For my SURVIVAL! I have a nice little set up for the special infected. Since the Infected spawn up in the sky bubble away from the humans, I made bridges spawn a minute into the game. That was meant to give the survivors enough time to set up where they want to. I have little bridges heading out to different small platforms where the special infected things are. The infected have a respawn trait that gives them 10 seconds to pick up weapons. Giving them enough time AFTER RESPAWNING to get the special infected. The first wave of Infected will only contain common infected and the hunter(Custom Powerup Used) The second wave will contain the Smoker, Boomer, and one that I made called the Shielder. The tank spawn every 2 minutes, as the other special infected spawn one minute. Smoker- Sentinel Beam Boomer- Flare Hunter- Custom Powerup( partial camo, color is black, more damage, higher health, jumps higher) Shielder- Bubble Shield( possibly will be deployable cover) Tank- Overshields and Hammer
Okay, I've finished my map. I'll be posting here once I get a few action shots. If anyone wants to help me out with that, you can find the map here and the gametype here. Natu, a shielder is a support infected made by plasmaterial. Its a zombie with a bubble shield (Or in this case, deployable cover)
Cheddarboy, I downloaded the map and tried a game on it, but the elevator switch didnt work, the zombies automatically attacked, making for a quick, unfair game. Could you look into this, and once this is fixed and the final product done, I'll post it on the finished L4D map list on the front page
Thing is, I tried it in forge, and it worked fine, but in the custom game it didn't. Not sure if it was lag, or something, but it just didnt work for me. I'll try again and see if it was just a quick glitch
I am about 10% done with my current L4D Remake (but I wont tell you guys which one until it's done) and on a side note YAY! L4D2!
Okay, I figured out the problem. The ghost was placed next to a shield door, which was causing it to bump. I deleted the shield door, problem solved. I made a few other changes as well: Spoiler [-Ghost has been moved so that approaching the red light will always bring up the "Press RB to flip ghost" option. -Tank spawn points switched to "Attackers" (Were previously on "Neutral") -Special tank teleporter deleted -Wall placed on zombie teleport tube So yeah. I'll be posting this on Friday. Map linky
Errrg, hate waiting. I guess I have to though. Tell me when it's posted. So I think we have the basics of a gametype out. As for infected weapons, let's leave that up to the creator of the map but as long as they keep it closely related to what we have, like no going from sentinel beam to a rocket OBVIOUSLY. But we still need to figure out movement and damage qualities for the zombies and humans. I know we've said something already, but has it been tested or agreed on? Let's keep finding out what we can do, but in the meantime keep on forging. If I was anyone else, I would keep the map posting down to a minimum, only until we have everything finished, that way we can post the final versions on forgehub without creating unfinished maps that annoy people cause they aren't done. Cheddarboy, I think you'll be fine, but let's see the other maps before posting. Thanks.
I think we should turn down a lot of the health and damage for both teams so that environment damage (fusiomn coils) is a lot more potent.
one thing for sure, zombies should move faster and jump higher, no exception, if we let the zombies have less mobility then the humans will try to reach spots they cant and camp. As for health as waddle dee put it we need to decide how much damage the environment deals, how ever i strongly urge we give the survivors 4* overshields, to help them gauge health at a glance, and have enough damage resist that with no shields it takes two sword swings to kill them, this generally isn't a problem with people living forever because with only that much health specials can REALLY screw you over. As for zombies, everyone but the tank should take 1-2 power weapon hits to kill, and the tank should be as tough as, if not tougher, then the surviors.
Well, I agree with Riptide, the environment hurts you as a survivor but barely. Infected, yes, survivors no. So we nee to balance this out. For the tank, he should be able to easily best 1 survivor, but as a group lose, while still carrying out damage. I think I did this really easily on my new map but it is still in the testing stage. And the humans should have lots and lots of health so they can survive for awhile, maybe 18 hits, but not enough so that zombies get bored and quit. We still need to work on this but we're getting closer.
Eternal: True. I'll hold off posting until the gametype is finalized. Or close to it, anyways. 4x overshields is a lot if the survivors have high damage resistance. I think 2 works best, because then you can have a high damage resistance which lessens the damage fusion coils do. 50% resistance for zombies I think works...it takes one sniper shot, one shotgun shot, five magnum shots, and about 6 AR shots to kill a zombie at this resistance. Humans do 100% damage.
sounds about right for the health, also the humans having only one overshield provides an easy indicator to the infected who is injured and who isn't, like the aura colors in versus mode. Edit: chedderboy, I don't believe your current system will work, if you give the survivors 1000% damage resistance then when they lose their shields a human can take 6 sword melees, wait about 30 seconds and take the same amount of damage, in my opinon this voids the use of the health system, as the zombies need a REALLY good rush, or a good special to take out an unshielded human, I would once again ask for higher shield counts but much lower damage resistence, to lower the amount of damage an unshielded human can take.
so... 10-15 sword hits for shield health 2 sword slashes for none shield health someone should get on that...
I got something fairly close to that, 4* overshields 300% resist. 12 melees remove shields, but it only takes one melee to kill a human, I'm going to run some more tests, but from what I got so far, along with zombies with regular shields and no regen, it seems to be fairly well balanced, and the sides are pretty much even in the end, it comes down to strategy so i think I'm on to something here, I will run some more tests and see.
We should turn down the zombie damage modifier so they can't break pallets and blow up fusion coils as easy
Well, it is really easy to break pallets and fusion coils, or the windows and gas tanks as they are known in L4D. We should be fine, if they attack the fusion coils then they will probably die or if they attack pallets it is fine as it is.
I think that leaving doors/pallets closed should hold a bigger reward than what it does now. So if we turn down the zombie damage and the human health we can make sure zombies don't break things as easy.