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Google Games

Building Left 4 Dead Maps With Google Sketchup 44

notthatwillsmith writes "If you're a fan of Left 4 Dead and you've ever wanted to build a zombie-filled map of your hometown, office or grocery store, Maximum PC just posted a how-to that shows you how to convert photos of real-world locations into ready-to-play L4D 1 or 2 maps. It's everything you need to know in order to kill zombies with your friends — in the comfort of your own backyard."
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Building Left 4 Dead Maps With Google Sketchup

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  • by RogueyWon ( 735973 ) * on Friday December 11, 2009 @06:09AM (#30399674) Journal

    I'm just waiting for the "school" maps to appear. This game has already had to be mutilated to make it onto the shelves in Australia. I think once the first screenshots of a zombie-killing spree in some kid's high-school appear, that should probably do for it in the rest of the world as well.

    I know when I was a teenager, I developed a Doom map based on my school. Didn't think much of it at the time (this was pre-Columbine) - it was just a fun setting while I taught myself level design - but I know that if I'd done that (and been found out) today, I'd at best have found myself in compulsory counselling and at worst in jail.

  • Re:crapflood (Score:3, Insightful)

    by Opportunist ( 166417 ) on Friday December 11, 2009 @12:38PM (#30403196)

    Actually I'm convinced that easier to use tools will result in more useful maps, not more chaff.

    Let's be sensible here. People will only invest so much time into creating a map for a game. So depending on how this time is spent, quality will either be good or bad. If it's easy to get a basic layout done and get ladders, items, movables etc. in place, they will spend that time fleshing out details and testing. If you have to spend already a ton of time on basic layout, that's gonna be what you will get.

    Think of it as programming a game in pure assembler vs. doing it with C++ and DirectX. Yes, the latter creates an influx of a lot of average quality programmers who will suddenly be able to create something. But at the end of the day, which approach will lead to more games with less errors?

"And remember: Evil will always prevail, because Good is dumb." -- Spaceballs

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