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Thread: Differences between L4D1 and L4D2
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11-20-09, 04:13 PM #32
Re: Differences between L4D1 and L4D2
Originally Posted by Kanati8869
As for the Hunter, I also believe the mechanics/ targeting have changed a bit as I had a hell of a time landing anything last night. This could have just been me because it was my first time playing VS for in part two. You know, still all giddy and such looking for the good spots and figuring out when to attack.
tonight will be better!
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11-20-09, 05:54 PM #34
Re: Differences between L4D1 and L4D2
Originally Posted by PizzaSHARK!
Originally Posted by KromMonkey
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11-21-09, 10:54 PM #39
Re: Differences between L4D1 and L4D2
Map design should also be mentioned. It's a lot more inspired and varied in L4D2.
Every stock L4D map is like this: map 1, map 2, map 3, map 4, map 5. You have crescendo events here and there, but they're all the same - activate something and go hide in a corner til the door opens or whatever. You have finales, but they're all the same - kill the horde, kill the tank, kill the horde again, kill the tank again, mad dash to rescue while avoiding more hordes and tanks. Fun, but very formulaic.
L4D2 bucks that trend. Hard Rain, near as I can tell, goes like this - map 1, map 2, map 3, map 2, map 1. You get to map 3, get your diesel fuel for the boat, and then have to backtrack through the previous two maps as the rain (and resulting flooding) become worse. I've never even seen map 3 in Hard Rain, and not much more than the first bit of map 2 (jerks came in and changed the damn map), but that seems logical, given the way map 5 plays.
Dark Carnival follows the usual linear map progression, but it has quite possibly the most interesting and unique finales ever, with your team being required to keep a metal concert going while doing the usual kill-all-the-zombies stuff.
The Parish introduced the concept of a potentially permanent crescendo event that only ends after you've run through a gauntlet to reach the trigger at the end.
Dead Center introduced a finale that's very similar to the new Scavenge mode.
I'm not really quite sure what Swamp Fever introduced that's new, since I've never played much of that campaign besides on versus (where, due to the game being new and it being harder on the survivors, you rarely see the entire map.)
Regardless, the maps are a lot more fun now. I'd still enjoy playing No Mercy, Death Toll, Crash Course, and all the other stock maps in L4D2 (since I've heard you can import L4D maps to L4D2 somehow), but the new map designs are a lot more interesting overall - they sure as hell don't get as boring as quickly. No Mercy was getting boring the third or fourth time I'd played it, even when I'd just started playing L4D. I can't say the same for Dead Center, even though that seems to be the map everyone's fondling themselves to lately.
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