Left4DoD

A forum dedicated to the Left4DoD Day of Defeat: Source Mod
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M's
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Post by M's » Mon Nov 09, 2009 1:44 pm

IF yall are gonna do some more testing tonight holler at me. I would love to get in on some of that action.

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Post by Plinko » Mon Nov 09, 2009 2:20 pm

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.
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Post by Dog » Mon Nov 09, 2009 3:32 pm

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.
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Post by Plinko » Mon Nov 09, 2009 4:19 pm

Heh, I'll be happy as long as they don't become invincible! We just need more hum ans to play! :D
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Post by Dog » Tue Nov 10, 2009 12:23 pm

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
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Post by Plinko » Tue Nov 10, 2009 12:57 pm

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
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Re: Left4DoD

Post by NoahTheBoa » Tue Nov 10, 2009 1:15 pm

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.
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Post by Dog » Wed Nov 11, 2009 1:08 am

UPDATE
Added:
- Smoke grenades now explode into flames
- Pistols have infinite ammo

Fixed:
- Proners....hurr hurr ....they get hacked much better now
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Re: Left4DoD

Post by NoahTheBoa » Wed Nov 11, 2009 2:38 am

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?
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Re: Left4DoD

Post by The Spanish Inquisition » Wed Nov 11, 2009 7:25 am

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!
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Re: Left4DoD

Post by NoahTheBoa » Wed Nov 11, 2009 1:42 pm

[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.
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Post by M's » Wed Nov 11, 2009 7:11 pm

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.

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Re: Left4DoD

Post by NoahTheBoa » Wed Nov 11, 2009 8:35 pm

Invite me if you do another playtest
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Post by M's » Sat Nov 14, 2009 9:59 am

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.

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Post by Dog » Sat Nov 14, 2009 8:37 pm

That would be a neat map for someone to make!
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