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Left 4 Dead 2
Most forums threads on this are pointless flame shit.

Not that I'm not expecting that here, but it'd be nice to hear some opinions anyway.

I'm enjoying the demo quite a bit - despite the shortness. The variety in just about everything is refreshing, as is killing a witch with a guitar to the back of the head.

My general impressions:

Tier 1 weapons are pretty lame, but they always were. At least now they feel more unique and suited to particular purposes.

Tier 2 weapons are great, without exception. The Spas auto shot is a laugh, even though it doesn't feel as powerful as the L4D1 version.

The changes to throwable weapons are pretty good overall - the pipebomb having a shorter range and the bilebomb outperforming it in the 'horde summoner' category being a decent modification.

Melee is dangerously fun - brawling typically gets you shot up by your team-mates. Kind of dissapointing that it doesn't seem possible to time a 'perfect strike' ie. 'Dead Stop' on a Charger. The big problem with the melee is the camera. Despite the HUD warning it's very easy (thanks to the blood all over the screen) to not know where your attacker is. It should be third person cam I feel.

The Jockey is great, his supposed ability to leap from survivor to survivor will cause havoc in versus.

The Spitter seems more at home in the enclosed areas of L4D1, but its only a map and a half in the demo, so we'll see. She also has the potential to be very nasty in Versus.

The wandering witch is ok I spose. Really I'd have liked to see a completely new non-playable, whilst keeping the original witch. Will be interesting to see if day/night affects how the witches behave.

The Charger is great - I wouldn't change anything, except maybe how light the ragdoll seems when he's killed. He often floats towards the team when killed in mid charge.

The various reskins to the original SI are businesslike. It'd be nice to see some proper reskins as well though, not just modifications /re-imaginings of the original meshes. Might cause some confusion but I doubt it - they each move in a very specific way.

The new health systems are generally welcome, although defib seems a bit pointless. The Adrenaline is much more tactical than the pills and very useful for the new style crescendo event.

AI Director2 seems pretty functional, although the demo maps don't seem to show it's ability to mix stuff up so much, although we have ended up wandering around in circles (in a good/terrifying way) a couple of times.

[Edited cos most people are playing the full now]
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It's Still 
HL2 tech - if you can play 1 you can play 2 I reckon. 
Multicore Rendering 
Zwiffle you can add a line with
mat_queue_mode 0
to your autoexec.cfg (create if not exists) in
steamapps\common\left 4 dead 2 demo\left4dead2\cfg and you won't have to toggle multi-core rendering every game launch. 
Shambler Quote Of The Year 
"I'm stuck on a mate's fucking dongle" 
I Played It. 
It's good. Looks good, runs smooth, more varied gameplay, is basically L4D+. That's enough for me 
Reminds Me 
I tried that mat_queue_mode "1" in the autoexec.cfg but it didn't work. I did find out that my graphics corrupting problem seemed to be related to turning multicore rendering off though. Whether that's just because turning it off midgame fucks it up or just because the game can't run without mcr I can't say. MCR stills freezes my game constantly for 5-6 seconds at a time.

Still bitter about it. 
Zwiffle 
Try playing around with these. I don't know what -1 does for mat_queue_mode, can't remember. I commented these all out when they added the multicore rendering option in the menu. I can't figure out if you want this shit on or off, but setting it to 0 will disable each feature obviously. Not sure if these commands even still exist, but worth a shot.

mat_queue_mode -1
r_threaded_renderables 1
r_threaded_particles 1
r_threaded_client_shadow_manager 1
cl_threaded_bone_setup 1
cl_threaded_client_leaf_system 1 
 
Well L4D2 came out. I still had the problem. So my dad found a thread where they say the new NVidia beta drivers solve the problem (which they do, and the conveniently came out on November 17th!) So problem solved.

Thanks for the help anyway Fribz! 
The Game Came Out? 
 
Came out in America.

USA!
USA!
USA! 
Came Out Everywhere... 
Except the UK, hah! That's you get for being so... british.

BTW, the game fucking rocks. :D 
And 
In South America.

Bile Bomb a tank, A ride denied and Kill a spitter before she spits, so far.

Completed the first campaign (in bits) so far. 
 
Is it just me or are maps pretty long. Just as I was about to complain about the length of the L4D custom campaigns... They are noticably harder too. Or the bot AI is just worse. The melee weapons work surprisingly well, though - pretty fun slashing through a horde in close combat.
There are still a few glitches here and there, monster clipping for example, but this will surely get sorted out sooner or later.
We should definitely have some func_versus games soon. 
Hm 
I think the bots are better overall. When they screw up it's magnified though - like watching you struggle at their feet trapped by a smoker.

The old school Specials are tougher it seems - doing more damage and being more resilient, although the tank is pretty much a pushover in terms of health.

The levels are much longer, yeah. 
 
i don't understand how a game that's being sold over the internet can be released at different times around the world. it just seems in opposition to the whole point of the internet. 
Necros 
Because big retailers are imposing dates.

Yeah L4D2 rocks! Love it! The versus is great as always, have yet to try scavenger. 
I Thought 
It was a global release date as well. 
 
I wonder if I want to play the game more or map for it more. I can't choose! I want to do both at the same time! 
 
just a question from someone who doesn't play this game, if you're mapping for l4d/2, do you ever actually place monsters in the map? or are you just specifying spawn points? as i understand it, the game dynamically spawns in monsters depending on player stats are previous performance? 
 
You don't place monsters but you can specify areas where they can exist, where they do certain things, etc 
 
that sounds pretty cool, i wonder if it would be possible to adapt it for quake in some way. have an 'ai' spawn monsters in and such. 
We've Got 
Spawn randomisation courtesy of Lardarse. We set up spawn groups and a series of positions - if you play the previous RMQ demo more than once you'll notice that the monsters change position, albiet subtley. 
 
"that sounds pretty cool, i wonder if it would be possible to adapt it for quake in some way. have an 'ai' spawn monsters in and such."

I've been tossing it around in my head too. It might be an extension of Qonquer, really. Place spawn points in the level, denote which monsters can spawn there (due to size restrictions or whatever) and let some sort of control program spawn the monsters keeping an eye on difficulty increases and time passing and such. 
Awesome 
So Steam cloud disconnects whilst I'm playing and resets all my achievements to 0. 
Oh And 
And that's the second time it's happened. Just this time I'd actually completed around ten of them. 
 
Yeah other people seem to get the same problem. I've checked on the steam forums for my own problems and ran across that achievement error thing.

Also, I thought my graphical corruption problem was solved with the nvidia beta drivers but they just solve the multicore rendering problem, the graphical corruption just takes longer to happen (like 20-40 minutes and then WHAM everything goes to shit.)

So I am still unable to play L4D2. I am upset. 
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