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Thread: L4D3 ideas
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12-02-10, 12:41 AM #12
Re: L4D3 ideas
@Bunni: They originally did have a "open world" design but they changed it during campus because playtesters would get comfortable with the "best" route and take that all the time. That's what happens here with any sort of multiple paths already, and what would happen if they tried open world design again.
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12-03-10, 02:22 PM #15
Re: L4D3 ideas
The maps should have various cost/benefit routes. Do you go into buildings in search of a quicker path or stay in open streets. Is that a dead end or will you get somewhere. Perhaps shorter routes have less throwables and health items, longer routes have more items, ammo. Perhaps a real route around a witch or other SI death traps.
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12-03-10, 03:12 PM #16
Re: L4D3 ideas
There are actually places like that in even the first game. We just don't normally recognize them as such.
But it became apparent in No Mercy on the first map. How many people run inside now after exiting the alley to check the health cabinet? Nobody I know of. It's too dangerous with spitters and chargers. So now everyone runs the streets. And alternately from THAT you can go the long way around the backside if you want.
But I like the random blocks idea. Where there might be four routes through a map and three of them are randomly blocked off.
Krakkens and shit. stop tempting them. -- Bigdog
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12-07-10, 11:56 PM #20
Re: L4D3 ideas
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