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Thread: L4D competitive?
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12-28-08, 11:10 AM #21
Re: L4D competitive?
Originally Posted by Ewok
Likewise, getting tanks in bad places like the bit before you drops down into the sewers in No Mercy, one long corridor and one windy staircase + tank = pain =/
If only one team gets a tank, it can pretty much mean they're behind if the teams are even.
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12-29-08, 01:31 AM #22
Re: L4D competitive?
I had a wild idea today that could work maybe who knows im crazy.
Here goes...
Both teams are increased to 5
The Role of the AI director is split into two roles. Both roles would be similar to the concept of a commander in the BF games.
1.) Zombie Director
-Controls spawn waves of hordes, tanks, witches, etc all abiding under an economy/cooldown methodology that is balanced.
Abilities:
-Spawn small/medium/large Horde, where small is 20 zombies, medium is 40, large is 60 (the size of each horde is subject to balance, I just made these numbers up)
-Spawn Tank
-Spawn Witch
All abilities would have cooldowns, buildtimes or some kind of resource management that would maintain balance (i.e. can't spawn tank within first minute of map, only 1 tank per level, witch positions must be placed very far in advance, etc.)
-Special Infected would spawn the same way they do now
2.) Item Director?
-I can't decide if this would be a meaningful, fun and more importantly a necessary role. The AI director could probably still manage Item spawns, but then what would the 5th guy do when on survivor side?
For now Ill try to flesh this role out. He would be in charge of populating the maps with molotovs, pipe bombs, gas cans, propane tanks, weapon upgrades, health packs, and pills. The manner in which this is done I have no idea, obviously it would be very tricky to balance and manage. The item Director cannot communicate with the team over comms, but rather creates sounds in the game that warn the survivors of hordes, tanks, witches, or other events.
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12-29-08, 01:49 AM #24
Re: L4D competitive?
I like a 5v5 idea. Sacrificing a Infected doesn't seem.. like a good idea? And how would you make the items appear? Would those be controled by an AI director?
If not, how would the opposing team, with the Director, be made to be fair to the other team with items and such?Me: "But the Gunslinger is so much more fun..."
Langrad: "We're here to win, not to..."
Me: "Have fun?" "Hahaha"
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12-29-08, 01:52 AM #25
Re: L4D competitive?
Or!!!
What about a team of it's own! The director team? Who favors no team, but has 2 people working together to create mayham for both teams?
It could be used to favor one team, but I don't think TTP will like that.
Me: "But the Gunslinger is so much more fun..."
Langrad: "We're here to win, not to..."
Me: "Have fun?" "Hahaha"
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12-29-08, 03:04 AM #26
Re: L4D competitive?
Originally Posted by firework700
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12-29-08, 10:20 AM #28
Re: L4D competitive?
The best way I've have read it was:
-Maps are split into sections, Example: No Mercy Apartments - apartment, alley, street
-Infected team places 1 tank and 1 witch at the start in a section, neither can be placed in the same section.
As for the items and weapons,
-T2 Weapons always placed in the middle of the map if their available for that map
-while items are equal in each section for each team, just random spawn locations for them.
BLTribe of Bob
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12-29-08, 10:44 AM #29
Re: L4D competitive?
The idea of objectives sounds like a pretty good idea and like it would be fun and still keep things competitive. It sounds like the dawn of the dead mod being developed is on that track with the survivors having to manually switch on different switchboxes to open doors and allow escape, the director could randomize the order so its never the same or create different locations. It seems to me this would create something like ctf or HQ, it could keep track of "tickets" , time, or something similar.
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01-24-09, 02:08 PM #30
Re: L4D competitive?
muahahha Cal has officially opened the league so evos starting up a division for l4d!
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