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12-18-2008, 08:01 PM #1
For AVS and the guys
Have any of you guys dl'd the partial campaign maps for X-Roads Mall and played on single player yet?
I was checking http://l4dmapdb.wikidot.com/ and some of the forum folks are stating they are running through the maps with a console command.
Just curious and I think I am blind looking for the d/l option...getting excited for the custom map campaigns!
Thanks!
-Badger
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12-18-2008, 08:06 PM #2
Re: For AVS and the guys
I can't wait to see this stuff polished and released. After all, custom maps keeps it fresh, keeps CS:S fresh.
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12-18-2008, 08:41 PM #3
Re: For AVS and the guys
No Doubt about it ..we NEED new maps... Even if they just patch up the two non Versus maps..
..but the site mentioned ( http://l4dmapdb.wikidot.com/ ) does give hope to an active modding community! ..|TG|ARMA Pathfinder
..now where did I put my keys?


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12-19-2008, 03:18 PM #4
- Join Date
- Jan 2006
- Posts
- 1,233
Re: For AVS and the guys
Hey guys,
Yeah I have downloaded a bunch of custom maps for testing purposes. I have also tried Dead Air and Death Toll on versus (non-modded versions) just to see if it was working and whats taking Valve so long.
For the two campaigns that were not included in versus, while fun, it was either too easy for survivors or the exact opposite due to missing vertical ladders, and height advantage in many areas.
As for the custom maps: Ive only really taken a good look at Dead Before Dawn, as its the most polished so far. Since it includes a VERSUS set, it also has much more publicity than the others. Looking good so far though, a lot of work was put into it. But I feel that the first map is a little short. I like long maps like Subway, and not short ones that you can speed run through.
Dead before Dawn is supposedly planned to release by Christmas...but I dont think they'll make it.
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12-19-2008, 07:25 PM #5
Re: For AVS and the guys
It looked like the first map on D b4 D was short from the vid. I don't think they will finish it in time either but they may surprise us.
Thanks for the update man!
-Badger
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12-23-2008, 04:07 AM #6
- Join Date
- Mar 2007
- Age
- 41
- Posts
- 1,127
Re: For AVS and the guys
I've played death toll and dead air in vs. with a full server, and I have to say I think dead air almost isn't worth converting, it's really rough on the infected. Even adding climbing spots wont help as a lot of the buildings would have to be totally redone. The one spot you can climb in the long alley on dead air 03 you cant even reach the survivors with your tongue as a smoker as they are to far away! The baggage area of 4 is a nightmare for the infected unless you get a tank and that is by far the easiest finale of the 4 for the survivors, it would need to be drastically altered. Death toll is a little better for the infected but even then in bits and pieces. Some area just flat out suck to play infected and your attacks will be for nothing unless you get the 3 hunters 1 smoker spawn. The train yard is really horrible for the infected unless a tank spawns there, you cant prep railings to be able to pull survivors down, damn hunting rifles! The crescendo events all through death toll the special infected not called tanks are just totally ineffective. Having said that however death toll is full of places to land 25 damage pounces.
A couple of friends and I are working on a vs. campaign where we do it a little differently. We are going to do 3 map "campaigns" instead of 5 map, we are going to greatly increase the length of the maps until they are all no mercy 3 length or longer and add in multiple crescendo events for each map. The idea we are running with is we want the survivors to start map 1 getting a radio transmission from someone who can "get them out". He has marked the "best route through" to the next safehouse and the survivors better get going because he ie leaving on his boat soon, so you better get a move on. (I have a buddy who can do a perfect voice for the tone we are trying to set) The thing is the best route through wont find the survivors much in the way of "pick up items" and they will always have to choose looking for pick up items, or moving quickly through the map. We want to make the pick up items sparse (especially medpack spawns) but make sure there are enough spawns to make the choice the survivors make between speed or pick up's a tough one. We are also looking to add another twist to finales, we want to make ours a "timed event" where you get told as you open the door from the safehouse that you have XX minutes to make it to the dock (Our plan currently is to have the survivors finish the finale by escaping on a boat) otherwise you get left for dead. Instead of basically traveling a short distance and defending the extraction point for a set period of infected waves, we want them to have to travel to the extraction point and deal with the waves as they go.
It's defintely a WIP as we have just started to lay out rough maps but any comments or suggestions would be helpful.
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