Left 4 Dead 2

Left 4 Dead 2

An Alternative Perspective (Alpha 2.1)
OvercookedSushi  [developer] 16 Jul @ 4:16pm
Known Issues
-Poster in incomplete, it was something I through together last minute when it was still a private coop collab project.
-Still tweaking item density
-Navigation is not perfect, it will be tuned overtime.
-There has been no attempt to optimize... ofcourse I will be tackling this later.
-The event only works if the person who grabs the mounted gun cooperates and understands what is happening, I’ll have to explore some fail safes that also prevent you from cheesing it to much.
-Survivor dialogue to help guide the player during the event
-Tweak the numbers on events, since I am trying to hand craft specific vibes for each

Chapter 1 Specific
-Remove the first glass pane for the sideways construction building. Most people still don't see that it is an intended path, and infected don't attack it to break it.
-While the possibility of the bridge being softlocked is almost zero now, it has had the unintended effect of blocking the ladder back up to the first shack about 4/5 times. While you can just as easily use the slopped arch behind you to get back up, it is still an unintended effect. So I'll be breaking all the pillar pieces once the bridge has reached its desitination, since I do still like then being i the way during the event to add to that "failed plan B" motif I'm trying to incorporate into everything...
-Some way to convey which guns to use when players are on realism, since glows aren't going to cut it

Chapter 2 Specific
-Clipping, visual, auditory pass (Just the art pass really)
-Might need to tone up or down the event depending on feedback
-Tone down the event if still needed...
-Navigation issues especially around ladders
-Art pass
-Slow down the text on the radio and move it to the beginning saferoom
-Detail the ending saferoom with what I have created for the beginning room in ch3.

Chapter 3 Specific
-TBA

All will be fixed to the best of my abilities in due time... I do still work two full time jobs, so I ask you be patient, and I will provide one of the weirder maps any of you have ever seen~
Last edited by OvercookedSushi; 20 hours ago
< >
Showing 1-2 of 2 comments
OvercookedSushi  [developer] 20 Jul @ 1:33pm 
I will be updating this list as I find stuff and as I complete stuff... If you find anything let me know in great detail here, so you don't have to worry about character limits that way~
OvercookedSushi  [developer] 21 Jul @ 7:22pm 
Okay, there is not that many vods of people playing the map... but out of three I know exist, not to mention the pre-alpha playtestes with my partner and her friends...

I need a way to make the event clear.

I know people don't like it being endless, but I still stand by it not being fun without the constant pressure, and because the Last Stand "update" has broken hints so they only show for the activator, if that... clearly I need another way to teach the players that this is what you do.

I have the pillars set with a bullet damage filter, so you can't use melee weapons, I also have it set that it needs a minimum of 50 damage, which is the damage the 50cal does funny enough... this is not only why you are stuck with tier 1 weapons, but I had to disallow magnums for Ch1, has they did 80 damage... If I knew how to script I could have probably done it better, but I am trying to stay with my capabilities with this project...

Having survivor dialogue might help guide the player in the right direction, maybe I can have someone over a loud speaker literally tell you what to do... some visual cues like the pillar cracking once the bridge stops with a particle and a sound...

But I keep seeing people completely just walk past it, exploring the other two shacks, dying and only then someone connects the dots and then the next attempt is usually pretty smooth... You all aren't dumb, what I need to do is tutorialize the idea of this mechanic.
Somewhere in the map, maybe the very beginning to leave the tunnel, maybe somewhere in the warehouse... I need a small section to teach players that the 50 cal can be used to destroy something marked with crosshair graffiti. Low stakes way to introduce a mechanic that even it only gets used once, it should also be teaching the player to expect weird interaction from all future events...

Now question is where do I put it...
< >
Showing 1-2 of 2 comments
Per page: 1530 50