Which brings up a pet peeve of mine, in FPS’s a character can run just as fast backwards as forward without any issues at all. I’d love to see one where you can’t do that, where you’re slower and you have a chance to stumble and fall. Â Assuming they release the SDK for Left 4 Dead I may get VS installed again and see what I can do there.
People have already started trying other maps in the demo and they work to a certain point. The map is filled with zombies but unless the map has nav points they don’t move. So the posted claims about the zombies being able to path and move and such don’t seem to jibe with reality. They still use the same breadcrumb navigation system of the other source engines.
There have been a huge outcry over the craptastic console based matching system they attempted to force up on the PC world but luckily they left the old server browser system in the code, all articles to the contrary, no that wasn’t patched back in, it was left in and there from the start, it just took people awhile to figure out the console commands to bring it down.
The game is a hellish blast with friends on a private server on difficulty 4 (Expert / Impossible). Â Anything lower than that and it’s a cakewalk.
I’m guessing the PC difficulties mimic the console difficulties and that’s a bad thing. What’s hard on a console because of the controller isn’t on a PC. Â What I want to see is the ability to dial in the damage the regular zombies do, their total health, and the amount of friendly fire damage a person takes on a hit of said friendly fire. I don’t like blanket difficulties in this manner.
I’m looking forward to mapping for this thing also. HL engines have always been my favorite games to map for because unlike something like BF2 or other FPS’s the automatic download from the server or server pointer means other people actually get to see your maps.
Peace and if you hear a thundering horde of infected footsteps heading your way, I highly advise you to get your back in a doorway and your shotgun ready.


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