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i thought those clips (we now know there are 47mins of cinematics) were gonna play between each maps, not only at the beginning and/or at the end of the campaigns...Characters don't die in the game, it's a movie style co-op game.
It doesn't have cinematics during the game at all.
i thought those clips (we now know there are 47mins of cinematics) were gonna play between each maps, not only at the beginning and/or at the end of the campaigns...
that would be a problem as if one player doesn't make it to a safehouse, he shouldn't be alive in the subsequent cutscene
How long does it take them Qhartb?
i thought those clips (we now know there are 47mins of cinematics) were gonna play between each maps, not only at the beginning and/or at the end of the campaigns...
that would be a problem as if one player doesn't make it to a safehouse, he shouldn't be alive in the subsequent cutscene
infact if they bring a new movie with each update they do, it could be a new take on Episodic.
I am sure there will be new movies for L4D but I doupt we will see them as often as we saw new maps and updates for TF2.
They're unlikely to carry new enemies, weapons, there is a possibility, but it's gonna be rare.
They're unlikely to carry new enemies, weapons, there is a possibility, but it's gonna be rare.
Maps generally, look for plenty of user made packs, they are comparatively easy to make as it's just geometry and the AI director does the rest.
Checked his sig yet undertone? He's from the NS team. NS2 is gonna be Steamworks afaik, so there's actually a pretty good chance he's had contact with Valve more than the average bear.
He is right on what he says. If you have followed any Valve game, then you know how Valve operates. I noticed that L4D411 had a contest in which you get early access to the demo on the 4th. So I "assumed" the demo would come out on the 5-14 of November. I was right but that was an assumption because I know how Valve operates. Here is another wild observation for example. I know that Episode 3 will release at the end of 2009 and we might get a teaser for it if you buy L4D. What I also feel is that we will pre-load the demo files for L4D this Tuesday.You've made a slew of comments in this thread that are either false, or just conjecture but presented as fact. There is *A LOT* more that goes into making a map then geometry. I'm willing to bet a fair amount of cash that there will be some serious entity placement to be done for L4D maps. While the AI director will control pacing and such, it won't be able to place props, lights, textures, player spawns, level exits/entrances or any special effects the mapper wants to include. Not to mention each "movie" will have to contain 3-5 maps to be comparable in length to the official maps.
Essentially, you have no idea what your talking about, and I'm starting to wonder if you've even played the game as you've stated.
NS2 is still being made and is coming out unbelievably awsome. NS is also always in progress, though most of the work is with NS2. That 8 year old mod kicks ass too. He also is another guy who knows Valve because he has been following them for more than 3 years like me since 2001. :thumbs:Lol, so because he helped out a mod 8 years ago means he is constantly in touch with valve all the time and knows exactly everything about their decisions???
He was wrong here wasn't he.The game does look like that.
liPillON
Characters don't die in the game, it's a movie style co-op game.
It doesn't have cinematics during the game at all.
Whats that? Not true again?Yup;
The game looks very close to this, i've played it.
DOF and motion blur are already real time in TF2 and DOD:S
Oh I'm sorry, are you wrong a third time?They're unlikely to carry new enemies, weapons, there is a possibility, but it's gonna be rare.
Maps generally, look for plenty of user made packs, they are comparatively easy to make as it's just geometry and the AI director does the rest.
Thanks guys, you saved me a lot of typing
As for the maps, as has more or less already been said, the mapper "merely" needs to do geometry, spawn, end and safe points. The rest *is* done by the AI director.
Also please note i'm no mapper
As for NS2, it's looking real nice, but it's a way before it's to the point where any work i'd do comes along. Whilst i've not done much on NS1 for a long time now, it doesn't mean i don't still have my friends at Valve.
Left4Dead is immense fun and, as most of you seem to be, i'm really looking forward to playing it again, i've already seen videos with improvements from feedback since i last played it. It's looking very highly polished 8)
He was wrong here wasn't he.
Whats that? Not true again?
Oh I'm sorry, are you wrong a third time?
We get it, you're a mapper who's butthurt about someone unintentionally seeming to put down the amount of work that goes into making a decent map. Good for you.The mapper still needs to design the level. It doesn't matter how well Valve has designed their AI system, a box map will never be exciting to play. Then the mapper needs to build it in hammer, texture it, light it. We haven't even gotten to adding props, soundscapes, triggers, spawns yet. An in game AI cannot light a level, it cannot generate cubemaps, it cannot texture a level, it cannot fill it with decals and props. Essentially it builds a dynamic single player experience in a level you create that you and all your friends can enjoy together.
I'm sorry if i suspected you haven't even played the game, i shouldn't draw conclusions. But you've made a few statements in this thread that were obviously wrong, and I don't care that you worked on an awesome mod, and are working on a very very good looking game (its not even a source modification any more is it?), you've made a bunch of statements in this thread that have turned out to be completely false.
He was wrong here wasn't he.
Whats that? Not true again?
Oh I'm sorry, are you wrong a third time?
The mapper still needs to design the level. It doesn't matter how well Valve has designed their AI system, a box map will never be exciting to play. Then the mapper needs to build it in hammer, texture it, light it. We haven't even gotten to adding props, soundscapes, triggers, spawns yet. An in game AI cannot light a level, it cannot generate cubemaps, it cannot texture a level, it cannot fill it with decals and props. Essentially it builds a dynamic single player experience in a level you create that you and all your friends can enjoy together.
I'm sorry if i suspected you haven't even played the game, i shouldn't draw conclusions. But you've made a few statements in this thread that were obviously wrong, and I don't care that you worked on an awesome mod, and are working on a very very good looking game (its not even a source modification any more is it?), you've made a bunch of statements in this thread that have turned out to be completely false.
We get it, you're a mapper who's butthurt about someone unintentionally seeming to put down the amount of work that goes into making a decent map. Good for you.
Re: the cinematics, without confirming with Valve, there were none in the campaigns i played, on top of that, valve doesn't do cinematics, they do in game events in engine to keep suspense, eg. the dead air campaigns plane crash at the start.
The intro is new to valve as well, guess we're gonna get surprised this time.
Re: the DOF and motion blur, motion blur *IS* in game, i was wrong on the DOF, though i could of sworn it was used in DOD:s, memories are a bad thing.
Re: the enemies and weapons in future packs, you'll notice i was referring to the enemies, but agreed that weapons were possible. This was said due to valve announcing that weapons were planned, but not enemies. Also consider how much harder it would be to introduce completely new characters and what that'd do to game balance.
Re: your whine about what a mapper has to do, you'll notice that i stated "geometry, spawn, end and safe points" which covers everything you just said. Of course releasing a map without texturing it would be stupid.
I'll add to this, when i say spawn, i only mean player spawn, not enemy.
Concerning the mapping I must agree with undertone. I'm no professional mapper but i've been using hammer for long enough to know that AI is just one of many equally important aspects of creating a map. Even if the AI part would be easier in L4D, everything else will still be as timeconsuming as before or, because the L4D engine will once again have extra possibilities, even more so to get it right. I honestly believe that timewise, you won't see much of a difference between mapping for L4D and any other source game.
And i'm not entirely sure that the AI aspect will be more easy either. Remember that AI has always been intelligent before (enemies have had decent intelligency since HL1 and have acted automaticly in most situations), yet you often had to spend a lot of time on getting it right using many entities several times and having to keep redesigning your map to work well with it. This time the AI is a lot more intelligent, but i'm pretty sure this doesn't at all mean that to implement it in a map you just have to place an "AI_Directory" entity somewhere and put it to "enable". I expect (hope) there to be a lot of options and possibilities that can make the map incredibly dynamic and fun, IF done right in hammer, which will most likely still take a lot of time.
Valve never made something that is fundamental to the gameplay easy to implement, cause that would mean fewer possibilities in future maps or versions, or fewer (interesting) mods cause in order to make something different you need to have control.
Examples:
- If you can't control where zombies should be able to climb up, you'll have to redesign your map everytime you notice during testing that their AI makes it possible for them to climb up on something they shouldn't be able to get. If they should be able to get up somewhere but for some reason don't, ... yeah then what, ... trying to redesign that part of the map i guess, hoping that'll fix it.
- If you CAN control where zombies should be able to get up, expect a lot of work implementing it right, and many hours of searching for fixes when this part doesn't seem to work very well.
- Imagine you're in some room, and for some reason (the story, some mod with different gameplay, whatever ...) a radio is used to warn you about something while everything is absolutely silent. The intention is too play a loud sound to scare all players right after they've been warned followed by a breach and a zombie attack. Depending on how the AI director works however, he could very well have started playing certain background music or noises that are either too soon so they ruin the scary effect, or just wrong for what you wanted to reach with that part of the map. Extra control will be necessary, and knowing valve i hope they put in a lot of entities or options that give you this control.
No i don't think mapping for L4D will be easier, not if you want to make a quality map/mod.
http://en.wikipedia.org/wiki/Left_4_DeadThe artificial intelligence of Left 4 Dead features a dynamic system for game dramatics, pacing, and difficulty called the "Director". Instead of set spawn points for enemies, the Director places enemies in varying positions and numbers based upon each player's current situation, status, skill and location, creating a new experience each playthrough.[4] The Director also creates mood and tension with emotional cues such as visual effects, dynamic music and character communication.[5]
http://en.wikipedia.org/wiki/Day_of_defeat_sourceOther effects were added post-release to make the game appear as if it were a World War II era film. The effects include motion blur,[21] depth of field,[22] film grain[23] and color correction.[24] Phong shading on the Source engine was added to Day of Defeat: Source with the major update in the second quarter of 2006.[9]
I've never worked on a single player map from start to finish, so i've never had to fight with the AI in source. I'm glad they've finally come up with something that handles this for us mappers. There's still so much that goes into making a map though, like making it purdy.You're definitely looking more towards a single player map in terms of work involved rather than a multiplayer map.
I would suspect you'd have to add entities to certain map geometry to say where the AID can and can't do things.
All in, i'd say that the work level is cut down a bit by the AID, this can only be a good thing for us all.
I'm just not a mapper
I don't think there was any mod slamming going on here... was there?Don't slam each others mods neither. Both great mods and they must be great if they have survived this long.