Left 4 Dead 2: Project Nemesis

SSX

aa
Feb 2, 2014
392
411
What is project Nemesis?
Project Nemesis is to recreate all of Resident Evil 3 within Left 4 Dead 2 down to the puzzles, weapon placement, world detail, scale, and level design.

But why? There's already a few campaigns like that out there?
In my eyes, no, there's not. I love Resident Evil 3 to death, it even stands upon my top 10 list at number 3 overall. Campaigns recreated by people are nice and all, but they don't hold up properly. The world detail is lack-luster usually by being over scaled or under scaled, destroying the idea that you're playing the original Raccoon City map. The map was clustered, stiff movement, and gave very little room for error in tight corridors. The whole idea of this project is to recreate the beautiful workings of this game properly on the source engine (Left 4 Dead 2 Style)

How far along is it?
Well...er. Not quite enough. I'm still currently working on Uptown (Area before the Police Station) because as it turns out, getting the perfect scale of a map made of still shots is quite difficult. So I'm constantly having to look at RE3 from several different angles to make sure I have the proper placement of certain props.

What about detailing?
Very minimal at the moment, just like any TF2 map in a1. I won't be doing textures until I have a steady size ready for the map as a whole. Props will still exist but only as an area recognizer.

Interested?
If you are interested in helping, I would gladly accept it, hell I'd owe you a shit ton of favors afterwards anyways. I'd need:
Level Designers
Modelers
Texture Artists

Though I'm sure most people would have no interest in this project anyway. So, this is where I take it into my own hands to recreate what has never been properly finished.
 

SSX

aa
Feb 2, 2014
392
411
I've been interested in working in L4D2 for a while but don't currently have any experience with mapping for it. I'd be happy to help out with mapping.

If you really are interested, I suggest taking a look at this longplay:

Secondly, I'd also like to mention we'd be working too scale. So it must look the part as if it was directly from the game itself.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I'd be up for helping, I have too much time on my hands.
It would probably be beneficial to set up a group for this to coordinate it all, maybe a google docs to show what people are currently working on and stuff. Also you should probably list what scale you're using for doors and stuff, since everyone will interpret scale differently.
 

SSX

aa
Feb 2, 2014
392
411
Also you should probably list what scale you're using for doors and stuff, since everyone will interpret scale differently.

That'd be difficult considering the size of everything compared from l4d to re3. Especially since re3 doesn't give much freedom of camera work.

I'd be able to show an example of what I'm going off of and hopefully people would be able to pick up on the size of everything currently.

But sure, I can make a group. I'll get around to it later.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
I might be able to help, but what would we use to share the progress on the maps between devs?
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Sounds interesting. Will it have versus mode?

You could use character footsteps to measure the area of a room in RE3. Then find a scale and it might help you convert over to L4D2 easier.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
What is project Nemesis?
Project Nemesis is to recreate all of Resident Evil 3 within Left 4 Dead 2 down to the puzzles, weapon placement, world detail, scale, and level design.

But why? There's already a few campaigns like that out there?
In my eyes, no, there's not. I love Resident Evil 3 to death, it even stands upon my top 10 list at number 3 overall. Campaigns recreated by people are nice and all, but they don't hold up properly. The world detail is lack-luster usually by being over scaled or under scaled, destroying the idea that you're playing the original Raccoon City map. The map was clustered, stiff movement, and gave very little room for error in tight corridors. The whole idea of this project is to recreate the beautiful workings of this game properly on the source engine (Left 4 Dead 2 Style)

How far along is it?
Well...er. Not quite enough. I'm still currently working on Uptown (Area before the Police Station) because as it turns out, getting the perfect scale of a map made of still shots is quite difficult. So I'm constantly having to look at RE3 from several different angles to make sure I have the proper placement of certain props.

What about detailing?
Very minimal at the moment, just like any TF2 map in a1. I won't be doing textures until I have a steady size ready for the map as a whole. Props will still exist but only as an area recognizer.

Interested?
If you are interested in helping, I would gladly accept it, hell I'd owe you a shit ton of favors afterwards anyways. I'd need:
Level Designers
Modelers
Texture Artists

Though I'm sure most people would have no interest in this project anyway. So, this is where I take it into my own hands to recreate what has never been properly finished.

Ehh. I guess I could help out. I've never played any Resident Evil games nor watched their movies, but I made a full campaign for L4D2 solo and many people say it scared the shit out of them. It appears I'm good at making scary settings:
http://left4dead.wikia.com/wiki/Haunted_Forest

I'm not a fast mapper though. I also am working on MvM maps so I'm not sure how fast you want this to come to life, but if you want me to speedmap, then I'm afraid i'm not your guy. If I try and map too fast, I make garbage.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Are we going to be restricted by re3 or are we allowed to change things for gameplay purposes?
 

SSX

aa
Feb 2, 2014
392
411
Are we going to be restricted by re3 or are we allowed to change things for gameplay purposes?

So, some slight things about this.

In Resident Evil 3, there's Easy and Hard Mode.

In easy mode (Only going to be relevant to l4d2 here), you get an assault rifle, a magnum, a shotgun, a handgun and a knife. Along with some health.

In hard mode, you only get a pistol and knife. You also get items from the Nemesis battles after defeating him, these items come in order as: Pistol parts first two times. 3rd time is a health pack (3 heal items). 4th and 5th times being shotgun parts. 6th time another health pack. 7th time an assault rifle.

What I would like to attempt is dragging these mechanics over a slight bit. By seeing if we can spawn weapons depending on the mode. Easy and Normal representing Easy mode, and Advanced and Expert representing Hard mode. I'd also like to see if we can force the tank to drop items on death.
 

SSX

aa
Feb 2, 2014
392
411
Currently, I would only like for me to be working on uptown, downtown, and the police station due to how I plan on having it set up with the puzzles and saferooms.

However, I would need people working on:

Saint Michael Clock Tower:
http://residentevil.wikia.com/wiki/Saint_Michael_Clock_Tower

Raccoon General Hospital:
http://residentevil.wikia.com/wiki/Raccoon_General_Hospital

Raccoon City Park:
http://residentevil.wikia.com/wiki/Raccoon_Park

Incineration Disposal Plant:
http://residentevil.wikia.com/wiki/Incineration_Disposal_Plant_P-12A
 

SSX

aa
Feb 2, 2014
392
411
Project Nemesis Group has been created!

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Group Link: http://steamcommunity.com/groups/L4DProjectNemesis
 

SSX

aa
Feb 2, 2014
392
411
Project Nemesis Downtown Creation WIP

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