[ 14.06.2010 | 20:12 ]
Author: (Zac-UK)

THE TRUTH

Last week I gave you all very sad news. Read this entire post. I hope you can appreciate the honesty. The campaign is horridly broken…well….WAS

Take off your “resident evil 2 goggles” and see for yourself.

And Yet, It was ‘revealed’ to you. This is ONE of MANY examples. I can’t waste too much time saying what we USED TO BE. You can find out what I mean if you really look at the old screenshots.

Bioh4zard 2 became a hugely ambitious project, that began to snowball as it picked up such great texture, model and sound talent that went out of control because I wasn’t steering it correctly. What good is a driver who can’t drive?

This brought us (well me) to a breaking point.  All hell broke loose.It was becoming a point of “why is this becoming so difficult”  and the reason was quite obvious. I was not good enough!

Run home little piggy! Wee wee wee! Back home!

It crossed my mind. Dropping out. Making up some scheme that the computer “exploded” or “stolen”.

So with the campaign wobbling on its last legs towards the end of 2009. 2010 is the year for change.

Did you notice there was no news in January 2010. Why was this?

I took some TIME!

If you check the http://www.ihatemountains.com bonus section, this is an excellent example of what WE DIDNT do. Granted that we don’t need full sketches of areas, since they already exist, but many of their gameplay charts, weapons, items and director flow maps are examples of how a campaign should be set out. Well thought out and a set plan.

While building the RPD, I considered it “horridly mis-proportioned” due to “capcoms fault” and I did very little to make the rooms look properly proportioned to the game, the reason for any irregularity was “not my fault”. My attitude meant time was wasted, resources wasted and hopes raised for no reason. Any models or textures I ‘attempted’ to make, ended up being horrible and was needing to be recreated. I’m sure you get the point now that It seems like for the last year I have done nothing. I’m fine to admit that.

RE-BIRTH

What did I do wrong?

  • The maps weren’t planned, thought out or considered on a whole. Some of it was built “room by room” - SOLUTION - Full Layout created for Maps, plans, sketches & new technology (such as the l4d2 instancing system)
  • Textures Suck - SOLUTION - I horded all the photoshop tutorials I could find and got the hang of things that I previously had little knowledge about.
  • Maps off-scale - SOLUTION - I learnt full scaling & dimensions from expert max & architectural tutorials to which my grasp of 3D content creation was made 100 times more easier.
  • Models Suck - SOLUTION - 3DSMAX Tutorials by the hundreds, and practice.

What’s the combined result of this?

PURE VISUAL GOLD.

Well, almost. We try to do a lot in a short amount of time. So If you see some “strange shadows” or “flat colored” textures or models, It’s because we are using a better process of development where we build environments using whatever we have, untextured or not, fully modeled or not. They serve as a good test, a good subsitute and allow me to continue working without having to worry about a certain model or texture. If you see something that you think is strange, its because it’s being done later. We are having everything assembled and coming back to these kind of things later.

Without further adue! Here it is! With a new / old comparison & EDITOR SCREENSHOTS to show what it is we are doing.

OLD VS NEW

I will show some more areas later, there are a LOT of rooms in the RPD. So be patient!

SO WHAT IS THIS PROJECT NOW?

I’m sure some information on that will come from the screenshots I provided, the editor shots showing (coach) - BUT WAIT!

Wouldn’t it be great if somehow, the charm of Left4Dead1 was re-inspired? The survivors re-grouped. Somehow using new dialogue? But what about the infected? Of course! We didn’t forget about them!

(Boomer concept by Marta)

We have a few other sketches in the making, including a little hat for him to wear. Yes, he is now so cute you will not want to shoot him. We are applying this to other infected too. Taking lessons from Valve, we ARE NOT modifiying the outline of the enemy, just providing a new look. We can show you more about our “Lunter” and “Gank” at a later date.

There is so much I can say, so much I shouldn’t say and So much I need to do. I’ve already blabbed my mouth for hours on this post, So it’s time for a little rest.

“Why are you guys taking years to make this campaign” - csta

We aren’t anymore. You know what? We built 3 maps in under 4 months. Consider it took us 1 year to get 2 maps (horridly broken) I’d say this is DAMN GOOD. As of 2010, Bioh4zard2 was born on January 24th.

Questions? Comments? FEARS? - Let us know, and I will respond to EVERY question If possible (or answer in the next main post). While I have said that there is a lot of things to be done, I also said It was on hold, but I’m hoping to announce the continuation very soon.

Many Thanks

Zac & The Bioh4zard2 Staff

Apologies if there are many mistakes in my writing, I wrote it over some different days, but It should be legible.

[ June 14, 2010 | 9:14 pm ]
Author: (Nemesis50)

Well, great that you’ve clarified current status of the campaign. I’ve been watching for it from the beginning, checking site every week. Still believe that you guys will finish it. There’re actually a lot of fans, like me, eagerly waiting for every piece of information about your doings on the campaing.
Still waiting, still believe, thanks for your work.

[ June 14, 2010 | 9:40 pm ]

[...] This post was mentioned on Twitter by . said: [...]

[ June 15, 2010 | 2:45 am ]
Author: (TheGr8erG00d)

A lot of us take on projects that aren’t well thought out and they are often abandoned. It says a lot for your character that rather than completely giving up, you took the time to figure out where you went wrong, how to correct it, and then began to implement what you learned. You’re doing a great job. Godspeed.

[ June 15, 2010 | 4:08 am ]
Author: (MrMudd)

Take your time…relax…no pressure!

[ June 16, 2010 | 2:44 am ]
Author: (csta)

if you guys need help work with another group like the guys who are making i hate mountains/dead b4 dawn

im sorry for being so neggitive i just wish i could help

mean…i can make decent textures and props for l4d mabe u guys need to focus and reassenble a didicated team

[ June 16, 2010 | 4:59 pm ]
Author: (Zac-UK)

Thing is that things like “a good team” is often Easier said than done. Along the process we’ve had our fair share of annoyances with each other but we are able to patch things up like adults.

We need some additional help, yes. But who wants to help out a campaign that everyone thinks was dead already & has no media? - nobody thats who.

This is a painful process to go through, but after we have some justified content I’m sure we can get some additional help.

[ June 16, 2010 | 5:00 pm ]
Author: (Zac-UK)

Thank you for understanding the situation. We will try our best!

[ June 16, 2010 | 5:01 pm ]
Author: (Zac-UK)

I’ll see about trying to get out some kind of fortnight update or something to try and keep up to speed, the only problem is that if I miss a post, then people will only assume the worst!

I’ll try and figure out a better method for reporting things.

[ June 18, 2010 | 3:11 pm ]
Author: (mendoza)

Zac-UK:
“But who wants to help out a campaign that everyone thinks was dead already & has no media?”

Make publicity around your campaign, send media-kit with screenshot, wallpaper, new vidéo(?) etc.. to some website. I have already said it but your campaign has a great potential. Courage!

[ June 18, 2010 | 4:43 pm ]
Author: (NykO18)

Twitter is a good way to communicate often and not say much.

[ June 18, 2010 | 4:43 pm ]
Author: (NykO18)

(as long as you keep updating it and embed it on your website and advertise it)

[ June 19, 2010 | 5:47 am ]
Author: (Logan)

I’ve been watching this project back when you guys first started out. This and IHM were the 2 my group of friends were waiting for the most so when you guys kinda started to vanish my hope started to die…but I still kept checking back praying something would “turn-around”

Can’t wait to see this finished! I still maintain a public Left 4 Dead server and then my groups private Left 4 Dead 2 server, so I know I am saying this for everyone in S-MLS but we can’t wait to play this map!

RE is awesome!!!

[ June 19, 2010 | 5:49 am ]
Author: (Logan)

BTW tried Twitter for quick posts? …IHM did it and it was nice for me to follow them - I don’t use Twitter for anything else BUT following projects and things like that.

[ June 21, 2010 | 5:24 am ]
Author: (Gnarpig)

I’m confussed, did you just decide to scrap the old maps and study up on the tools more or did you do that 4 months ago and have been working since? Also you guys really need a twitter account, that how I keep up with everything of this sort these days.

[ June 22, 2010 | 1:03 pm ]
Author: (Zac-UK)

It was hard to explain, but basically we made some mistakes in the old RPD map and instead of correcting them, we tried to tweak the other maps (mainly streets map) accordingly which just made things look worse, oversized or cramped and therefore wasted time. Instead of trying to do things fast and easy, we should have been more careful.

The maps most affected were the 1st & 2nd map, although we had about 50% of the sewers completed which we have not fully scrapped as they were constructed to standards.

I’ll have to see about some kind of “overhead” view of the maps to explain, but basically if you go to say a certain building in one map, and then find the same building in the RPD map (where you can see the streets) it would not be in the same place, this made updating things for both maps very tedious and we also had no instances to use in the l4d2 tools.

You could say “why not just instance apart the old maps and carry on” but there is no point, there was too many things wrong with it. We found playing the maps (although fun) didnt feel like re2, as soon as we made changes, it felt right, even if the rooms were completley bare / half detailed.

If i recall - back when i started the project I had decided “to make corridoors wider for tanks” - which makes absolutley no sense at all. Re2 is a cramped environment of course, but we have resolved it by including many different access areas to rooms so that survivors are not cramped into a single line the entire time.

[ June 28, 2010 | 11:53 pm ]
Author: (jesse)

The maps weren’t planned, thought out or considered on a whole. Some of it was built “room by room” - SOLUTION - Full Layout created for Maps, plans, sketches & new technology (such as the l4d2 instancing system)

Does this mean you are just developing the campaign for L4D2 or are you still doing it for the first as well?

[ June 30, 2010 | 6:29 pm ]
Author: (Zac-UK)

Hi Jesse,

I’ll confirm more details about this in the next news post, but L4d2 offers a lot more to us, and yes L4D2 isnt the same as the first, but we have sufficient things in the works which will restore the same atmosphere and playing style as the first.

Leave a comment