I am very much looking forward to the mod maps people will come up with. For this game it sounds like the only work required is to make a pretty map and let the AI Director do all the gameplay work.
I'm also looking forward to any custom skins for the zombies people might come up with. Maybe change them to an army of rampaging circus clowns? Or hippies? Or clowns and hippies?
Having said that I hope Valve doesn't wait too long to expand the game with more campaigns and enemies. The Screamer sounds like a cool Boss Zombie, so I hope he gets a revival from the cutting room soon. The idea of going deaf (no sound) is very interesting.
I am very much looking forward to the mod maps people will come up with. For this game it sounds like the only work required is to make a pretty map and let the AI Director do all the gameplay work.
The problem with Versus is if you do well as infected or if the other team is bad it's kind of weird, cause I really enjoy the infected but if opposite team doesn't get at least 60% or so into the level before they die I'm not satisfied and want to play more zombiestyle
So the idea of a mod remaking the mall from Dawn of the Dead is a very cool idea in theory... but I'm curious how it would really work game-wise... essentially, this game is all about fighting your way toward a "rescue," but the whole point of the setting in Dawn of the Dead is that they turned it into their own little "home." I think it would be cool to see the mall recreated, but I don't think you can recreate the movie in this game, so to speak.
So I saw that people already have maps from TF2 running, with the dustbowl thing.
Does this mean that it's theoretically possible to port maps from any source game?
Like, say, VtM:B?
Maybe, CS:S maps work as well with the AI director. I remember in the demo a few of us just copied over CS:S maps, textures and models to the l4d demo folder and the AI director didn't seem to skip a beat. Though I'm sure it would be better to modify the maps to include entities that control AI events (if they exist, I'm not sure that they do seeing as how the SDK content isn't out yet).
LittleBoots on
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
So the idea of a mod remaking the mall from Dawn of the Dead is a very cool idea in theory... but I'm curious how it would really work game-wise... essentially, this game is all about fighting your way toward a "rescue," but the whole point of the setting in Dawn of the Dead is that they turned it into their own little "home." I think it would be cool to see the mall recreated, but I don't think you can recreate the movie in this game, so to speak.
You could just recreate the entire:
(Spoilers for the Dawn of the Dead remake):
Movie from the point when they have to fight through sewers and get to the gunstore, up to the end when they get on the boat.
So the idea of a mod remaking the mall from Dawn of the Dead is a very cool idea in theory... but I'm curious how it would really work game-wise... essentially, this game is all about fighting your way toward a "rescue," but the whole point of the setting in Dawn of the Dead is that they turned it into their own little "home." I think it would be cool to see the mall recreated, but I don't think you can recreate the movie in this game, so to speak.
You could just recreate the entire:
(Spoilers for the Dawn of the Dead remake):
Movie from the point when they have to fight through sewers and get to the gunstore, up to the end when they get on the boat.
Man, if that was my map, I would HAVE to find a way to showcase the entire thing. If I didnt, my soul would hurt.
So the idea of a mod remaking the mall from Dawn of the Dead is a very cool idea in theory... but I'm curious how it would really work game-wise... essentially, this game is all about fighting your way toward a "rescue," but the whole point of the setting in Dawn of the Dead is that they turned it into their own little "home." I think it would be cool to see the mall recreated, but I don't think you can recreate the movie in this game, so to speak.
You could just recreate the entire:
(Spoilers for the Dawn of the Dead remake):
Movie from the point when they have to fight through sewers and get to the gunstore, up to the end when they get on the boat.
That's a good point. I suppose if you focused more on the remake, there's some material to work with, game-wise, that would be pretty cool. The original, though, I still have a tough time seeing it being satisfying (again, not that they shouldn't make the map just for the sake of doing it)
I am very much looking forward to the mod maps people will come up with. For this game it sounds like the only work required is to make a pretty map and let the AI Director do all the gameplay work.
Hahahaha
Am I wrong? It sounds like the AI Director is pretty capable in tossing wave after wave of zombies no matter what map you got going on.
Also, on a different note, has anyone noticed that the music during the safehouse starts seems to be influenced by 28 Days Later? (apologies if that's already been brought up in the multitude of pages that have run prior) Just one more reason I love this game.
I am very much looking forward to the mod maps people will come up with. For this game it sounds like the only work required is to make a pretty map and let the AI Director do all the gameplay work.
Hahahaha
Am I wrong? It sounds like the AI Director is pretty capable in tossing wave after wave of zombies no matter what map you got going on.
No, you're right about that particular notion. But that's far from all that is needed to make a map fun to play.
Mappers will need to consider objectives, peak events, clarity, weapon / item pickups, difficulty balancing, versus compatibility...
But mostly they'll have to playtest, playtest, playtest. In fact, because of the director, they'll have to playtest their maps even more. What was once a known quantity is now dynamic and will only reveal its true value on average over a large sample.
I am very much looking forward to the mod maps people will come up with. For this game it sounds like the only work required is to make a pretty map and let the AI Director do all the gameplay work.
Hahahaha
Am I wrong? It sounds like the AI Director is pretty capable in tossing wave after wave of zombies no matter what map you got going on.
There is still some gameplay and design involved with it. The A.I Director is fully capable of tossing wave after wave, but you have to give him the resources to do this without making it boring.
i.e: Have multiple areas Zombies can come from, have points where Smokers and Boomers can take advantage over Survivors, and a multitude of things. I think the "hahahaha" is just at how much will need to still be involved other than just "make a pretty map".
I have to side with the existence of a melee mod that MAKES a cooldown. I've played on way too many servers with no cooldown for both versus and co-op to know when there is or isn't cooldown. I bet its a cvar or server setting.
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
I have to side with the existence of a melee mod that MAKES a cooldown. I've played on way too many servers with no cooldown for both versus and co-op to know when there is or isn't cooldown. I bet its a cvar or server setting.
If it is a server setting, the default is for it to be on. I haven't touched any of the settings on my dedicated server and that's just how it is.
A Dawn of the Dead (2004) mod will be absolutely perfect but will require some work to pull off.
The way I envision it, is you start out working your way to the mall fighting off zombies along the way, then you get to the mall. Once you get there, you have like 15 or 20 minutes to set up barricades and protection and all that on various levels of the mall, and basically plan out everything so you're ready when the zombies start making their way in.
The mission is to hold out for 30-45 minutes.. this plays out as you are forced to different levels the mall and stuff, and after the timer ends and you survive, a door is unlocked at a lower floor from an entrance on the roof (go into the door on the roof, go down stairs and enter the door that's unlocked) that lets you escape the mall to head to the harbor. Along the way you just keep fighting zombies.
Now if there would be a way to make vehicles work, you could do the same thing identically that happens in the ending scenes in the movie, but the way i'm thinking is they just do that anyway except it's shortened and with no car.
Getting everything in would take a long time, and i'd rather see the resources go to just making an amazing mall mod if I had to choose.
A Dawn of the Dead (2004) mod will be absolutely perfect but will require some work to pull off.
The way I envision it, is you start out working your way to the mall fighting off zombies along the way, then you get to the mall. Once you get there, you have like 15 or 20 minutes to set up barricades and protection and all that on various levels of the mall, and basically plan out everything so you're ready when the zombies start making their way in.
The mission is to hold out for 30-45 minutes.. this plays out as you are forced to different levels the mall and stuff, and after the timer ends and you survive, a door is unlocked at a lower floor from an entrance on the roof (go into the door on the roof, go down stairs and enter the door that's unlocked) that lets you escape the mall to head to the harbor. Along the way you just keep fighting zombies.
Now if there would be a way to make vehicles work, you could do the same thing identically that happens in the ending scenes in the movie, but the way i'm thinking is they just do that anyway except it's shortened and with no car.
You would have to cut that down to multiple levels / safe rooms. Surviving for 45 minutes during a panic event in "one spot" is ludicrous. Considering how often the AI likes to fuck over the team and kill everyone, getting halfway through then having to start completly over wouldn't be that popular.
I have to side with the existence of a melee mod that MAKES a cooldown. I've played on way too many servers with no cooldown for both versus and co-op to know when there is or isn't cooldown. I bet its a cvar or server setting.
If it is a server setting, the default is for it to be on. I haven't touched any of the settings on my dedicated server and that's just how it is.
I can second that your server does indeed have a melee cooldown, but even during the game a PA'er you're familiar with (but who I can't remember) vouched for the server's unmoddedness. I'm not sure what to make of it. I would swear I've been in vs. matches that did not have it.
Could it be that hosted and dedicated have differing defaults? I don't see what reasoning there could be for that other than a Valve mistake.
EDIT: I'm about to hop on Steam if anyone wants to check this out with me.
So we found out last night that No Mercy on expert with pistols only through the demo areas still isn't too rough in the main game.
Thankfully there wasn't a witch in an important area, but we did have to deal with a tank, which mainly consisted of a molotov, a few pistol clips and a lot of fleeing.
Man, why is "SSMan's Dedicated Versus Server" on normal campaign?
Like others have said, there seems to be a bug that resets it to co-op mode. For now I have restarted the server, and I will spend some time tonight trying to find a work around.
As for the whole melee mod thing, I had someone bitching about that being on my server last night, yet I have not installed a single mod nor changed the config in any way beyond making it a versus server and Armadeaddon exclusive. It could be lag, all in your head, or the default setting for versus mode. I will take a look at the cvar list tonight to see if there is anything that controls that, and play with the settings some, but I'm inclined to leave my server with the default settings.
Man. Four dudes hiding in the closet in No Mercy is the only sane way to beat the roof on expert.
And on that note, I just got my Zombicidal Maniac achievement. Two of us were left after beating the first tank. We ran to the closet, spammed zombies, and made it to the second. Set him on fire, ran around, nabbed some pipe bombs, and my parter got smoker'd. I ran over and freed him and we kept on fighting. We ran around to the base of the helipad ramp where he got incapacitated so I ran up and emptied my autoshotty into the tank. He falls, and the zombie horde arrives. I threw a pipe bomb and ran and jumped into the heli. Bye Zoey! I'll miss you!
Alright, I just did a little researching before leaving for the day. For anybody else trying to set up versus servers:
You have to do 3 things:
In your server.cfg file you need to set director_no_human_zombies = 0
Then you have to edit your map rotation to include only the following:
And then finally you must create a support ticket with whomever hosts your server to set your default start map to either l4d_vs_hospital01_apartment or l4d_vs_farm01_hilltop
I'm going to make the necessary changes later today when I get back home.
Man. Four dudes hiding in the closet in No Mercy is the only sane way to beat the roof on expert.
And on that note, I just got my Zombicidal Maniac achievement. Two of us were left after beating the first tank. We ran to the closet, spammed zombies, and made it to the second. Set him on fire, ran around, nabbed some pipe bombs, and my parter got smoker'd. I ran over and freed him and we kept on fighting. We ran around to the base of the helipad ramp where he got incapacitated so I ran up and emptied my autoshotty into the tank. He falls, and the zombie horde arrives. I threw a pipe bomb and ran and jumped into the heli. Bye Zoey! I'll miss you!
we got a pretty good strategy for blood harvest on expert, or maybe it was advanced, but it was pretty fucking hard so I'm guessing expert. you set up the gas cans at the bottom of the stairs and on the ground outside, then you hold up in the 2nd room on your left upstairs in the house because it only has 2 points of entry one window and one door. then once the tank comes exit of the opposite side he's coming from, go outside and fight the rest in there, mainly around the barn..
Bought yesterday and played through the first campaign (didn't actually make it past the tank in the final chapter though) with some pubbies last night. It actually went very well, as they were helpful to me and very much into strategizing each encounter. Add me to your FL for the 360: ChewyWaffles
A Dawn of the Dead (2004) mod will be absolutely perfect but will require some work to pull off.
The way I envision it, is you start out working your way to the mall fighting off zombies along the way, then you get to the mall. Once you get there, you have like 15 or 20 minutes to set up barricades and protection and all that on various levels of the mall, and basically plan out everything so you're ready when the zombies start making their way in.
The mission is to hold out for 30-45 minutes.. this plays out as you are forced to different levels the mall and stuff, and after the timer ends and you survive, a door is unlocked at a lower floor from an entrance on the roof (go into the door on the roof, go down stairs and enter the door that's unlocked) that lets you escape the mall to head to the harbor. Along the way you just keep fighting zombies.
Now if there would be a way to make vehicles work, you could do the same thing identically that happens in the ending scenes in the movie, but the way i'm thinking is they just do that anyway except it's shortened and with no car.
Getting everything in would take a long time, and i'd rather see the resources go to just making an amazing mall mod if I had to choose.
No Car? Kill-dozer is clutch. Make the bus a safe room, if you can throw in a movie of trying to escape an overturning, then start in the safe room on it's side, run to the docks.
Tank just threw a police car at me. Can't fight the law...when it's thrown at you anyway.
I had one just toss a car up in the air. I didn't think anything of it...until the car landed on me. It was between me and the rest of the group fighting the zombie too so I couldn't even shoot at him.
Posts
And they're almost finished with it apparently:
http://www.youtube.com/watch?v=atuZvbEPsAg
I'm also looking forward to any custom skins for the zombies people might come up with. Maybe change them to an army of rampaging circus clowns? Or hippies? Or clowns and hippies?
Having said that I hope Valve doesn't wait too long to expand the game with more campaigns and enemies. The Screamer sounds like a cool Boss Zombie, so I hope he gets a revival from the cutting room soon. The idea of going deaf (no sound) is very interesting.
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
Hahahaha
Maybe, CS:S maps work as well with the AI director. I remember in the demo a few of us just copied over CS:S maps, textures and models to the l4d demo folder and the AI director didn't seem to skip a beat. Though I'm sure it would be better to modify the maps to include entities that control AI events (if they exist, I'm not sure that they do seeing as how the SDK content isn't out yet).
Tofu wrote: Here be Littleboots, destroyer of threads and master of drunkposting.
You could just recreate the entire:
(Spoilers for the Dawn of the Dead remake):
Man, if that was my map, I would HAVE to find a way to showcase the entire thing. If I didnt, my soul would hurt.
Final Fantasy XI -> Carbuncle - Samash
I think it's standard in versus.
We did Versus on DOAs server. A fresh new server with no mods whatsoever. And melee had a cooldown on it.
That's a good point. I suppose if you focused more on the remake, there's some material to work with, game-wise, that would be pretty cool. The original, though, I still have a tough time seeing it being satisfying (again, not that they shouldn't make the map just for the sake of doing it)
Am I wrong?
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
really cause I host versus locally all the time and it doesn't have a cooldown yet some servers do
You're wrong.
oh god I am not good at battlefield
No, you're right about that particular notion. But that's far from all that is needed to make a map fun to play.
Mappers will need to consider objectives, peak events, clarity, weapon / item pickups, difficulty balancing, versus compatibility...
But mostly they'll have to playtest, playtest, playtest. In fact, because of the director, they'll have to playtest their maps even more. What was once a known quantity is now dynamic and will only reveal its true value on average over a large sample.
There is still some gameplay and design involved with it. The A.I Director is fully capable of tossing wave after wave, but you have to give him the resources to do this without making it boring.
i.e: Have multiple areas Zombies can come from, have points where Smokers and Boomers can take advantage over Survivors, and a multitude of things. I think the "hahahaha" is just at how much will need to still be involved other than just "make a pretty map".
I'm not wrong about playing on DOA's fresh new server and having to wait on a melee cooldown.
Ask him. He definately did not mod his server. For certain.
But you're wrong about Melee Mod being default. This, I know for sure. How it happened to you, I do not know.
oh god I am not good at battlefield
I'll tell you how it didn't happen to me.
It sure wasn't a modification that was applied to the server.
If it is a server setting, the default is for it to be on. I haven't touched any of the settings on my dedicated server and that's just how it is.
The way I envision it, is you start out working your way to the mall fighting off zombies along the way, then you get to the mall. Once you get there, you have like 15 or 20 minutes to set up barricades and protection and all that on various levels of the mall, and basically plan out everything so you're ready when the zombies start making their way in.
The mission is to hold out for 30-45 minutes.. this plays out as you are forced to different levels the mall and stuff, and after the timer ends and you survive, a door is unlocked at a lower floor from an entrance on the roof (go into the door on the roof, go down stairs and enter the door that's unlocked) that lets you escape the mall to head to the harbor. Along the way you just keep fighting zombies.
Now if there would be a way to make vehicles work, you could do the same thing identically that happens in the ending scenes in the movie, but the way i'm thinking is they just do that anyway except it's shortened and with no car.
Getting everything in would take a long time, and i'd rather see the resources go to just making an amazing mall mod if I had to choose.
You would have to cut that down to multiple levels / safe rooms. Surviving for 45 minutes during a panic event in "one spot" is ludicrous. Considering how often the AI likes to fuck over the team and kill everyone, getting halfway through then having to start completly over wouldn't be that popular.
...i went boom...
I can second that your server does indeed have a melee cooldown, but even during the game a PA'er you're familiar with (but who I can't remember) vouched for the server's unmoddedness. I'm not sure what to make of it. I would swear I've been in vs. matches that did not have it.
Could it be that hosted and dedicated have differing defaults? I don't see what reasoning there could be for that other than a Valve mistake.
EDIT: I'm about to hop on Steam if anyone wants to check this out with me.
Thankfully there wasn't a witch in an important area, but we did have to deal with a tank, which mainly consisted of a molotov, a few pistol clips and a lot of fleeing.
there's a large wet spot in the middle of my room
i have no idea where it came from
it does not smell like pee
Like others have said, there seems to be a bug that resets it to co-op mode. For now I have restarted the server, and I will spend some time tonight trying to find a work around.
As for the whole melee mod thing, I had someone bitching about that being on my server last night, yet I have not installed a single mod nor changed the config in any way beyond making it a versus server and Armadeaddon exclusive. It could be lag, all in your head, or the default setting for versus mode. I will take a look at the cvar list tonight to see if there is anything that controls that, and play with the settings some, but I'm inclined to leave my server with the default settings.
And on that note, I just got my Zombicidal Maniac achievement. Two of us were left after beating the first tank. We ran to the closet, spammed zombies, and made it to the second. Set him on fire, ran around, nabbed some pipe bombs, and my parter got smoker'd. I ran over and freed him and we kept on fighting. We ran around to the base of the helipad ramp where he got incapacitated so I ran up and emptied my autoshotty into the tank. He falls, and the zombie horde arrives. I threw a pipe bomb and ran and jumped into the heli. Bye Zoey! I'll miss you!
You have to do 3 things:
In your server.cfg file you need to set director_no_human_zombies = 0
Then you have to edit your map rotation to include only the following:
And then finally you must create a support ticket with whomever hosts your server to set your default start map to either l4d_vs_hospital01_apartment or l4d_vs_farm01_hilltop
I'm going to make the necessary changes later today when I get back home.
we got a pretty good strategy for blood harvest on expert, or maybe it was advanced, but it was pretty fucking hard so I'm guessing expert. you set up the gas cans at the bottom of the stairs and on the ground outside, then you hold up in the 2nd room on your left upstairs in the house because it only has 2 points of entry one window and one door. then once the tank comes exit of the opposite side he's coming from, go outside and fight the rest in there, mainly around the barn..
was too much fun.
i just puked instead of coughing! o_O
No Car? Kill-dozer is clutch. Make the bus a safe room, if you can throw in a movie of trying to escape an overturning, then start in the safe room on it's side, run to the docks.
yea I'm free, i broke free from those chains which suppressed me.
I had one just toss a car up in the air. I didn't think anything of it...until the car landed on me. It was between me and the rest of the group fighting the zombie too so I couldn't even shoot at him.