside is symmetrical and you have a hard building to get a proper layout done for. It took me a few evening to get something I though was acceptable. Then I realized, the only built the Highball last year, someone has to have the floor plans. And they did, once I had the floor plan it was only a matter of an hour to get a perfectly spot-on interior model of the wall layout. There is still lots of detail to come, but this will greatly accelerate my modeling time.
When I first started making this map I wanted to have a bowling mini-game. The idea being in survival mode if the players bowled a strike alarms and lights would go off and the hordes would start coming. It was tough to get working, but I now have an acceptable bowling mini-game inside the Highball. It works pretty darn well and is a lot of fun. In fact I bet in Scavenge mode you might find some of the special infected bowling rather then hunting down the survivors. The image below is just the concept prototype.
I have finished detailing the Kitchen and Projection booth in the Alamo Drafthouse, along with a few hidden areas.
As with my previous map based on a Alamo Drafthouse location, the Drafthouse was nice enough to tour me around the back rooms to take reference photos.
The South Lamar Drafthouse has quite a few offices hidden above the kitchen. The screen shots are the first rough bits of that area of the building. Also shown is the first rough theater.
Many of the posters are taken directly from the reference photos.
I have completed the front of the Highball. The Vannah sign is just a placeholder until I make the custom sign.
Also the map now takes place on a stormy dark evening.
I have built the lobby of the South Lamar Alamo Drafthouse. It still needs the mural and custom objects.
The entire shopping center and surround areas are now complete. Next I will start on the interior areas of the Highball and Drafthouse.
More images on Flickr
The shopping center is nearly complete. The entire parking lot is detailed and filled with cars and other props.
All the major buildings are in place. My next goal is to get the skybox and surround areas complete, the map sealed up and running fast before I start on the really meat: the Alamo Drafthouse and the Highball.
It wouldn't be Austin without the original hacked "Caution Zombies Ahead" construction sign.
I have finished another section of the shopping center. This is the strip between the Alamo Drafthouse and Highball.
Some of the shops can be entered and are detailed inside.
Continue reading “Fan Feast update”
These images are of the part of the shopping center next to the Alamo Drafthouse South Lamar.
At first I was going to include only the building facade, but I decided to make it so the players can enter a few of the stores. For example you can head to the guitar store and get your self a guitar to use a melee weapon. Each store is filled with props to approximate the same type of store that is there in the real world. (Barber shop, Reality, Guitars, Books, Clothing store)
The sign textures are temporary placeholders for now.
Continue reading “Fan Feast: Shopping center”
It is amazing how fast you can go from photo to awesome in-game environment using SketchUp and the source Hammer editor.
I am making this game map in modular chunks, finishing one section at a time. This should reduce compile times for each chunk and speed the overall project along.
Just six hours ago the "ThunderCloud subs" location below was just a reference photo. Now it is a creepy zombie hangout.
Note: the signs and textures are not yet final.
Continue reading “Fan Feast: Thundercloud subs”
I was able to visit the Alamo Drafthouse South Lamar location and take lots of photos of the shopping center buildings. As well as the interiors of the Drafthouse and Highball.
But since the bowling alley and theater are located at opposite ends of the shopping center, I will need to include the entire shopping center in the game map.
The first step is to use my reference photos and Google SketchUp to model the different buildings to scale.
Below are images of the Drafthouse, part of the strip mall, and the Thundercloud subs located in the middle of the parking lot. Aside from the signs, all textures are rough substitutes using in-game materials. They will be later replaced with custom textures.
Continue reading “Fan Feast: SketchUp scale buildings.”
These images are VERY early prototypes of the game map. What I have done is to re-create the building scale and position. Because the video game scale is 20% larger then the real world a map can sometimes end up feeling too small or too large. There are set objects in the video game world such as cars or doors. These help to ensure the scale in the game matches the feel of the real world. Effectively making the map 1:1 scale compared to the real world. The games wide viewing angle skews the perspective a bit, but as far as props and traveling around the map the scale is spot on.
I will be taking photos on-site on Saturday, once I have my own reference photos the amount of detail in the map will greatly increase.