at this point we must ask ourselves a question a community, is the more accurate gameplay of CheeseJam's version (I haven't had much time to test it out but I will shortly) worth trading off the fact that most zombies use human guns, and in doing so break immersion? not to mention killing boomers is now a source of shotgun ammo for humans......
I'd say just use swords for boomers usually people don't bother to pick up swords in zombie gametypes. It should be tested first and I can help test. Everything else sounds good but it should be tested to see what needs to be changed.
I think a power drain would do a little too much damage, but maybe. Also, is the version I was talking about there is unlimited ammo because ammo really isn't that much of a problem in L4D, and would a WAY bigger problem in Halo 3. Anyway, a giant beam sword seems like less immersion than a little SMG.
to my knowledge, the whole point of limited ammo in L4D survival is to force the humans out of their hiding spots, even if just once every 5-10 min, as for the "giant beam sword" I assume you are talking about the smoker having a sentinel beam, that hasn't actually been decided yet and at least I have been leaning towards beam riffle,as then a smoker can't rush the humans nearly as well as they can with a carbine. But in consideration of your idea we will add it to the testing list to see if it plays better, we will pick as a community which side and option set is the best to go with, the list to consider now plays like this Common infected: Energy sword OR smg boomer: flare/radar jammer + energy sword OR jammer and shotgun smoker: sentinel beam/needler/ beam rifle, Overshield and radar jammer? OR carbine and sentinel beam hunter: sword, overshield, grav lift OR sword, grav lift and camo tank: custom power up and grav hammer OR custom power up and grav hammer and 2 frag grenades Now that we have everyone's opinions in why don't we go check out what is balanced for the players on both sides, and very closely resembles left 4 dead. Also a question, why don't we have a tank come in guaranteed every 2-3 min, but players can still randomly spawn as a tank? In order to prevent special infected grabbing the tank upgrades it can be in a one way room were the normal infected spawn, like cheese demon's mercy hospital spawn rooms.
We are all wrong And we are all right We all played a lot of Left 4 Dead, and that's why we want it in Halo And we all have different visions of how Left 4 Dead is played We can't make the common Infected And we can't make the special infected Infected must be mindless Special Infected must be intelligent To make L4D we need both We also must agree on how each infected play First and foremost, The Boomer none of us agree and we all want him our way, the way we play him in Left 4 Dead I play the boomer like this, I spray the survivors, and if I didn't corner myself, I run. That's how I wanted to have the boomer play, and we all want the boomer differently, how we play L4D We need to all agree on how the boomer plays and build a new idea of what the boomer should have. We must rid ourselves of our own personal bias and come to an agreement
I agree with Meta, we need to disregard personal styles, and pick one that suits the Boomer as an AI. THe AI Boomer usually waits around a corner to puke on you, then tries to run, and if not, he usually die. When he pukes on you, the horde comes running and you can't see, for a short period of time. (Will test how long in L4D) For the blinding, with flare it lasts 7-10 seconds on avg. I've tested this, about 20 times. Radar lasts on avg, about 27-30 seconds. I will edit to find out how long you are blinded for in L4D. I found that you are usually blinding for about 15 seconds, about 5 seconds longer then Flare, and about 15 seconds shorter then Radar. I really think we should go with Flare.
but the boomer attracts the horde for 20 seconds blinds you for 13 (my counts) and has anyone considered we have both? I mean since the boomer does both why not give him both?
Hey guys it's been a while. Sorry, but I have an unfortunate announncement. I will not be on forgehub in the next few days or even possibly weeks. My internet connection is failing horribly and I fear that I might not be able to post this... anyway, I want to add one last comment before I leave, unwillingly. This is the way I do it: Ammo must be limited, or else the survivors can stay in one spot and not worry at all. Sure infected will keep coming but there is no variation. Ammo is that important, it simply NEEDS to be limited. For boomers I would use either flare or energy drainer, but rather the energy drainer because it has that horde feel. You are being attacked by so many zombies that it is hurting you. And plus the energy drainer doesn't blind other zombies, only humans stuck inside. Hunters need sword. Regular zombies can't. You can change this, but the sword defines the hunter on Halo 3. Smokers need either a beam rifle, with the tongue effect and survivors don't take headshot bonus damage, a carbine, a sentinel beam, or similar weapon. It is a range attacker but not a super powerful automatic tongue zombie. Tank is pretty obvious. You guys decide. Now in Halo 3 the L4D feel must be created: normal infected are idiots, special are intelligent. To do this give the normal zombies like a plasma pistol. The overcharge can't kill and it is VERY unlikely that the regular shots will. This forces them to melee normally and rush like idiots. It forces them to be unintelligent zombies. The special infected have variation. This gives them new stategies and they can be smart or choose the same idiot path of regular zombies. This is the way I did my map but it will use some variation. While my internet and live are down I will forge the next map, hopefully. Anyway, it's been fun with the L4D remakes. Please, while I'm gone, don't let the flame die. Keep it alight and make these remakes prowd. Again. Goodbye forgehub. Until next time...
Boomer possibilities: Radar Jammer- useless radar Flare- Blinding light Energy Drain- Damage radius My current suggestion Since we will want to save money and make our levels easy to understand I suggest that we have both the Radar jammer and Flare in front of the zombie exit and have the infected casually toss them at will (60 second respawn)
we need to build the common infected in the way the AI would use them, and the specials must be how the players use them. If we are using guns for common infected i would say mauler, as the distance is closer then a SMG, so the zombies need to get really close to do good damage. If we are using the health system like I assume then plasma pistol and energy drain are a flat out no, they are way to powerful. I think that common infected and boomers should use the same weapon, but boomer should have flare/radar jammer as to force the boomer to get closer and not give humans ammo. smokers should have a long range weapon, and I say beam riffle, as in halo a carbine or sentinel beam can be used nicely at close range, so the smoker would stay back like the AI. As for hunters swords for lunges, grav lift for jump, and either overshield to provide that extra health, or camo to hide better, if we SLIGHTLY up radar range I vote camo. For tanks, gravity hammer is agreed on, grenades for rocks wont be bad as you only have two, the big question is what do do with his custom power up, the tank needs to be tough enough to take out a survivor one on one but weak enough to be taken out by a good team, the tanks health degening over time is still a question to be considered, i will forfeit the idea of a tank having a marker, BUT I still say the tanks should have a different color then other infected. As for headshots, I vote off for every one, smoker tongues don't head shot anyways, and a common infected should die from one shot any where. I vote zombies use the health system as well, as it comes straight out of left 4 dead. Ammo should be limited, as that is a key part of deciding where to defend, was how enclosed it was, and how close it was to the ammo pile. Finally I think what you have a chance to spawn as anything, but there is always a tank every 2 min, also humans should get 20-30 sec set up. Otherwise, as long as we make the players like versus and the maps like survival we should be ok.
Powerdrain is way too overpowering for boomers...I think flares. Limited ammo is essential for ensuring that "Survival" feel, not "camping *****" feel. The tank every 2 minutes is tricky...on Sandbox, you could just have an exit from the common infected spawn room to the tank spawn room, blocked by a killball, and a bubble shield spawns every 2 minutes. Not sure how to manage it for other maps...perhaps a gravlift?
Probably the best way to let the tank out every 2 minutes is to spawn him inside a tube he can't get out of without a grav lift that spawns 2 minutes into the game. If you would want the tank to spawn that way
the arrow doohickey is the grav lift on a weapon holder the two three pronged doohickeys are teleporters and the needler is symbolic of the smoker's weapon spawn. I believe you guys can see the rest. couldn't we work the spawns like this (It's basically my level's spawn system). This would allow for a very simple layout the ability to see when the tank spawns every 2 minutes (through the gravity lift)
Hi just joined to post this lol. I spent a while messing with an idea of a rooftop survival map. Is it ok if I use CheeseJam's game (tweaked for my gameplay) and a combination of you guys' spawn system? All credit is given where it's deserved. The map isn't done yet, (still need to playtest and everything) but when it is I'll post it and you guys can use some of my ideas with yours and make an awesome halo 3 L4D map.
Turn the grav lift on the tank's room around. Every two minutes, it gets destroyed by a fusion coil or whatever. If it points the way it is, it doesn't do anything, but if you turn it around, then it blocks people's movement. Also, are we letting people choose their infected or just using spawn probability?
That's my idea of the ideal spawn room and If someone wants to be a smoker and they get a boomer that does not maximize the zombie fun factor and the spawn percents would be the amount of time on each weapon spawn time and the tank room is a one way door not a blocker. so when you see the hammer you take it
I got how to do the tank about every two min, first, use chedderboy's zombie spawn rooms, now, have tank gear in the common infected room spawn every 2 min after start. Also i found a way to stop zombies rushing out abusing the 3 sec pick up and getting human guns AND giving the humans set up time, have the teleporters in the rooms teleport you outside the rooms in crypt, then have a stairway leading up to a teleporter, that will send you to the map, if it is 3 sec at a dead run it should work.