PvP in the zombie apocalypse. Limited resources. Endless zombies. Last team alive wins.

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Redexodus
Redexodus Jun 9 2009, 10:53pm says:

PROCESSING!!

+1 vote     reply to comment
OMalley
OMalley Jun 9 2009, 10:59pm says:

I plan on uploading this in a higher quality ASAP

+4 votes     reply to comment
Armageddon104
Armageddon104 Jun 9 2009, 11:46pm says:

Okay, this is awesome!

+2 votes     reply to comment
sappy_nirv_bg
sappy_nirv_bg Jun 10 2009, 1:31am says:

Nicely done.

+1 vote     reply to comment
StephanBotha
StephanBotha Jun 10 2009, 7:45am says:

I'm watching this! This look very promising.

+1 vote     reply to comment
tundra_cool
tundra_cool Jun 10 2009, 8:01am says:

Very similar to what was done in cs_havana.

+2 votes     reply to comment
ausbushman
ausbushman Jun 10 2009, 9:01am replied:

And Day of Defeat too I believe? Or maybe it was just the objectives which changed.

+1 vote     reply to comment
taylorinalaska
taylorinalaska Jun 10 2009, 10:28am says:

L4D maps are dynamic, theres no need for real-time repathing.
Whereas this demonstration displays maps such as CS:S maps, where players will encounter the same area multiple times in one session.

It seems that making multiple maps would make more sense, the distance of these interchanging paths wouldn't make too much of a difference when the path matches the rest of the map...

Although, this idea would be excellent in a singleplayer game. The thought that the game will be different every time would encourage multiple replays.

I apologize for not commending this creative idea, but the variable pathing has been used in (as stated above) CS:S, and I suggest you look at this idea rather then real-time.

Multiple triggers at round-load would make each round different. It just makes more sense.

Good luck with this mod.

0 votes     reply to comment
OMalley
OMalley Jun 10 2009, 1:21pm replied:

While L4D maps may be slightly dynamic, they in no way approach the size, scale, or utility of this system. This is being built for a game in which you are either defending yourself from zombies, hunting down the enemy team, or searching out resources. Players will have no choice but to wander down alleys and search out buildings if they want to survive. The real horror aspect of the game will come from these lonely missions out into unknown territories. Couple that with ambient, lone zombies (that are stronger than the weak L4D ones) and randomized pickup placements and you've got yourself a fun, replayable multiplayer map.

We realize we aren't the first people doing this, but I think repathing will have a much larger role in our gameplay than in previous titles.

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taylorinalaska
taylorinalaska Jun 10 2009, 1:47pm replied:

You understand the expanse that the map would require for this? Most of the time, a good map will have an open view at some point, whether it be windows, higher altitudes, et cetera. How will these changes be hidden from the player?

Again, I like the idea, I'm just trying to provoke some contrasting thoughts.

Also, is this video an in-game demonstration using the Source engine?

+1 vote     reply to comment
bigThinker
bigThinker Jun 10 2009, 9:30pm replied:

Hey, fresh eyes are good. As noted in the video, we're primarily looking at a round based repathing system. Deadlock is basically a team death match. When one team is wiped out, the round resets, everyone respawns, and the map will repath.

Deadlock maps will not be linear, and will have more of a large arena/open world-ish feel. As for the scale of the map, we won't know what sizes work best until we've at least got a playable alpha. I suspect the maps will be complicated from a production point of view, but I think repathing will allow us to get more mileage out of the space we do use.

And yes, the video is shot in Source. :)

+1 vote     reply to comment
Dremth
Dremth Jun 10 2009, 2:38pm says:

AWESOME!

+1 vote     reply to comment
Landmine752
Landmine752 Jun 10 2009, 9:47pm says:

You have a lot of work to be done on this, but this is really cool. If only the original L4D had the same time as you to get this. This is a really nice system to be adding into this, now just to get the AI to work.

+1 vote     reply to comment
xiondisc
xiondisc Jun 12 2009, 12:34am says:

What about the paths that the zombies go? Don't you have to draw the spaces that are walkable? You do that in consol, in game, What if you change the layout of the map you wont have zombies able to walk there.

Please explain how you do that! Unless I have no idea what im talking about... You have a real problem!

+1 vote     reply to comment
OMalley
OMalley Jun 12 2009, 11:02pm replied:

We aren't using the L4D nav system. We will be using a modified version of the original HL2 pathing system, which is more basic but allows for more flexibility.

+1 vote     reply to comment
WatashivaHel
WatashivaHel Jun 14 2009, 5:01pm says:

Extremely great job, i was seriously amazed.

+1 vote     reply to comment
chaosmaster4
chaosmaster4 Jun 15 2009, 10:31am says:

It's a brilliant idea, hope you guys get it up and running!

+1 vote     reply to comment
jorgeluvshispie
jorgeluvshispie Jun 15 2009, 4:30pm says:

Can you do the same for L4D? I mean, the pathing wouldnt matter since the infected can climb all over everything.

+1 vote     reply to comment
Draco18s
Draco18s Jun 15 2009, 7:19pm replied:

The survivor bots need a working nav_mesh, infected just need ANY nav_mesh.

+1 vote     reply to comment
Draco18s
Draco18s Jun 15 2009, 7:21pm says:

I'm curious if you pulled this basic idea from any of my posts to the L4D Steam Forums, or possibly my write-up on the Valve wiki.

While I had pondered in-level changes, I hadn't done anything to this degree yet. Nice work. :)

+1 vote     reply to comment
bigThinker
bigThinker Jun 15 2009, 11:35pm replied:

Heh. Nah. I've been fond of procedural content since I saw it in Diablo. The Tribes guys figured out how to do procedural terrain... it's been in Hellgate London and RoboBlitz... At any rate, it's a feature that hasn't matured yet in the FPS and we'd like to tackle it. Definitely a next step for the medium.

+1 vote     reply to comment
thehermit2
thehermit2 Jun 20 2009, 3:17am says:

One interesting way to make use of this type of map would be a crescendo event where the players have to perform multiple actions at different locations while under attack. Say they enter a warehouse area and, after wandering around it for a while, several fire alarms go off, calling hordes. The hordes continue to attack in endless waves until the players find all of the fire alarms and shut them off or destroy them. The fire alarms may always be in the same place, but the path to reach them would be continuously changing.

+1 vote     reply to comment
undeadbobop
undeadbobop Dec 13 2009, 3:33pm says:

"Repaths" has been used in alot of valve mods I have made maps my self with your so called "repaths" all it is logic_case with a input of pic random and selects a outputs at random to a point_template to force spawn objects but you also have a delay on that. It also has a output from the logic_case to a entitie (probably a logic_timer)to delete that entite. Also from the logic_case you have it highlight the wall that was selected. Those triggers you speak of could be any number of triggers but they have outputs to the logic_Case which starts it all. Really you can use this method to spawn any entities in the map randomly based on events but that requires mapping skill and it can cause lag if you are missing any part of the half life 2 source files because it creates error and valve releases their source code with missing code.

+1 vote     reply to comment
undeadbobop
undeadbobop Dec 13 2009, 3:34pm says:

Forgot to mention 1 more thing....
This is a good method but like I said it has some problems with some mods because some mods are missing those lines of code that are for entities and registering them. Specially with the orange box engine source files so if you can do not use the orange box engine code that valve released and if you are try to find out what is missing and try to fix it other wise there will be massive bugs.

+1 vote     reply to comment
ruanito
ruanito Jul 30 2010, 2:45pm says:

VALVe will probably hire you because of you creating this system, as they did with the guys from Nabacular Drop ---> P0rtal because of the portal system :)

+1 vote     reply to comment
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Description

This video discusses our plans for dynamic multiplayer environments.

Concept by Ryan Timoney and Eric Bellis
Video, Map, and Voice Over by Andrew Gordon
Audio Mixing by Tony Oetzmann
Graphics by Matthew Kibbler
Music by Vincent Girès

Full Resolution Version can be found here: Moddb.com

Video Details
Type
Demonstration
Date
Jun 9th, 2009
By
OMalley
Length
04:00
Filename
Repath_Demo_Final_XVID_1.avi
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