#215 posted by JneeraZ on 2010/06/01 20:30:38
That's funny, I just read a blog post about that:
http://www.worldofleveldesign.com/categories/wold-members-tutorials/nexusdog/l4d-campaign-design-why-less-is-more.php
I'm going to attempt a few survival maps to get my feet wet and see how I like it. I'm enjoying it so far but, admittedly, I haven't had to mess with the nav mesh yet.
Can't Check
#216 posted by ijed on 2010/06/02 00:15:48
But does the navmesh work by voxels?
#217 posted by JneeraZ on 2010/06/02 02:08:36
No, floor aligned polygons.
Fugly Then
#218 posted by ijed on 2010/06/03 02:49:46
Voxels are the future...
#219 posted by JneeraZ on 2010/06/03 11:55:54
How are voxels better for navigation purposes? I don't really know much about them but I suppose if you had flying creatures I could see some advantages of a 3D space flood fill ... but other than that, I don't see why you'd need them.
#220 posted by Zwiffle on 2010/06/03 13:54:45
3D Dot Game Zombies
Last Man On Earth
#221 posted by negke on 2010/06/03 22:17:44
Quite fun. More strategic/stealthy and somewhat challenging on higher difficulty.
This would probably also make for a good 2on2 versus mod.
#222 posted by JneeraZ on 2010/06/04 12:34:43
I was trying to play that mode but as a fairly new player to L4D2 ... what can I do about the Jockey? When I'm alone, he basically rides me until I fall down. Is there a way to shake him off if I'm by myself?
Nope
#223 posted by Zwiffle on 2010/06/04 15:26:41
The thing about Hunter, Smoker, Jockey, Charger, is that if they 'get' you by yourself you're screwed. But you can try to knock him out of the air with your gun-bash-thing before he rides you.
#224 posted by JneeraZ on 2010/06/04 15:56:17
That kind of makes this "last man on earth" game type a little janky then, doesn't it? That means that the game is loaded with insta-fail - if I don't nail that jockey before he gets to me, I'm done. Seems like they should have told the director not to spawn that sort of thing for that game type. Just give me zombies I can handle alone.
#225 posted by JneeraZ on 2010/06/04 15:56:44
Oh, and thanks for that tip, I hadn't considered trying to melee him. I'll give that a shot.
Insta-fail
#226 posted by negke on 2010/06/04 16:13:20
That's the whole point of that mode. Keep your eyes (and ears) peeled and take out the special infected before they can get to you.
You can be incapacitated once (at least on Normal) - when your health is down, they will let go and you can heal.
#227 posted by JneeraZ on 2010/06/04 16:15:05
Yeah. Just seems like it would be more fun if I was defending against waves of zombies and not trying to skill shot one-hit-kill specials.
So Errr..
#228 posted by negke on 2010/06/04 16:33:02
Play the regular campaigns then?
#229 posted by JneeraZ on 2010/06/04 16:36:37
You don't agree that it seems silly the way they've implemented this mode? Maybe I'm weird then. I can't stand having to sit there while the jockey spends 30 second twiddling my health down low enough so I can fall down. Waste of time, IMO.
#230 posted by negke on 2010/06/04 16:55:51
Sure, but it's a gimmick mode after all. I didn't find waiting for the health to get low this annoying.
Those mutations seem more like quick scripts to get the job done instead of sophisticated mods, so I take it that's why they didn't make the jockey inflict more damage, remove unneeded items etc.
#231 posted by JneeraZ on 2010/06/04 17:02:26
Sure, sure. I know. I was just venting because the idea of it really appealed to me and then the FIRST THING that happened upon spawning into the map is a jockey jumped on my head. Kind of soured my experience...
#232 posted by Zwiffle on 2010/06/04 19:00:47
Willem you're not alone, I think the mode is pretty fail too. Had they added some mechanism to escape it would have been better, but the game is centered around coop, and taking that out leaves a hollow experience.
Last Man On Earth
#233 posted by DaZ on 2010/06/04 19:15:18
is fucking shit.
Valve took all the coop out of their coop game and still expected it to be fun?
Well, its not =) For all the reasons posted above really.
Now, it would have been better if they had removed all the special infected, and just had regular zombies, and perhaps taken away some health kits to balance it some.
Shooting regular zombies = more fun than shooting special infected.
Im waiting patiently for the chainsaw massacre mutation!
Mutations
#234 posted by bal on 2010/06/04 19:44:18
Voxels
#235 posted by ijed on 2010/06/04 20:39:47
How it works is you throw them at the collision mesh and they build the AI area by averaging what is a walkable surface or not - no worrying about tears, holes or folded collision mesh.
Old technology applied in a new way.
For the LastMan mode the Jockey hanging onto you does have a gameplay effect, just not a very good one - whilst he's riding you around the level the other specials have time to get close enough to kill you when the Jockey lets go.
Tbh I wouldn't reccomend the mode if you're new to the game - you need to know the maps pretty well. Same as Vs really which can be very frustrating for newcomers.
Tank Run
#236 posted by ijed on 2010/06/04 21:11:47
Looks great. But its apparently chainsaw massacre next.
Chainsaw Massacre
#237 posted by negke on 2010/06/05 23:58:22
Cool, gore galore. Easy with human players (even tanks go down in no time), pretty hard with bots, because they act even stupider than usual. The melee-only mode undermines their AI - instead of following you no matter what, they often off for every single zombie they see and subsequently get in trouble, or just stand around for a special to incapacitate them...
Hm
#238 posted by ijed on 2010/06/06 01:56:36
I preferred the last mode much more tbh - the chainsaw noise and its b0rky collision detection are annoying too.
I think with a couple more modifications this could have been great. Maybe remove all specials (including the witch) and x4 tanks and normal zombies.
Oh, and remove all medkits / pills and replace with adrenaline.
Ie. "Chainsaw Speedrun"
#239 posted by ijed on 2010/06/06 01:57:32
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