Jump to content

CC_Left4Dead


Crater Creator

Recommended Posts

>>> Click Here to Download <<<

>>> Alternative download link <<<

 

CC_Left4Dead
version 1.0
A collection of locales from Left 4 Dead, remade as 7DtD POIs.
by 'Crater Creator'
Last tested in A19.6 b8

 

There are two zombie games that, by a wide margin, I've played more than others. One is 7 Days to Die, and the other is Left 4 Dead 2. Like The Walking Dead and other series, Left 4 Dead has become a beloved classic of modern zombie fiction in its own right. This made it an easy choice to use as a source of locations to adapt to 7 Days to Die.

 

For the 1.0 release, I've focused on locations from Death Toll, my favorite Left 4 Dead 2 campaign. The pack currently includes 10 POIs:

 

Tier 5
DTDowntown
: an extra large conglomerate of Riverside's downtown buildings, reassembled into a creative yet familiar dungeon crawl

934869657_ScreenShot2021-09-16at6_39_27AM.thumb.jpg.b8831f3c4d2c1dd868949420c9390431.jpg

 

Tier 4
DTTunnel
: a largely underground journey through Death Toll's first two rounds, including the road tunnel, sewers/waterworks, and Hersch Shipping Company

168916256_ScreenShot2021-10-28at7_48_27PM.thumb.jpg.8e56a8c875edd6cf82891302b165fa08.jpg

 

Tier 2
DTChurch
: Riverside's local church and adjacent cemetery. The L4D Survivors used it as a safe room after defeating 'church guy' and the horde he called with the church's bell.

94705244_ScreenShot2021-08-05at1_17_19PM.thumb.jpeg.5774b4981d602fb5ab678c9cd6dfc99d.jpeg

 

Tier 1
DTCabin
: a creepy forest cabin on the outskirts of Riverside

1992737725_ScreenShot2021-08-05at1_07_40PM.thumb.jpeg.e628a1a0b72a824705018ebde47610cf.jpeg

 

DTQuikBuy: a convenience store, just across the street from the church in Riverside

660121587_ScreenShot2021-08-14at12_34_35AM.thumb.jpg.69fb4f3d4ddbafbe978c4cf8bae8eaf3.jpg

 

DTBoatHouse: a small riverfront building, where the survivors held out before John and Amanda Slater rescued them by boat

2018298912_ScreenShot2021-11-28at4_43_56AM.thumb.jpeg.a63793467e6221c610231e3e78ef0ba7.jpeg

 

Non-Questable
DTTower
DTBungalow
DTPavilion

DTRiverCabin

1750154305_nonquestablecomposite.thumb.jpg.4661682246113724fd19ef4f86669e4b.jpg

 

All POIs are configured to work in RWG. They use all vanilla game assets and should work with other mods. They're meant to closely match the originals in terms of aesthetics, with changes to pathing, loot balance, and other gameplay as needed, especially to create entertaining 'dungeon crawls' in the questable POIs.

 

This collection may expand as time allows. Not all memorable/distinctive locations would work well as standalone 7DtD POIs, but others are viable.

 

To install, simply move the CC_Left4Dead folder into your 7 Days to Die installation's Mods folder.

 

Lastly, I love feedback!  Put it right here.

 

 

Link to comment
Share on other sites

13 hours ago, stallionsden said:

Oh nice work . Looks great

 

Ok to add to the compopack 🙂

 

Regards 

Stallionaden

 

Thanks! We chatted about it earlier, but to not leave your question unanswered publicly... sure! I'd be happy to contribute this to the compopack.  Thanks for asking first.

 

And thanks for bringing the download issue on Chrome to my attention.  I will investigate alternative places to host the mod.

Link to comment
Share on other sites

36 minutes ago, Cpt Krunch said:

Going to add these to the 2 Walking Dead prefab group I have in the current map Im doing.

 

Left 4 Dead in The Walking Dead? Sounds fanciful! But if it works, it works.

 

I've switched the primary link to a Google Drive url. Please let me know if anyone still has issues downloading the file.

Link to comment
Share on other sites

Thanks for the feedback, all!

 

It's been an interesting challenge to make some decorations, like a piano or a big old TV, out of the limited set of block shapes and textures.  Some people talk about constraints spurring creativity, and I think that applies here.  It's long been interesting to me how every world builder has their own take on how to make a fireplace in this game, for instance.

 

My next POI for this collection is the "Quik Buy" convenience store, which is opposite the church in Death Toll.  I can safely say it's most of the way done, but I do want to make more passes on it before it's ready for release.

Link to comment
Share on other sites

Version 0.8 is now released, which adds the Quik Buy convenience store, again from Death Toll.  This one has a lot of detail & lighting work: more than the original had in Left 4 Dead.  It's the first commercial POI in the pack, and it's also my first time using grouped sleeper volumes.  There are a couple spots that look crude for now, e.g. the fallen light pole... I've made them the best I can for A19, but I'm already looking forward to some new shapes and decoration options in A20, which this POI can use as soon as A20 becomes publicly available.

 

Enjoy!

Link to comment
Share on other sites

  • 2 weeks later...

The next place I want to represent in this project is downtown Riverside.  But I'm running into a familiar problem.  The player's path in Left 4 Dead weaves in and out of many buildings.  You may only go inside a room or two of a given building, while left to guess about the rest of its interior.  That won't do for an open world voxel game, where a player can explore every nook and cranny.

 

My solution is twofold.  First, select the interesting, well defined spaces and smush them together to absorb the gaps of undefined or uninspired space.  This keeps the whole POI to a reasonable size (I hope).  And secondly, when there's a space that's undefined in L4D that's unavoidable, I'm borrowing and inserting rooms piecemeal from other parts of the map.  I'm still having to make a wholly original shop interior here and there.  But the point is to bring L4D locations to 7DtD, so I'm trying to keep the highest possible proportion of places you can actually see in Riverside.  And while the path is condensed, players should at times recognize that they're going through the same places, in the same order, that they're used to from playing Death Toll.

 

The gist is that this POI has snowballed and snowballed, and now it's a Tier 5 POI.  It'll be my first Tier 5 in fact.  I haven't added sleepers yet, but I truly think the Tier 5 classification will be justified.  Hopefully players will be pleased at this news.

 

For those more interested in content than my musings on level design, here is a teaser.

 

An office on Riverside's main street in Left 4 Dead:

?imw=5000&imh=5000&ima=fit&impolicy=Lett[/img]

 

The same office in CC_Left4Dead, which I'd say is 90% done (not the whole POI, but this office):

137690386_ScreenShot2021-08-27at12_15_08AM.thumb.jpg.01d82bf30e9281b7358da411425fbfcb.jpg

Link to comment
Share on other sites

Version 0.9 is now released!  It adds DT_Downtown, a Tier 5 POI and without a doubt the largest prefab I've built to date.  I've been putting as much time as I can into it these last few weeks, and now you can enjoy this newly finished centerpiece of the pack.

  • Over 1 million vertices/triangles
  • Over 100 sleeper spawn locations
  • 40-45 minutes to complete (your mileage may vary)

 

934869657_ScreenShot2021-09-16at6_39_27AM.thumb.jpg.b8831f3c4d2c1dd868949420c9390431.jpg

DT_Downtown is an extra large conglomerate of Riverside's downtown buildings, reassembled into a creative yet familiar dungeon crawl.

 

420292555_ScreenShot2021-09-16at6_31_37AM.thumb.jpg.2f0dfed07abf678fb44adebca234de58.jpg

Players should recognize many of the locations, encountering them in a fresh way.

 

1527184698_ScreenShot2021-09-16at6_25_43AM.thumb.jpg.d4c5a658798818ae86aef1c19553ce34.jpg

Many areas are more detailed in shape, texture, and lighting than they were originally in Left 4 Dead.  And the variety to the combat encounters, only possible in 7DtD, should keep you on your toes.

 

1424492138_ScreenShot2021-09-16at6_30_29AM.thumb.jpg.ded4f55b63f2c2ce8845c402e26731e2.jpg

Some areas are wholly original, like this stock room connecting several of the shops and offices.

 

1730466588_ScreenShot2021-09-16at6_49_43AM.thumb.jpg.18ae45ff9e8da2d696112a87923509d6.jpg

Inspired by the original Death Toll, it all builds up to an energetic conclusion in the back alleys.  Can you reach the safe room in time, or will you be left for dead?

Link to comment
Share on other sites

8 hours ago, Crater Creator said:

Version 0.9 is now released!  It adds DT_Downtown, a Tier 5 POI and without a doubt the largest prefab I've built to date.  I've been putting as much time as I can into it these last few weeks, and now you can enjoy this newly finished centerpiece of the pack.

  • Over 1 million vertices/triangles
  • Over 100 sleeper spawn locations

 

934869657_ScreenShot2021-09-16at6_39_27AM.thumb.jpg.b8831f3c4d2c1dd868949420c9390431.jpg

DT_Downtown is an extra large conglomerate of Riverside's downtown buildings, reassembled into a creative yet familiar dungeon crawl.

 

420292555_ScreenShot2021-09-16at6_31_37AM.thumb.jpg.2f0dfed07abf678fb44adebca234de58.jpg

Players should recognize many of the locations, encountering them in a fresh way.

 

1527184698_ScreenShot2021-09-16at6_25_43AM.thumb.jpg.d4c5a658798818ae86aef1c19553ce34.jpg

Many areas are more detailed in shape, texture, and lighting than they were originally in Left 4 Dead.  And the variety to the combat encounters, only possible in 7DtD, should keep you on your toes.

 

1424492138_ScreenShot2021-09-16at6_30_29AM.thumb.jpg.ded4f55b63f2c2ce8845c402e26731e2.jpg

Some areas are wholly original, like this stock room connecting several of the shops and offices.

 

1730466588_ScreenShot2021-09-16at6_49_43AM.thumb.jpg.18ae45ff9e8da2d696112a87923509d6.jpg

Inspired by the original Death Toll, it all builds up to an energetic conclusion in the back alleys.  Can you reach the safe room in time, or will you be left for dead?

Nice mate  🙂 . Look forward to going thru it 

Link to comment
Share on other sites

  • 2 weeks later...

Thanks, Matt!

 

I'm now building out the underground parts from Death Toll: Riverside Tunnel and the sewers from rounds 1 & 2.  It'll be another deal like DT_Downtown, where it's deliberately not sprawling, but the memorable parts are condensed together to fit into one large POI.  So that'll be a Tier 4 I'm estimating, and then I plan to do some standalone buildings (Tier 1 or non-questable) from the finale.  At that point I believe one could almost, if they wanted to, string together all these POIs on a custom map and have a reasonably representative facsimile of the whole campaign.  I'm not saying it's a good idea, but you could. :)

 

The roof of No Mercy hospital may be Left 4 Dead's most iconic setting.  The roof itself wouldn't be too bad to make (I've looked), but it's on top of a skyscraper, where you never see the inside of most of the floors in L4D.  It's definitely not the lowest hanging fruit, but I'll keep thinking about how it could be feasible.

Link to comment
Share on other sites

Version 0.9.5 is now released!  As teased earlier this month, it adds DTTunnel, a Tier 4 POI.

 

603084699_ScreenShot2021-10-28at7_48_27PM.thumb.jpg.90b4bf3064ffa2719d3777e5b5a8d614.jpg

DTTunnel is a largely underground journey through Death Toll's first two rounds, including the road tunnel, sewers/waterworks, and Hersch Shipping Company.

 

747994521_ScreenShot2021-10-28at7_09_50PM.thumb.jpg.e184586fd69c34d990888a5c18d17370.jpg

Familiar set pieces from L4D, including 2 safe rooms, are strung together in the same order you see them in L4D.

 

333971199_ScreenShot2021-10-27at9_35_25PM.thumb.jpg.dd1030fdcd54f2c4c874f9a3e529f673.jpg

Because it's mostly underground, making DTTunnel was more like subtractive modeling than past POIs.  You can have paths that just end, without having to do something with the empty space beyond.

 

289737175_ScreenShot2021-10-28at7_15_20PM.thumb.jpg.968ddd5f81f45bb5348afd6de2f136ec.jpg

Vital stats:

0.97M vertices

100 sleeper spawns

~35 minutes to complete

 

Enjoy!

 

Update 10/29/21: Re-uploaded after fixing a sleeper bug in DTDowntown

Link to comment
Share on other sites

Version 1.0 is now released!

 

2018298912_ScreenShot2021-11-28at4_43_56AM.thumb.jpeg.a63793467e6221c610231e3e78ef0ba7.jpeg

 

1750154305_nonquestablecomposite.thumb.jpg.4661682246113724fd19ef4f86669e4b.jpg

 

This update adds four new POIs, bringing the total number up to 10.  It's also a big milestone, in that it now covers all the locations in Death Toll that I wanted to include.  In addition to testing all POIs in RWG, I've made some revisions/fixes to the older POIs, especially to smooth out sleepers.

 

With Alpha 20 right around the corner (no, really this time ;)), this should be the final Alpha 19 version of the pack.  So enjoy!

Link to comment
Share on other sites

  • 7 months later...
  • 1 month later...
On 7/21/2022 at 7:13 AM, Kucing said:

Not working in Alpha 20. Great prefabs anyway.

 

Thanks, Kucing, and a belated welcome to the forum. I do feel bad that I haven't gotten around to updating this for A20. It's hard to say at this point whether it's less work to update for A20, wait for A21, or wait until I have time to work on new prefabs to add to the project.

Link to comment
Share on other sites

As I have come to better understand the modding policy, I feel I should establish these terms of use.

 

Moving forward, if anyone would like to include some or all of CC_Left4Dead as part of a compilation or other modding project to be released to the community, I am requesting that they seek my permission first. I like to know where my work is being used.

 

For the avoidance of doubt, I have previously given Stallionsden permission to use CC_Left4Dead in Compopack.

Link to comment
Share on other sites

  • 4 weeks later...
On 9/6/2022 at 2:31 PM, Crater Creator said:

As I have come to better understand the modding policy, I feel I should establish these terms of use.

 

Moving forward, if anyone would like to include some or all of CC_Left4Dead as part of a compilation or other modding project to be released to the community, I am requesting that they seek my permission first. I like to know where my work is being used.

 

For the avoidance of doubt, I have previously given Stallionsden permission to use CC_Left4Dead in Compopack.

Did you update these to A20?

Link to comment
Share on other sites

On 10/5/2022 at 3:24 AM, RAGE PVE said:

Did you update these to A20?

 

Unfortunately I have not. But I have been working on updating an earlier, standalone A19 prefab I released to work in A20. Hopefully that will be painless, and I can apply the same procedure to update CC_Left4Dead.

 

While that's probably not the answer you were hoping for, knowing that there's still interest in these prefabs helps motivate me to make the time to update them. :)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...