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Posted: Mon Nov 09, 2009 1:44 pm
by M's
IF yall are gonna do some more testing tonight holler at me. I would love to get in on some of that action.

Posted: Mon Nov 09, 2009 2:20 pm
by Plinko
It was a lot of fun! Can't wait to try the next iteration.

One thing I noticed you might want to see if you can work on: if you crouch, the zombies seem to have a hard time hitting you with the melee weapons. I survived significantly longer crouched in melee range than I would standing.
Might be a relic of the bot AI, though.

When the Grey Dude got so strong we couldn't kill him, getting the Emo Guy to blow up near him does manage to kill him!

Also, did not really notice the scaling of zombie strength with playercount - with just 4-5 people it was nearly impossible to cap, but the strength gains over time seemed huge to me.

Posted: Mon Nov 09, 2009 3:32 pm
by Dog
Yeah. All good points.

It's not crouching, coz they still hit you...it's proning.
When you prone, they are less likely to hit you.

So I might just prevent proning or put them in thirdperson....

I tried many things like teleporting them below but that just looked silly. tried slapping the player or teleporting them up a bit, but there would have to be a lot of explaining to do to players.

The scaling....oh God. That will take a long time to get right. VALVe has playtesters who play for hours on end. I get an hour a night!
I adjusted the Grey Dude but I may get Stevo and MMX to look at the code and suggest changes.

Posted: Mon Nov 09, 2009 4:19 pm
by Plinko
Heh, I'll be happy as long as they don't become invincible! We just need more hum ans to play! :D

Posted: Tue Nov 10, 2009 12:23 pm
by Dog
Great playtest last night guys. Thanks again!
Avalanche is now playable and hard to beat the cheatin' bots.

Will turn off proning as that makes it hard for the bots to kill you...

Will tweak it some more and try an up the amount of damage on nades and maybe make it easier when player numbers are lower.

What now?
Sounds next.
I need non-Left4Dead Zombie sounds and monster sounds for the Bosses and random grunts for the zombies.
:D

Posted: Tue Nov 10, 2009 12:57 pm
by Plinko
Steal some from Plants vs. Zombies!

Will volunteer to do some zombie sounds if you want recorded voice.

We definitely need some 'HURRR. . . BRAINS . . . HURR!' :D

Re: Left4DoD

Posted: Tue Nov 10, 2009 1:15 pm
by NoahTheBoa
I think this mod feels just like a zombie film, the zombies are difficult enough to kill and just keep coming and coming. Great work.

Posted: Wed Nov 11, 2009 1:08 am
by Dog
UPDATE
Added:
- Smoke grenades now explode into flames
- Pistols have infinite ammo

Fixed:
- Proners....hurr hurr ....they get hacked much better now

Re: Left4DoD

Posted: Wed Nov 11, 2009 2:38 am
by NoahTheBoa
Is it just me or is the BAR really underpowered against the zombies? Also, would it be possible to stock up on ammo? Like if you already have the full 5 clips in the garand could you pick up more ammo? That would be nice, but I can also see how too much ammo would hurt gameplay. Part of the fun is having to deal with low ammo and I think infinite ammo for the pistols will help this too. Does that mean the carbine has infinite ammo too?

Re: Left4DoD

Posted: Wed Nov 11, 2009 7:25 am
by The Spanish Inquisition
The weapons only seem underpowered because the monsters are getting more hitpoints the more you kill them. At some point there probably won't be enough ammo out there to kill them and you will have to complete the mission with pistols and lots of hustle. I like!

Re: Left4DoD

Posted: Wed Nov 11, 2009 1:42 pm
by NoahTheBoa
[quote="The Spanish Inquisition";p="208783"]The weapons only seem underpowered because the monsters are getting more hitpoints the more you kill them. At some point there probably won't be enough ammo out there to kill them and you will have to complete the mission with pistols and lots of hustle. I like![/quote]
The BAR seems weak even at the beginning of the round. Could just be that I almost never use the BAR and have nothing to compare it to.

Posted: Wed Nov 11, 2009 7:11 pm
by M's
CAnt wait to try it again.
Also noticed that when the zombie hord gets around a lamp post the get stuck.
But to me it seems like everything is doing great.

Re: Left4DoD

Posted: Wed Nov 11, 2009 8:35 pm
by NoahTheBoa
Invite me if you do another playtest

Posted: Sat Nov 14, 2009 9:59 am
by M's
Someone brought up a good point last night. Can the maps be mod. to where the allies have to defend 1 point and try to survive the onslaught.

Posted: Sat Nov 14, 2009 8:37 pm
by Dog
That would be a neat map for someone to make!