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01-31-2009, 12:54 PM
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#16 (permalink)
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Join Date: Jan 2008
Location: Indianapolis
Posts: 111
Tournaments Joined: 0 Tournaments Won: 0
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Re: Custom Campaign - Dead City
Just loaded it up again:
Heads up that on the first elevator...you can get in the elevator without your team and still head up without them and trap them down below. Kinda crazy.
Also, some of the first couple horde trigger items have crazy delay =)
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01-31-2009, 09:38 PM
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#18 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
Posts: 2,522
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Re: Custom Campaign - Dead City
Avs says that he'll upload the version 7 of this map to the TG server.
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02-01-2009, 12:06 PM
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#19 (permalink)
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Join Date: Aug 2005
Location: Wisconsin, USA
Age: 38
Posts: 1,695
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Re: Custom Campaign - Dead City
I talked with the map gameplay advisor and heard that the swarm size is intentional. When Valve patched it reduced the number of tank and witch possibilities, so I think the designer is trying to adjust for that. The best option is to play it on normal so you don't get cut up as much. Zombie pathing isn't something they can control, so the teen wolf thing is going to happen, but in VS mode that's a deathtrap to get in to anyway.
There are a couple spots you can get across the fences as infected before you spawn: From the top of the burning tanker's cab, from the top of the ambulance, and through the window grate on the weapons room.
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02-01-2009, 01:01 PM
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#20 (permalink)
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Join Date: Jun 2008
Location: Twin Lake, MI; Home again
Age: 18
Posts: 1,603
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Re: Custom Campaign - Dead City
The first level was fun and huge! I didn't think most of the rooms in the apartment would be devoid of supplies.
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02-01-2009, 04:38 PM
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#21 (permalink)
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Join Date: Jan 2006
Posts: 788
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Re: Custom Campaign - Dead City
For the apartments: 1st level can have pills/grenades, 2nd level can have medpacks/grenades, Ive seen 3rd have pills/kits/nades.
Though keep in mind its pretty bare because there are little materials to work with.
Quote:
I talked with the map gameplay advisor and heard that the swarm size is intentional. When Valve patched it reduced the number of tank and witch possibilities, so I think the designer is trying to adjust for that. The best option is to play it on normal so you don't get cut up as much. Zombie pathing isn't something they can control, so the teen wolf thing is going to happen, but in VS mode that's a deathtrap to get in to anyway.
There are a couple spots you can get across the fences as infected before you spawn: From the top of the burning tanker's cab, from the top of the ambulance, and through the window grate on the weapons room
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Who's the gameplay advisor? In anycase, we can adjust the swarm size regardless of how the mapper is intentionally trying to make up for the number of super special infected, as well as adjust the number of tanks/witches we want to see in theory. Minus that, the map is really large, but he also put in a number of health kit spawns which off sets the difficulty as well (on normal).
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02-02-2009, 06:23 PM
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#23 (permalink)
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OFP Officer
OFP Admin 
Join Date: Oct 2005
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Re: Custom Campaign - Dead City
ok - server's updated with v8. I haven't tested it, but it should be ok
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02-02-2009, 11:38 PM
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#24 (permalink)
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Join Date: Jan 2008
Location: Indianapolis
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Re: Custom Campaign - Dead City
forgot to add that V7 fixed some of the AI pathing especially the elevator glitch. The AI moved the humans onto the lift ok-
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02-03-2009, 01:50 AM
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#25 (permalink)
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Join Date: Jan 2006
Posts: 788
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Re: Custom Campaign - Dead City
What's new in b8:
1. Elevator glitch shouldn't be an issue anymore
2. New vladders for infected
3. New strategic areas for the smoker
4. Ammo cache moved further away from start
5. Weapon spawns changed some
6. More detail added into the apartment levels (like furniture, pictures)
One thing I notice is that the apartment is not as linear and gets skipped often by a team moving forward quick. It might be better if the apartment was linear or had a crecendo event similar to the other areas to "stop" forward movement of a healthy team.
The same goes for the apartments in the end where its a quick run to the saferoom after the tunnel crescendo event. One thing about this event is that I feel its too easy with the free molotovs and pipebombs. (And you get 4 medkits!).
Same with the garage door crescendo event. Molotovs really stop that event quick. If those two events had an additional wave, and grenades were in those vacant apartments only, then this would add much more incentive to search since its not linear.
Pistols are still single pickup. Would be interesting if you started off with single pistols, and graduated to finding single shotguns and uzi's before finding advanced weapons hidden in the apartment buildings later on.
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02-06-2009, 11:05 PM
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#26 (permalink)
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Join Date: Jan 2008
Location: Indianapolis
Posts: 111
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Re: Custom Campaign - Dead City
Not sure if anyone else is having this problem...loaded the current version in the correct directory...tried to play on the server and it still loades no mercy.
Am I missing something? =P
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02-15-2009, 01:29 AM
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#27 (permalink)
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Join Date: Jan 2006
Posts: 788
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Re: Custom Campaign - Dead City
Hmm, sometimes the server "rotates" into the hospital map so that might be it.
By the way, version 9 is out now. http://hosted.filefront.com/ilcannibal
Changes include more details and increased playing area from what I have heard, though I haven't had the time to try it.
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02-17-2009, 12:07 AM
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#28 (permalink)
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Join Date: May 2003
Location: Kansas City area (U.S.A.)
Age: 37
Posts: 1,931
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Re: Custom Campaign - Dead City
Hope it includes THIS WAY arrows... man I've wandered ALL OVER THAT PLACE trying to figure out where to go next. Confusing, long and crazy.
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07-01-2009, 03:56 AM
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#29 (permalink)
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Join Date: Jan 2006
Posts: 788
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Re: Custom Campaign - Dead City
The creator of the map ilcannibal, apparently has recently undergone surgery. However, the 2nd and 3rd maps have been released, and he is working on conversion to VPK.
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