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Left4Dead:- New thread up
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The Left 4 Dead gods are a tough group to appease. Whenever I really want to play, I can never find a server. Whenever there are plenty of servers to be had, I can never find enough people to stay for a complete game --too much butthurt,etc.
PAers tend to be better for organized games, but since I've cheated on L4D with TF2 again, I might have to wait for the survival pack to rekindle my interest in zombie killing.
Yes, please PM me if this happens. I'll gladly throw in my 360 TF2 disc and have fun tymes.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
Wait 4 Lobby is a cruel, soul-destroying game.
Steam - Minty D. Vision!
Origin/BF3 - MintyDVision
Sent ya a friend request.
You guys really need to come play TF2 on the PC it's soo much better than the 360 version its kind of sad.
On Topic:
I can't wait for Dead Air and Death Toll to be VS. So I can get back into this.
DE-RAILED LEVEL SYNOPSIS:
LEVEL 1:
SURVIVORS START IN THE MIDDLE OF CITY STREETS.
IT IS DUSK; NOT QUITE NIGHT YET, SOME SUN IN THE SKY.
An overturned van is behind them and on fire, as well as a wall of debris, suggesting they just flipped the van trying to get through.
Survivors must proceed on foot from here on out; heading to Grand Central Station.
Survivors proceed through city streets of 'Manhattan'-esque environment...
http://www.tvgasm.com/newsgasm/images/moviegasm/i_am_legend05.jpg
Debris, rubble, signs, and vehicles will direct the survivors through the streets and prevent the area from being too large and open.
Hunter pounce vantage points will be available on nearby buildings bordering the streets; off derelict signs, etc.
Halfway through, the intersection will be blocked by rubble and a bus. Survivors forced into store on the corner and through a few buildings.
These spaces can serve as rescue closets (for campaign) and spawn points for items.
First aid kit on the shelves, etc.
NO TIER 2 WEAPONS ON THIS LEVEL.
ARRIVAL AT GRAND CENTRAL STATION: A moving van/armored car/bus has smashed through the wall of the building, and serves as the 'safe house' transition between the two buildings.
IDEAL LENGTH OF LEVEL 1 IS ROUGHLY DEATH TOLL 1 LENGTH IN TERMS OF DISTANCE COVERED.
LEVEL 2:
GRAND CENTRAL STATION.
Players start in the currency exchange of the building (scenery similar to bank for a short while)
OPENS TO GCT LOBBY...
http://imagecache2.allposters.com/images/pic/135/075_BW1497~Grand-Central-Station-Posters.jpg
IT IS NOW NIGHT. MOONLIGHT/BLUE AMBIANCE COMES IN THROUGH THE WINDOWS AND ILLUMINATES THE CENTRAL AREA.
NO LIGHTS ARE ON; POWER IN THE STATION IS OFF CURRENTLY.
Bodies litter the lobby, as well as luggage and other suitable debris. It is still a large, open area, but some obstacles make it a bit harder to navigate.
Perhaps include a bus in the lobby that drove through a hole in the wall most of the way, to help section the area off a bit.
This'd be an awesome place to fight a tank; open area, but plenty of punchable stuff for him hopefully.
Grafitti sprays on the wall of a survivor who was there before them...
SERVES AS A JOURNAL OF SORTS. SURVIVOR INDICATES HE SUSPECTS POWER STILL ON, HEADING TO SUBBASEMENT TO ACTIVATE THE BREAKER.
THIS WILL HELP DIRECT THE PLAYERS TO THEIR NEXT GOAL: HEAD INTO THE UNDERGROUND TO RESTORE POWER TO THE STATION.
Survivors move down escalators/stairs into tunnel areas. Trains missing, tracks empty.
Survivors forced to drop down onto the tracks from the platform.
A service ladder allows them to climb back up and rescue/backtrack if necessary.
Survivors proceed down dark tunnel (think NM2), fighting off zombies/infected. Eventually, path is blocked by cave-in; survivors take service entrance, navigate through side-tunnels around obstruction.
Leads to generator/power room.
GENERATOR ROOM IS A TWO-LEVEL AREA - GENERATORS ON LEVEL BELOW, CONTROL ROOM ON LEVEL ABOVE.
TWO STAIRCASES ON EITHER SIDE OF CONTROL ROOM LEAD UPWARDS. CONTROL ROOM IS AN OPEN AREA - PLATFORM, MINIMAL WALLS. (Think the generator room on NM 2, sortve.
CRESCENDO GOES HERE - SURVIVORS HIT THE BUTTON, THE WHINE OF THE MACHINERY BEING POWERED ON DRAWS INFECTED.
FOLLOWING CRESCENDO, PATH THE SURVIVORS CAME FROM IS CLOSED OFF; MECHANICAL DOOR SHUTS BEHIND THEM, JAMMED. MUST MOVE THROUGH ALTERNATE EXIT.
SOME SORT OF INDICATOR SHOULD BE GIVEN IN THE GENERATOR ROOM SHOWING POWER RESTORED TO A PARTICULAR TRACK NEAR THE SURFACE LEVEL, ESTABLISHING NEXT SURVIVOR GOAL: GO UP, AND REACH ACTIVE RAILWAY. Perhaps a sign/diagram on the wall with a green light by a particular track.
A VENT IN THE WALL IS MARKED WITH THE SAFE HOUSE ARROW; GRATE ON THE VENT HAS BEEN REMOVED, LAYS NEARBY. SURVIVORS FORCED TO MOVE THROUGH THE VENTS FOR A DISTANCE UNTIL THEY CAN DROP DOWN THROUGH A HOLE INTO A HALLWAY BELOW.
SECURITY ROOM AT THE END OF HALLWAY; HAS BEEN REINFORCED INTO SAFE ROOM. SURVIVORS RUN FOR IT!
LEVEL 3:
SECURITY ROOM STARTS WITH T2 WEAPONS ON RACKS/AMMO.
ALSO PUT SOME INDICATORS OF GOAL HERE: MAYBE A LIT TRACK SIGN, COMPUTER READING "TRACK 9 ACTIVE" or something, SURVEILLANCE CAMERAS SHOWING THE TRAIN WAITING.
Survivors must proceed up a few levels, as they are currently a few tunnels below their objective (the active track)
Safe room opens into a different underground train platform.
Survivors run across the platform to the stairs. Empty rail tunnels on either side of platform.
A good smoker can pull a survivor down off the platform. Service ladders and concrete rubble ramps will allow them to climb back up.
STAIRS MOVE THE SURVIVORS UP TO THE DESIRED LEVEL.
SURVIVORS MOVE THROUGH A SECURITY CHECKPOINT AT THE TOP OF THE STAIRS. METAL DETECTORS, ETC. THE POWER IS CLEARLY OFF HERE, SO NOTHING TO WORRY ABOUT.
Survivors move into a 'shopping' area of the underground. A few stores, most of them have their cage/fence wall down (the security things they use to close stores up) but some are open.
A drug store will be open; contains a first aid cabinet.
THE SECURITY CHECKPOINT AT THE TOP OF THE STAIRS FOR THE TRACK 9 PLATFORM IS ACTIVE! THIS IS A CRESCENDO EVENT; THE SURVIVORS ARE FORCED TO MOVE THROUGH IT (detector), AND IT GOES OFF, DRAWING ZOMBIES.
A BARRIER LOWERS BY THE STAIRS, PREVENTING SURVIVORS' PROGRESS DURING CRESCENDO.
Survivors unable to proceed into tunnels until they turn off the alarm via the computer nearby, following the crescendo event. Barrier lifts.
Following crescendo, Survivors move past the checkpoint, into 'TRACK 9 PLATFORM' or whatever; the tunnel of their goal.
Rear/Caboose of train is visible in the tunnel; most of the rest of train already in the tunnel. This rear train car is their SAFE HOUSE.
Survivors enter caboose to end the level.
LEVEL 4:
Survivors begin in rear train of car. There are NO WINDOWS IN THIS CAR. Door is barricaded with crates and the likes.
TRAIN BEGINS TO MOVE! - VOICE COMES ON INTERCOM, IT IS ANOTHER SURVIVOR (think the Church in Death Toll).
"You guys got on just on time! I figured out how to get this thing moving... blah blah."
Survivor NPC is at the front of the train. He directs you to move to the front of the train and join him.
SURVIVORS EXIT REAR TRAIN CAR; TRAIN IS DOUBLE-DECKER STYLE, WITH A TOP AND BOTTOM LEVEL FULL OF SEATS. Approx. 15 cars in the train.
LOOKING OUT THE WINDOWS WILL SHOW MOVING TUNNELS INITIALLY; MOSTLY DARK, SOME LIGHTS GOING BY IF POSSIBLE.
A few vents in the ceiling provide a place for infected players to spawn and drop in unharassed.
Additionally, between cars there will be enough of a platform for infected to spawn and either climb over the top of the train or move in through the doors (slashable).
About 5 cars in, TRAIN EXITS TUNNEL INTO OPEN AIR. SLIGHTLY ELEVATED RAILWAY, SOME SCENERY PASSES BELOW (trees, buildings, etc). City can be seen on the horizon behind. It is still night.
The doors are jammed. Survivors are forced to EXIT THE TRAIN THROUGH A VENT IN THE ROOF.
SURVIVORS MUST TREK ACROSS THE TOP OF TWO TRAIN CARS - INFECTED CLIMBING OUT THROUGH THE HOLES AND UP TO THE TOP.
Smoker can LEDGE players here. This is a really dangerous place for the survivors which they should move through with haste.
Return back into train. A first aid kit cabinet on the wall.
2 CARS FROM THE FRONT OF THE LOCOMOTIVE (?), NPC SURVIVOR ANNOUNCES "TRACK AHEAD IS OUT! GOING TO HAVE TO HIT BRAKES!"
Upon entry into next car, brakes are hit; this car is not a passenger car, and has no windows, so showing deceleration won't be necessary.
NEXT CAR IS SAFE ROOM.
LEVEL 5:
THE SURVIVORS 'COME TO' IN THE SAFE ROOM/CRASHED TRAIN CAR
The front of the train has been sheared off. The train car is in a ditch. A radio on the floor is requesting an answer.
Survivors answer; helicopter pilot responds. "Holy shit, I just saw that, miracle you survived, etc..."
Helicopter pilot directs the survivors to head to a nearby open field so that he can pick them up.
Survivors disembark the train car through the sheared front.
Survivors must move a short distance through the woods.
Survivors reach the open field.
THE FIELD IS A LARGE OPEN SPACE, RINGED BY TREES. A FEW OF THE TRAIN CARS FROM THE CRASHED TRAIN LAY HERE, TORN APART AND SERVING AS COVER. THERE IS LITTLE LIGHT, ASIDE FROM THE AMBIENT MOONLIGHT; HOWEVER, A NEARBY TRACTOR LAYS ON IT'S SIDE, AND HEADLIGHTS ILLUMINATE THE CENTER OF THE FIELD.
The helicopter pilot attempts to come in and land, but before he can touch down, zombie waves begin.
HELICOPTER PILOT BEGINS CIRCLING THE FIELD WHILE SURVIVORS FIGHT OFF ZOMBIES. A SPOTLIGHT FROM THE HELICOPTER MOVES WITH THE AIRCRAFT, ILLUMINATING AREAS OF THE FIELD.
Survivors fight off obligatory zombie waves, and 2x tank waves.
Following that, helicopter pilot touches down just long enough for the survivors to get onboard. Survivors are rescued.
Also, Koga, you do know Connery's been running Death Toll and Dead Air versus games for like a week now, right?
De-railed is sounding slick!
Ein,
I've played them both before but last time i played you could only do two zombies and two humans. is it a (mostly?)fully functioning map now? full teams ect.? if SOO Fuck YEAH! i'll have to get on tomorrow (not tonight as it's drunken Tuftoo night in honor of st. patty)
What does that mean? Can't any dickbag just record himself for dialogue?
Koga: Yeah, it's a full 8 players. I have no idea how, since last time I tried doing that sort of thing it would only let 4 on there, but he's got it working.
Oh, well, if that's the case, then I demand that the helicopter pilot be played by Sean Connery, brother of train conductor, Sean Connery.
I do play it on the PC. I play with the PA group as much as possible. I don't have a PC to call my own at the moment. I play on my girlfriends, but she needs to reformat something fierce.
Trying to install XP on my Intel Mac.
You should totally play TF2 on the 360 with me in the meantime, Muff.
:P
You guys know that we had DA and DT versus going since a couple weeks after launch, right? The only things that don't work right are the point modifiers and that the finale doesn't go twice if the first team survives.
The difference being, as I understand it, that the Death Toll and Dead Air you guys had going a few weeks after release required you downloaded revised/fixed maps for them, to allow VS play... Whereas it looks like Connery's is done with some console shenanigans on the normal maps, so nobody has to download or install anything.
You actually need two different versions, otherwise you'll have stuff like the medkits at the end room counting for your score as survivors, and the func_triggers in the finale ending the game if the first survivor team wins and stuff.
Couple of ideas:
Train Level
Lights turn off suddenly and everything goes quiet, and you slowly realise there's a witch somewere near you, in the darkness between you and the next car.
Open air cars, like you see on cargo trains. If anyone has played the last level of the original Gears of War, you'll know what I mean.
A tank chase through the cars.
Oh, from claustrophobia from being inside the train tunnel with small red lights flashing past to being in the huge countyside and seeing the helibopper's searchlight briefy flash up the compartment as he catches up to you.
When you climb on the top of the train cars, you can see the helicopter racing alongside the train, partially obscured by it's searchlight. Then you hear the pilot screaming that the track/bridge ahead is out, glancing ahead you see he's right. And he veers off screaming at you to somehow stop the train.
Finale
I still think the helicopter should have a mounted minigun that fires at large infected hordes at like 30 second intervals. Seeing a huge swarm getting cut into a more managable side by the helicopter making it's pass would be awsome.:whistle:
And have the searchlight track the tank. And have the helicopter touch the ground when the horde are ever so slightly too close for comfort.
I can't really think of ideas that would make the earlier stages stand out, though.
And what is the map inclined for? Campaign or vs?
@gamefacts - Totally and utterly true gaming facts on the regular!
I do play TF2 on the PC.
But I prefer it on the 360.
Switch: 6200-8149-0919 / Wii U: maximumzero / 3DS: 0860-3352-3335 / eBay Shop
Trainyard crescendo. Halfway through the level, the Survivor NPC announces that the train is approaching a small-town "dead-end" train-station. In order to proceed, the survivors will actually have to move the engine around to the back-end of the train, then switch tracks (don't ask me how Amtrak does this, but when I'm traveling from West Massachusetts to New York, I always enter one small train-station where they have to do exactly this). The survivors are forced to disembark from the train, enter the podunk train station, and activate the rail switch. This locks the train's doors, and forces the survivors to wait while the NPC conducts the engine from the "front" of the train to the "back." This, of course, alerts the nearby horde, and all hell breaks loose.
When the crescendo ends, the train unlocks and the survivors embark once again. The NPC directs the survivors to the new "front" of the train—which means that the players must now backtrack through the same cars that they moved through before. Unfortunately, soon after getting back on the train, the light cut out, the emergency lights turn on, and over the intercom the survivors hear the NPC frantically calling for help over the sounds of zombie screams.
Uh-oh. Now the mission is to reach the NPC before the train turns run-away. Due to the emergency power-failure, old doors are sealed off and new pathways opened. In the end, as the survivors are approaching the exact same safehouse in which they started, the NPC reappears: "Good news and bad news. Good news is I fought off those damned zombies. Bad news is...we've run out of track! Hold on, I'm hitting the breaks!" Players enter safehouse, level ends.
You are wrong about the med kits (there are none in Connery's games at least,) but the finale ending short is a fact and can be frustrating.
NintendoID: Nailbunny 3DS: 3909-8796-4685
Then the official L4D design documents are wrong. :P
Connery may have found a way to remove them, as they are not present, and the scoring appears accurate. It may also have been changed in a patch or something.
NintendoID: Nailbunny 3DS: 3909-8796-4685
Jesus christ my head
This would be hardcore-crazy-awesome if someone put it together, but it's sure as shit not going to be me.
We have a thread going somewhere about making maps, and I'm getting started with learning how.
It will be a long process, and it will be exceedingly difficult. But I think it'll be fun, so start there, join the fun.
[tiny]Nom nom nom[/tiny]
I demand that the survivors at the end open the helicopters doors and immediately get drowned by a flood of tickets.
There's no other way that Derailed can properly end.
full of zombies?
I'm so tired of finding 10 year olds on this.
add me, i have a few friends who play it aswell.