Hoool-eeee shit. I thought the charger would make things nuts, but this makes it insane.
YamiNoSenshi on
0
CarbonFireSee youin the countryRegistered Userregular
edited September 2009
I can see the comic now.
Panel 1: Louis is seen copping a feel on Zoey
Panel 2: Zoey slaps Louis, telling him to keep his hands to himself.
Louis protests, saying that he can't control his actions because he's got a Jockey on his back.
Panel 3: Zoey stomps off furiously, while Louis reaches over his back and high-fives the Jockey, both of them smiling slyly.
Intro test, camera animation by Jazzman and voice acting (not sure if you can hear it properly) by Improvolone. It's a bit fast, I think, and also the fog bugs out a bit, but I can fix that. http://www.youtube.com/watch?v=SoovuxQQSz8
Intro test, camera animation by Jazzman and voice acting (not sure if you can hear it properly) by Improvolone. It's a bit fast, I think, and also the fog bugs out a bit, but I can fix that. http://www.youtube.com/watch?v=SoovuxQQSz8
I can hear that there IS a voice, but I couldn't tell you what it's saying. Looks great otherwise though
That's partly because it actually is a bit too quiet, and partly because I recorded that video with my webcam mic against my speaker because Fraps is annoying when it comes to recording straight from the game.
Could someone throw up a copy&paste of that Destructoid article? Stupid freaking firewalls.
:x
We got word of a brand new Special Infected coming to Left 4 Dead 2 from reader Josh, which we promptly followed up with Valve to get official confirmation. Those attending PAX will be the first to witness the arrival of The Jockey, perhaps the most annoying-yet-awesome sounding Special Infected of them all.
The Jockey is a smaller zombie who jumps on the backs of Survivors and tears them apart from behind. Not only that, but he gets to control the movements of the Survivor while he's doing it, meaning that Versus Mode just got a whole lot crazier. Sounds like a helpful little guy who'll help guide the Survivors into ambushes and other desirable locations.
That's all we know so far. We'll get to see him in the flesh at PAX.
Could someone throw up a copy&paste of that Destructoid article? Stupid freaking firewalls.
:x
We got word of a brand new Special Infected coming to Left 4 Dead 2 from reader Josh, which we promptly followed up with Valve to get official confirmation. Those attending PAX will be the first to witness the arrival of The Jockey, perhaps the most annoying-yet-awesome sounding Special Infected of them all.
The Jockey is a smaller zombie who jumps on the backs of Survivors and tears them apart from behind. Not only that, but he gets to control the movements of the Survivor while he's doing it, meaning that Versus Mode just got a whole lot crazier. Sounds like a helpful little guy who'll help guide the Survivors into ambushes and other desirable locations.
That's all we know so far. We'll get to see him in the flesh at PAX.
I'd still like a "race for dead" scenario map at some point. Throw in a giant, lumbering monster that kills indiscriminately, forcing the survivors to run or die.
In the future, in L4DIII we'll get all 8 survivors at once for massive Co-op against just as many infected. That is when massive lumbering super zombies show up during what they call "Epic Campaigns"
In the future, in L4DIII we'll get all 8 survivors at once for massive Co-op against just as many infected. That is when massive lumbering super zombies show up during what they call "Epic Campaigns"
One of the campaigns will take place on a giant zombie.
Intro test, camera animation by Jazzman and voice acting (not sure if you can hear it properly) by Improvolone. It's a bit fast, I think, and also the fog bugs out a bit, but I can fix that. http://www.youtube.com/watch?v=SoovuxQQSz8
I can hear that there IS a voice, but I couldn't tell you what it's saying. Looks great otherwise though
The camera doesn't feel as smooth as the Official Maps. So here's my two cents:
The Flow of the intro is interesting it's just that there are small issues to it:
By the seconds:
0:00 - 0:03 : This camera needs to be just a bit slower before flying underneath the truck. It gives the camera time to fade in before going through this intro. Think of how Death Toll starts off slow before flying past its scenery.
0:03 - 0:04: This is a crazy awkward transition, the arc of the turn is too fast mainly because of the next shot.
0:04: This transition (and intro) can be helped if this camera wasn't at a direct angle at the building. It would look and work much better with the camera directly facing at the building's front (maybe looking slightly upwards?) instead of its current angled sideview. This way the camera can give the short overview of the building before flying up to the tower on top. The next shot of the camera flying up would also look less awkward and more smooth just by having this camera face the building's front directly. You can still keep the focus of this small break to be the bloodied corpse just by having it infront of the camera, the current angle, while interesting, doesn't work well with the other transitioning camera shots.
0:05-0:06: This is all good. Maybe add a small, faint "wooooooooooosh" sound to compliment the fast camerawork.
I think most of the official map openings have the intro show the objective of the campaign. No mercy shows the helicopter, Dead Air shows the plane, Death toll shows the tunnel, Blood harvest is probably the only exception. It would be nice if you could show something like that in the intro or at least the overhead shot of the trucks in your previous screen shot so as to give players a sense of whats to come.
The camera going under the truck is a nice touch though.
I think most of the official map openings have the intro show the objective of the campaign. No mercy shows the helicopter, Dead Air shows the plane, Death toll shows the tunnel, Blood harvest is probably the only exception. It would be nice if you could show something like that in the intro or at least the overhead shot of the trucks in your previous screen shot so as to give players a sense of whats to come.
The camera going under the truck is a nice touch though.
Death Toll doesn't either; basically NM and DA the characters have a goal that they're following, whereas with DT and BH they don't really know where to go next and are just moving forward until they find something based on rumors.
Jockey sound hilarious and a little op. Take control -> jump off bridge/building etc.
I doubt he'll have total control- it'll probably be a struggling, erratic stumble sort of movement. Bad if you're right near a drop, but the other survivors will probably have time to rescue you otherwise.
Professor Phobos on
0
NappuccinoSurveyor of Things and StuffRegistered Userregular
Intro test, camera animation by Jazzman and voice acting (not sure if you can hear it properly) by Improvolone. It's a bit fast, I think, and also the fog bugs out a bit, but I can fix that. http://www.youtube.com/watch?v=SoovuxQQSz8
I can hear that there IS a voice, but I couldn't tell you what it's saying. Looks great otherwise though
The camera doesn't feel as smooth as the Official Maps. So here's my two cents:
The Flow of the intro is interesting it's just that there are small issues to it:
By the seconds:
0:00 - 0:03 : This camera needs to be just a bit slower before flying underneath the truck. It gives the camera time to fade in before going through this intro. Think of how Death Toll starts off slow before flying past its scenery.
0:03 - 0:04: This is a crazy awkward transition, the arc of the turn is too fast mainly because of the next shot.
0:04: This transition (and intro) can be helped if this camera wasn't at a direct angle at the building. It would look and work much better with the camera directly facing at the building's front (maybe looking slightly upwards?) instead of its current angled sideview. This way the camera can give the short overview of the building before flying up to the tower on top. The next shot of the camera flying up would also look less awkward and more smooth just by having this camera face the building's front directly. You can still keep the focus of this small break to be the bloodied corpse just by having it infront of the camera, the current angle, while interesting, doesn't work well with the other transitioning camera shots.
0:05-0:06: This is all good. Maybe add a small, faint "wooooooooooosh" sound to compliment the fast camerawork.
I agree with all of this and will be giving it a try myself once I can get my XSI working.
just to clear up my confusion - are all of these special infected in addition to hunter/smoker/boomer going to be playable in l4d2? or is it just the new ones that are playable in the new campaigns?
Oh mans, have the jockey go in last and hop on someone right as they're going to rescue their pinned teammates.
Unearthly Stew on
0
Fondor_YardsElite Four Member: HydraRegistered Userregular
edited September 2009
Is anyone else wondering how the jockey won't be horribly horribly unbalanced?
And every time I try to think how he controls the person I just see him stabbing the back of their head and hideously mind fucking them. I'm not sure if this is awesome, retarded, or retardly awesome.
Fondor_Yards on
Secrets, lies, and tragedy. The trifecta.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
As Phobos said earlier I'm guessing it will be a slow movement so you can't just make the survivor jump to his death easily. That said, it'll probably make witches more of a threat for versus since you can force the victim to run into her.
I agree with all of this and will be giving it a try myself once I can get my XSI working.
The camera moves way too fast, and jerks around way too much. After it passes under the truck, don't have it aim upwards as it moves to the survivors. Keep it facing foward, and move up the tower much more slowly. If there isn't already, place skybox assets so that the viewer gets an eye full of the city under chaos; put smoking buildings, or a street with crashed cars, etc. on the other side.
Posts
Hoool-eeee shit. I thought the charger would make things nuts, but this makes it insane.
Panel 1: Louis is seen copping a feel on Zoey
Panel 2: Zoey slaps Louis, telling him to keep his hands to himself.
Louis protests, saying that he can't control his actions because he's got a Jockey on his back.
Panel 3: Zoey stomps off furiously, while Louis reaches over his back and high-fives the Jockey, both of them smiling slyly.
I can see many great things coming of this
We didn't play with you on the awesome fun times server so... we did this.
First, we molested a zombie together
Then, I gave tongue a ride.
Good bye.
Steam - Minty D. Vision!
Origin/BF3 - MintyDVision
http://www.youtube.com/watch?v=SoovuxQQSz8
I can hear that there IS a voice, but I couldn't tell you what it's saying. Looks great otherwise though
and awkward
:x
This game keeps getting sweeter and sweeter with the new infected.
Now if the survivors actually end up being cool, this game could be BAWS.
Just the infected clowns makes it +5 points of badassness. 8-)
One of the campaigns will take place on a giant zombie.
"Chapter 3: The Buttocks"
The camera doesn't feel as smooth as the Official Maps. So here's my two cents:
The Flow of the intro is interesting it's just that there are small issues to it:
By the seconds:
0:00 - 0:03 : This camera needs to be just a bit slower before flying underneath the truck. It gives the camera time to fade in before going through this intro. Think of how Death Toll starts off slow before flying past its scenery.
0:03 - 0:04: This is a crazy awkward transition, the arc of the turn is too fast mainly because of the next shot.
0:04: This transition (and intro) can be helped if this camera wasn't at a direct angle at the building. It would look and work much better with the camera directly facing at the building's front (maybe looking slightly upwards?) instead of its current angled sideview. This way the camera can give the short overview of the building before flying up to the tower on top. The next shot of the camera flying up would also look less awkward and more smooth just by having this camera face the building's front directly. You can still keep the focus of this small break to be the bloodied corpse just by having it infront of the camera, the current angle, while interesting, doesn't work well with the other transitioning camera shots.
0:05-0:06: This is all good. Maybe add a small, faint "wooooooooooosh" sound to compliment the fast camerawork.
The camera going under the truck is a nice touch though.
Streaming 8PST on weeknights
Death Toll doesn't either; basically NM and DA the characters have a goal that they're following, whereas with DT and BH they don't really know where to go next and are just moving forward until they find something based on rumors.
I have not played LaCabra's campaign, maybe the tower is foreshadowing. If so, then I would be wrong
Streaming 8PST on weeknights
I doubt he'll have total control- it'll probably be a struggling, erratic stumble sort of movement. Bad if you're right near a drop, but the other survivors will probably have time to rescue you otherwise.
Not really, You start in the tower and then you go down an elevator and hit street level very quickly.
Its very cool though, esp when someone misses the elevator (Chicago Ted)
He'd have to be pretty short to be able to latch onto someones back without limbs hanging all over the place.
That can't happen anymore :P
I agree with all of this and will be giving it a try myself once I can get my XSI working.
And every time I try to think how he controls the person I just see him stabbing the back of their head and hideously mind fucking them. I'm not sure if this is awesome, retarded, or retardly awesome.
3DS Code: 5043-2172-1361
Xbone Tag: Salal al Din
is if he is actually dressed like a jockey, and whips you with the horse whipper thinger
The camera moves way too fast, and jerks around way too much. After it passes under the truck, don't have it aim upwards as it moves to the survivors. Keep it facing foward, and move up the tower much more slowly. If there isn't already, place skybox assets so that the viewer gets an eye full of the city under chaos; put smoking buildings, or a street with crashed cars, etc. on the other side.