Left4DoD: To-do list

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Left4DoD: To-do list

Post by Dog » Sun Mar 11, 2012 2:07 pm

* Make the Witch more rare - she is too strong for many new players who do not appreciate her teleporting
* Zombies make more noises
* Add a new Zombie - Orcus - fires fireballs and can set Allies on fire
* Human zombies will no longer be able to run from spawn invisible - instead they can choose a flag to spawn near. They will be invulnerable and invisible for 2 secs after spawning on a flag. The reason is that the collisions are causing severe lag.
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Re: Left4DoD: To-do list

Post by v.o.c » Sun Mar 11, 2012 5:54 pm

new zombie, most excellent. I've been getting the over all feeling alot of the regs need a slight change in the game play. a new zombie should add a new dynamic.
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Re: Left4DoD: To-do list

Post by the creeper » Mon Mar 12, 2012 11:53 am

Oh! i can't wait!! Will we be able to play as this new zombie? Should be fun.
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Re: Left4DoD: To-do list

Post by <eVa> + Sarge + » Thu Mar 15, 2012 9:55 am

* Add a new Zombie - Orcus - fires fireballs and can set Allies on fire

Orcus-God of the Underworld... :onfire:

Most excellent :clap:

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Re: Left4DoD: To-do list

Post by Dr. Bob » Thu Mar 22, 2012 2:44 pm

Sounds like exciting stuff :) Look forward to trying out the changes

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Re: Left4DoD: To-do list

Post by Moonshine » Thu Apr 05, 2012 6:33 pm

I would love to try this, unfortunately my harddrive died. Once I figure out how to run DoD on Ubuntu I would like to try this new zombie!

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Re: Left4DoD: To-do list

Post by Maurice Moss » Sun Apr 29, 2012 4:02 pm

Sounds good Dog. You keep Left4Dod fresh!
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Re: Left4DoD: To-do list

Post by south » Sun Apr 29, 2012 8:08 pm

I can't wait to try the new guy. Replacing whom? The witch maybe? I personally never play her or the Wraith.

A suggestion, if I may? When spawning on a flag, flag cap time should not start until visible/vulnerable. Just seems more fair. I play mostly zombie, but that's too much advantage.

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Re: Left4DoD: To-do list

Post by Dog » Tue May 01, 2012 3:10 pm

The Emo is going away.
He was a bad idea in the first place
:D

As for capping on spawn, it's something the Allies are going to have to watch for.
Zombies are a touch weaker, so Allies need to work together...
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Re: Left4DoD: To-do list

Post by Aardvark Ratnick » Sun May 06, 2012 10:29 pm

Good riddance to the EMO. I truly despised him. Never seemed fair that 10 feet away he can suicide and kill you. If you could improve the zombie separation so they don't overlap one another that would be nice too. Hit reg and location position improvements would also be greatly welcomed. But this may be beyond your ability to fix because of source engine.

Valve has hinted at a HL3. Should that come out with a new engine and DOD gets ported to that new engine. Any plans to migrate L4DOD to it?

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Re: Left4DoD: To-do list

Post by v.o.c » Mon May 07, 2012 3:43 am

Aardvark Ratnick wrote:Good riddance to the EMO. I truly despised him. Never seemed fair that 10 feet away he can suicide and kill you. If you could improve the zombie separation so they don't overlap one another that would be nice too. Hit reg and location position improvements would also be greatly welcomed. But this may be beyond your ability to fix because of source engine.

Valve has hinted at a HL3. Should that come out with a new engine and DOD gets ported to that new engine. Any plans to migrate L4DOD to it?
im pretty sure Dog as said in the past that the overlapping of the zombies is unfixable due to the source engine coding. im sure dog tried to get around it once, I also think its the same for hit boxes, they've always been an issue for some in DOD source.
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Re: Left4DoD: To-do list

Post by <eVa> + Sarge + » Mon May 07, 2012 9:55 am

I hate being blown to pieces by the Emo but I like having him in the game.
He can thwart the shield (if you're too close) and really makes me want to throw my mouse through my monitor sometimes but he keeps the zombies in the game.

That being said, the new zombie sounds like it will give the Allies a run for their money.

On a side note Dog, some of the regs had been commenting that the human controlled zombie shovel is a bit too weak.

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