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Posted by ijed on 2009/11/04 13:53:11 |
Most forums threads on this are pointless flame shit.
Not that I'm not expecting that here, but it'd be nice to hear some opinions anyway.
I'm enjoying the demo quite a bit - despite the shortness. The variety in just about everything is refreshing, as is killing a witch with a guitar to the back of the head.
My general impressions:
Tier 1 weapons are pretty lame, but they always were. At least now they feel more unique and suited to particular purposes.
Tier 2 weapons are great, without exception. The Spas auto shot is a laugh, even though it doesn't feel as powerful as the L4D1 version.
The changes to throwable weapons are pretty good overall - the pipebomb having a shorter range and the bilebomb outperforming it in the 'horde summoner' category being a decent modification.
Melee is dangerously fun - brawling typically gets you shot up by your team-mates. Kind of dissapointing that it doesn't seem possible to time a 'perfect strike' ie. 'Dead Stop' on a Charger. The big problem with the melee is the camera. Despite the HUD warning it's very easy (thanks to the blood all over the screen) to not know where your attacker is. It should be third person cam I feel.
The Jockey is great, his supposed ability to leap from survivor to survivor will cause havoc in versus.
The Spitter seems more at home in the enclosed areas of L4D1, but its only a map and a half in the demo, so we'll see. She also has the potential to be very nasty in Versus.
The wandering witch is ok I spose. Really I'd have liked to see a completely new non-playable, whilst keeping the original witch. Will be interesting to see if day/night affects how the witches behave.
The Charger is great - I wouldn't change anything, except maybe how light the ragdoll seems when he's killed. He often floats towards the team when killed in mid charge.
The various reskins to the original SI are businesslike. It'd be nice to see some proper reskins as well though, not just modifications /re-imaginings of the original meshes. Might cause some confusion but I doubt it - they each move in a very specific way.
The new health systems are generally welcome, although defib seems a bit pointless. The Adrenaline is much more tactical than the pills and very useful for the new style crescendo event.
AI Director2 seems pretty functional, although the demo maps don't seem to show it's ability to mix stuff up so much, although we have ended up wandering around in circles (in a good/terrifying way) a couple of times.
[Edited cos most people are playing the full now] |
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 Lol
#201 posted by bal on 2010/04/30 15:33:08
 Are You Laughing At The Price?
#202 posted by ijed on 2010/04/30 15:42:29
Mind you, a tank plush...
 How
#203 posted by ijed on 2010/04/30 15:54:10
Do you get the Killing them Swiftly achievement?
I must have activated the various radios at least ten times by now.
 Ok,
#204 posted by ijed on 2010/04/30 19:50:19
Jukebox only, hit the thing a few times.
Also, Ellis is now not such a crappy character - SPOILER:
/wading through sewage
'Hey guys, I found a candy bar!
...false alarm.'
 Hmmm.
#205 posted by Shambler on 2010/04/30 20:23:04
They have some pretty nice stuff on that page, I like the sunset survivors hoodie.
 Sorry Negke
#206 posted by ijed on 2010/05/17 14:53:41
Left the work PC on over the weekend :P
 The Assing.
#207 posted by Shambler on 2010/05/21 15:17:18
Only played it with bots. Cool, but short. Could have used another map and perhaps an ending that was less blatantly setting people up for Scavenge.
Survivor zombies - cool.
New machine gun thingy - extra cool.
Supply chests - completely unneeded.
Map 1 is nice, map 2 is cool to start, gets a bit....bland later on, but interesting atmosphere. More l4d2 = more coolness.
 Last Man On Earth
#208 posted by ijed on 2010/05/31 19:54:32
Who'd have thought that removing the common zombies would make the game more tense.
Finally, a real single-player mode.
 Ijed.
#209 posted by Shambler on 2010/06/01 18:06:27
Word homie. Only played a little bit of that mod but thought it worked really well. Completely different atmosphere and effective gameplay mode.
#210 posted by Zwiffle on 2010/06/01 18:14:37
I disagree. Admittedly I only played the first two levels of the first campaign, but that's because I got too bored to continue. I just ran through, shotgunned whatever got in my way, lit a tank on fire and ran away until he died, done.
I find a lot of the tension was actually removed, and many of the items become useless as well. The bile bomb/pipe bombs completely worthless, defibs worthless, melee is worthless, etc. (I would assume they would be taken out of this mode because they are worthless, but I didn't stop to verify.)
 Well, That's Fair Enough.,
#211 posted by Shambler on 2010/06/01 19:50:21
You're wrong. I can live with that.
 Bler
#212 posted by Zwiffle on 2010/06/01 20:09:57
I'm surprised you'd even consider playing L4D without some poor survivors to shoot in the back and then go bugger off somewhere.
#213 posted by JneeraZ on 2010/06/01 20:14:00
Anyone mapping for this game? I decided to take a look at it over the long weekend and I really liked what I saw. I'm enjoying building little spooky areas...
 I Have Mapped For It
#214 posted by Zwiffle on 2010/06/01 20:19:30
The tools are a bit shite, not Hammer, but specifically the in-game navmesh stuff is just sooooo damn cumbersome and time consuming. I'd like to make some Scavenge maps for it and then string them together into a campaign, but I always spread myself thin and I never complete anything. :(
#215 posted by JneeraZ on 2010/06/01 20:30:38
That's funny, I just read a blog post about that:
http://www.worldofleveldesign.com/categories/wold-members-tutorials/nexusdog/l4d-campaign-design-why-less-is-more.php
I'm going to attempt a few survival maps to get my feet wet and see how I like it. I'm enjoying it so far but, admittedly, I haven't had to mess with the nav mesh yet.
 Can't Check
#216 posted by ijed on 2010/06/02 00:15:48
But does the navmesh work by voxels?
#217 posted by JneeraZ on 2010/06/02 02:08:36
No, floor aligned polygons.
 Fugly Then
#218 posted by ijed on 2010/06/03 02:49:46
Voxels are the future...
#219 posted by JneeraZ on 2010/06/03 11:55:54
How are voxels better for navigation purposes? I don't really know much about them but I suppose if you had flying creatures I could see some advantages of a 3D space flood fill ... but other than that, I don't see why you'd need them.
#220 posted by Zwiffle on 2010/06/03 13:54:45
3D Dot Game Zombies
 Last Man On Earth
#221 posted by negke on 2010/06/03 22:17:44
Quite fun. More strategic/stealthy and somewhat challenging on higher difficulty.
This would probably also make for a good 2on2 versus mod.
#222 posted by JneeraZ on 2010/06/04 12:34:43
I was trying to play that mode but as a fairly new player to L4D2 ... what can I do about the Jockey? When I'm alone, he basically rides me until I fall down. Is there a way to shake him off if I'm by myself?
 Nope
#223 posted by Zwiffle on 2010/06/04 15:26:41
The thing about Hunter, Smoker, Jockey, Charger, is that if they 'get' you by yourself you're screwed. But you can try to knock him out of the air with your gun-bash-thing before he rides you.
#224 posted by JneeraZ on 2010/06/04 15:56:17
That kind of makes this "last man on earth" game type a little janky then, doesn't it? That means that the game is loaded with insta-fail - if I don't nail that jockey before he gets to me, I'm done. Seems like they should have told the director not to spawn that sort of thing for that game type. Just give me zombies I can handle alone.
#225 posted by JneeraZ on 2010/06/04 15:56:44
Oh, and thanks for that tip, I hadn't considered trying to melee him. I'll give that a shot.
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