***Official Left 4 Dead 2 Thread***

Steady on Evil,

The smoker is still okay, its the Jockey who is useless. It is quite simply the WORST character to play.

I disagree, the Jockey has it's flaws like the rest of the infected but if used wisely and not just out and out attack with a lone jockey some interesting situations can arise. Alone the jockey does little damage, but move your victim into acid, fire, off a ledge or into witches works great. It works great as a distraction for the boomer, and in conjunction with a hunter or smoker can initiate some useful incaps (or at least delaying the rescue of the hunters/smokers prey)

Any infected working alone is nigh on useless really, sure the hunter can get a 25 here or there but alone a half competant team will shoot or knock it off as soon as it lands, same with smoker.

I think its much more important to work as a real team of 4 in this version. Any less and it doesnt quite work.

Don't get me started on the ridiculous amount of med kits in the vanilla vs mode.
 
The Authoring Tools have been released :)

They have included backwards compatibility, so custom maps for L4D should work fine too. You'll need to open Steam, click on Tools, then download Left 4 Dead 2 - Addon Support - it's 350mb - or else you're going to suffer a lot of texture and possibly model loss.
 
The Authoring Tools have been released :)

They have included backwards compatibility, so custom maps for L4D should work fine too. You'll need to open Steam, click on Tools, then download Left 4 Dead 2 - Addon Support - it's 350mb - or else you're going to suffer a lot of texture and possibly model loss.

so can old L4D maps be quickly converted to L4D2? or more to the point, has someone already or going to do it for me :D
 
Basically, the Addon Support pack means that any old L4D maps should work just fine with L4D2 - in theory. All they need to do is take their original maps, recompile them using the updated Hammer and they should run without issue. The original maps have been available in editable format for some time, so I imagine that compiling them will be a very simple matter indeed - so expect them to be available fairly soon.

I would test this for myself, alas my own maps were lost with my recent reformat, so I can't run any of them. I completely forgot about them when I decided to clean up my machine - and there is no way I am compiling the original L4D maps - it would take hours - the amount of minute detail on them is amazing - I tried it once and after an hour and a half, I gave up (old PC!).

Here is the official announcement:
http://www.l4d.com/blog/post.php?id=3286
 
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Would be great to see No Mercy and Blood Harvest reworked for L4D2 (with all the shiny weapons, infected, new stuff etc dotted around)

To be honest I don't care too much about the other maps, those 2 campaigns were best :)
 
Would be great to see No Mercy and Blood Harvest reworked for L4D2 (with all the shiny weapons, infected, new stuff etc dotted around)

To be honest I don't care too much about the other maps, those 2 campaigns were best :)
I admit, I'd like to see all four - L4D had some superb maps - and even the poor ones had some great points too. Don't get me wrong, I love L4D2, but having access to all nine Valve-made campaigns would be awesome :)
 
Yeah, L4D1 maps + loads of medikits and defibs...oh wait:confused:
Well, if all the modders do is compile the maps, then the spawns will remain the same as the first vesion, meaning the same amount of possible spawnpoints for health-related items - and if that doesn't work, there are plugins to force painpills and remove defibs, as used on various OCUK servers - such as Insanity Versus.

On another note discussed above, I think my only real problem with L4D2 as it stands is the scoring system. It's straightforward, yes - and they've stated that having a simpler scoring system was their main goal, but it's so unrelated to the amount of effort put in by either side that I find it very frustrating. With regards Special Infected, I like them all - they all have a place and can be part of a successful infected assault. And medkits: Sad that it has to be fixed by user-made plugins (it should be a lobby option), but since Insanity Versus is 90% of what I play, I don't notice it so much (and when I play with randoms, I appreciate it - it's like moron insurance :D)
 
Well, if all the modders do is compile the maps, then the spawns will remain the same as the first vesion, meaning the same amount of possible spawnpoints for health-related items - and if that doesn't work, there are plugins to force painpills and remove defibs, as used on various OCUK servers - such as Insanity Versus.

On another note discussed above, I think my only real problem with L4D2 as it stands is the scoring system. It's straightforward, yes - and they've stated that having a simpler scoring system was their main goal, but it's so unrelated to the amount of effort put in by either side that I find it very frustrating. With regards Special Infected, I like them all - they all have a place and can be part of a successful infected assault. And medkits: Sad that it has to be fixed by user-made plugins (it should be a lobby option), but since Insanity Versus is 90% of what I play, I don't notice it so much (and when I play with randoms, I appreciate it - it's like moron insurance :D)
I just read my previous post back and apologies if it sounded as if I was being sarcastic towards you. :)

I was just making a general joke cause of all the moaning about med packs and defibs earlier in the thread.
 
On another note discussed above, I think my only real problem with L4D2 as it stands is the scoring system. It's straightforward, yes - and they've stated that having a simpler scoring system was their main goal, but it's so unrelated to the amount of effort put in by either side that I find it very frustrating. With regards Special Infected, I like them all - they all have a place and can be part of a successful infected assault. And medkits: Sad that it has to be fixed by user-made plugins (it should be a lobby option), but since Insanity Versus is 90% of what I play, I don't notice it so much (and when I play with randoms, I appreciate it - it's like moron insurance :D)

The scoring system just seems completely arbitrary.

The way they did the points based on distance is fine, but making it ONLY based on distance was stupid. The arbitrary 25 points per survivor and the bonus 25 for dealing more damage in a tie break just seems utterly stupid. What happened to Health Bonus? Why does a team that performed 5x better than the other as Infected but couldn't manage to kill anyone score a laughable 25 points more on top of 500, its meaningless.

Its just a shame you can't mod the scoring system. Would be nice to have the same total as the current but half distance half survival health. Or better yet, if infected damage could be tracked better, deduct that from your opponents score.
 
Somebody mentioned they made the new scoring system so public players, we are all public players but I think they meant random teams, would not all RQ or the gap between both scores would be huge. To make games closer and keep the two sides interested. Now whether that actually translates to the real world experience and what is going on I have no idea.

Forgetful Fish
 
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The scoring system just seems completely arbitrary.

The way they did the points based on distance is fine, but making it ONLY based on distance was stupid. The arbitrary 25 points per survivor and the bonus 25 for dealing more damage in a tie break just seems utterly stupid. What happened to Health Bonus? Why does a team that performed 5x better than the other as Infected but couldn't manage to kill anyone score a laughable 25 points more on top of 500, its meaningless.

Its just a shame you can't mod the scoring system. Would be nice to have the same total as the current but half distance half survival health. Or better yet, if infected damage could be tracked better, deduct that from your opponents score.

SDK is out now so I'm hopeing someone will find a way to mod in say 30% of infected dmg gets added to score (quick guess would require some play testing to balance as one tank hitting a survivor with a car a few times when down will get thousands of points but a hunter killing one from 100hp will get a few hundred)

Although health would be the best way I don;t know if they could mod it to use that.
 
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