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It's an awesome campaign and also a wonderful trailer! Really professional quality. Thank you very much for creating it.
I play only co-op (mostly on advanced) and noticed that the campaign was very easy. Lots of camping opportunities, lots of ammo, many bombs. Lot of room to maneuver when the tank comes.
I prefer not to play on expert because of the FF being too unforgiving (not to mention the griefers and vote-kicking pricks).
The difficulty on co-op really needs a bit of tweaking.
In ammo rooms ceilings and walls should break out to expose you more. The ending could do with a double tank.
In left 4 dead 2 you'll have more possibilities of course. You could make the ending more interesting by forcing the players to fuel the plane. Not very original, but more challenging.
An idea for the crane: have two handles in different sites of the map and force the players to split up in pairs. Currently you can camp in the room and nothing much happens.
Again thanks for all the hard work.
Merci beaucoup.
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Wait, what ?!
Play on expert dude.
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So, you're saying that co-op is too easy... but you won't play on the hardest setting because... it's too hard?
That would be like me saying Rock Band is "too easy" on Medium but I don't play on Expert because I keep getting kicked for missing all the orange notes.
Not accidentally shooting your teammates is part of the challenge. If lower settings are too easy, try it on expert and adapt to the added challenge.
That said, it's good that you at least offered some suggestions. That's the difference between constructive criticism and simple complaints.
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Anvil of Void
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An L4D server is fairly cheap to rent. Rent one, set up the sourcemod with the voteblocker plugin and then set cvars to increase the mob sizes and other settings. I think there's even a mod to remove the first aid kits or turn them into pills.. forget which.
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Well yes, we tried.
I can't guarantee it's really going to make it harder because obviously, in the end it's all about what the director decides to spawn regarding of the situation. But with less chances of him to spawn things, I guess it can't make it easier...
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in open areas it would help if the director would actually distrubute smaller mobs coming from each area. NOw when you hear a mob coming it usually come from one side, then 20 seconds later from another one.
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is that when you can lable some navs up there as OBSCURED ? I try that on the campaign i'm working on as much as possible, often the nav_generate isn't smart about where to place obscured attributes.
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