Four Friends on a routine helicopter flight encounter engine trouble and crash on a desolate island. They soon find out that surviving the crash was the least of their concerns, as they emerge from the wreckage in the middle of a Bio Military Outpost under siege by the LIVING DEAD. The toxin has laid waste to the town of San Eden. In this maelstrom of death and decay and with the fate of the human race weighing on their shoulders, our Four Friends must fight for their survival. Grab your weapons, lock and load – the future ends here, or you can try and escape from the UNDEAD ZONE. Includes a huge library of custom music, audio and models.

Post news Report RSS San Eden Progression

A series of screenshots showing how the second level of The Undead Zone campaign, the town, developed.

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Hello, I'm going to show you a small fragment of the journey that The Undead Zone has taken. I'm going to do so by providing a series of screenshots that demonstrate how two sections of the Town level of the campaign have progressed.

First Area

Town_development_a

Version 1:
Above is the initial version of this area of the level after detailing. The grey fog and cobbled roads give it a somewhat English feel, not what we're after for the American west.

Town_development_a

Version 2:
In this next version we can see that the fog is much lighter and has a yellowish tone to take on the appearance of dust, it is however too thick at this stage, an additional building has also been added to combat the feeling that the world suddenly ends at the end of the playable area.

Town_development_a

Version 3:
In the current version of the map the cobblestones roads were at last removed as a replacement texture was at last created, I hope that the fine tuning since the initial version helps the level capture a more western feel.


Second Area

This second area focuses less on the fine tuning of an area, and more upon its development as a whole.

Town_development_b

Version 1:
This version shows the extremely basic blocking out of the area (and also a very inconveniently obscuring fog).

Town_development_b

Version 2:
The second screenshot shows the church almost completely finished despite being surrounded by complete blocks, all i have to say to that is that i simply couldn't resist the unique the architecture opportunities of the church, and just had to do it first.

Town_development_b

Version 3:
You can now see that most of the structures are complete or at least resemble structures, but the area still lacks finishing touches.

Town_development_b

Version 4:
This screenshot shows the area in its current state, subject to change as more custom content is created and inserted into the campaign.

Until release no level in the campaign is ever truly "complete" so if you have any comments or criticisms based on what you see here, or any other screenshot, don't hesitate to speak up. Anything that can improve the campaign is welcome.


Thats all for now, we'll be uploading some of the music thats been recorded for the mod very soon.

Post comment Comments
Otreum
Otreum - - 767 comments

Looks pretty good :).
May I suggest to put dirt around the floor of the service station in the 2nd area as if wind has blown dust under it. And maybe even some dirt/dust that has settled on the the vehicles (unless they haven't been there for very long)

Otherwise I really like what I see, I like how you've presented this post showing the progression of the level also.
I'm looking forward to seeing the final result
Keep it up. :)

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HounderKnight
HounderKnight - - 1,660 comments

Definitely liking the work done so far :)

Reply Good karma Bad karma+1 vote
Jike
Jike - - 177 comments

yeah me too, I'll follow this! :)

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