Published on Oct. 20, 2010, by Guard - Posted in Media>
Left 4 Dead 2's Minecraft is here... almost!
Alright, if you follow Left for Dead 2 and Minecraft, then no doubt you've seen this fly around the interwebs. A mod for Left 4 Dead 2 that intertwines with Minecraft. Why isn't that just super? Play against nicely coated graphics all while having savage beasts trying to rip your heart out. Cute. But, what most don't know that it's almost done. Miclee (Michael Louisseize), creator of the Left 2 Dead 2 mod, says that the mod will be "available in a couple of weeks".
'Mines of the Living Dead' is a 4-level campaign for Left 4 Dead 2 based on Minecraft. The campaign's level design on each map is different, and puts you into different situations. The first map, "The Caves", has you in tight corridors, being ambushed by the infected along the way. The end of the map features players digging their way to the surface, all the while fighting a constant stream of zombies. The second map, "The Island", has the players running around a somewhat open-ended island trying to find a way to open the gates of a village(ends with them finding TNT, breaking their way into the village, and going across a land bridge to a forest). The third map, "The Forest", has players navigating their way through a large forest. There are small buildings and camps along the way, some of which having some 'suprises'. The fourth map, "The Mountain", has the players climbing their way up the side of a mountain, finally reaching the top, riding down the other side in a Minecart(may possibly change depending if I can figure out how to do the minecart) into a castle, and finally fighting their way out to safety.
But that's not all! Miclee has a video showing him testing the latest of his mod:
CraftHub interviews Miclee
Now, onto this guy's mind. CraftHub's Guard got a chance to do an interview about the creator, it's mod, it'sexistence, and more!
Guard: Alright, thanks for standing-by for this Interview
Miclee: No problem.
Guard: First of all, the man behind the creation. What is your nationality an how old are you?
Miclee: I was born in Ireland, though I currently live in Canada. I am 27 years old.
Guard: Ah very nice and what is current job as of now?
Miclee: I'm a manager at a local GameStop.
Guard: Wow, that's sweet. Anyways, how did you find your way to Minecraft?
Miclee: I was just googling something to play back in May 2009, and stumbled upon Notch's tumblr.
Guard: Not the route many have taken, but it'll do. Anyway, and what about Left for Dead 2?
Miclee: Loved the first game, as I'm a big fan of Valve's work.
Guard: And thanks to those two games, we now have the anticipated add-on coming soon! What made you realise you wanted to create something like this?
Miclee: It was actually a TF2 map(pl_minepit) that I saw a video of. It got me thinking of what I could do, and one thing led to another and I began work on a L4D2 map.
Guard: Then your project went viral thanks to major websites reporting it. Did you expect it to get this popular?
Miclee: I didn't expect it to get as popular as it did. I knew a few people would be interested, but I was surprised at the amount of people who were interested in it.
Guard: With all the new people watching, did anything change on the project?
Miclee: A lot changed. This was mainly due to all the comments and ideas people were giving me, and it really helped a lot. For instance, for the end of the caves map, the idea of digging while an onslaught of zombies attacked the survivors was given to me in a youtube comment.
Guard: That's always nice! What would you say would be the hardest part about this project thus far?
Miclee: It would definitely have to be the navigation meshes on the caves map. This is because I have to manually input the height transitions between blocks, or survivors as well as the infected can't navigate up or down the terrain.
Guard: Well, I bet. A lot of labor but it will be worth it in the end. Lastly, has this project taught you anything?
Miclee: Well, it's taught me a lot about level design and the different elements you could input into a level. A simple small breakable wall can change the entire dynamic of that area. Large things, such as a scaleable wall in an open area which the survivors must climb, can make or break a level depending on the individual elements involved.
Guard: Well thanks for this opportunity. I bet you're a busy man, so I appreciate it. Thanks once again!
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