Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - NF

Pages: 1 2 [3]
Confogl & Miscellaneous / Idea for 1v1
« on: May 01, 2014, 10:53:45 pm »
Reduce Hunter/Jockey spawn timer to 1 second.
Reduce the damage they do upon cap to 15 (maybe a little less/more?).
Reduce max common limit slightly.

Thoughts? I think it would result in a more fast paced 1v1 game, with more score variance, and add a more strategic element of when to pop pills.

Custom Campaigns & Mapping / Map Exploits/Glitches/Unfair Shortcuts
« on: May 01, 2014, 04:29:54 pm »
Please post any glitch spots, teleport spots, glitches, unfair shortcuts (I.E. ones that skip events or large portions of the map) that you know of in Valve maps here. Also post places where Survivors become unreachable or out of map boundaries when Tank-Punched to (like on top of some high prop). I will fix them in future config updates.


General / Gabe Newell Encounter
« on: December 04, 2013, 02:33:01 am »
I saw Gabe Newell at a grocery store in Seattle yesterday. I told him how cool it was to meet him in person, but I didn’t want to be a douche and bother him and ask him for photos or anything.

He said, “Oh, like you’re doing now?”

I was taken aback, and all I could say was “Huh?” but he kept cutting me off and going “huh? huh? huh?” and closing his hand shut in front of my face. I walked away and continued with my shopping, and I heard him chuckle as I walked off. When I came to pay for my stuff up front I saw him trying to walk out the doors with like fifteen Milky Ways in his hands without paying.

The girl at the counter was very nice about it and professional, and was like “Sir, you need to pay for those first.” At first he kept pretending to be tired and not hear her, but eventually turned back around and brought them to the counter.

When she took one of the bars and started scanning it multiple times, he stopped her and told her to scan them each individually “to prevent any electrical infetterence,” and then turned around and winked at me. I don’t even think that’s a word. After she scanned each bar and put them in a bag and started to say the price, he kept interrupting her by yawning really loudly.

Left 4 Dead 2 / Anyone have mapmaking and/or modeling experience?
« on: November 07, 2013, 08:55:29 pm »
Me and some other comp players have been working on some new custom campaigns tailored for versus play for some time. If you have any experience and are interested in helping please message me on Steam or post here!

General / official l4dnation theme song
« on: September 17, 2013, 05:53:52 am »

Confogl & Miscellaneous / Doors
« on: August 31, 2013, 02:05:13 am »
Here's a controversial idea I've been throwing around for a while that I'd like to get everyone's opinion on. I'm pretty sure you can remove doors in stripper:source. How would you feel if they were removed, or even partially removed in areas where they have a large influence, like DK1?

Pros of Removing

- Horde will get in faster, instead of taking 10 years to bring down a door, making Boomers more effective
- Increased spawns
- SI won't be able to door glitch anymore (could also be seen as a con)

Cons of Removing

- Reduces variety in the game
- Removes strategy around door usage, like slowing down Tanks or booming through a half-broken door

What do you think? I personally don't mind either way, but if it's a popular idea I could do it.

Confogl & Miscellaneous / Tank Bans
« on: August 23, 2013, 01:38:55 am »
I've been looking over the confogl/promod code recently, and I've begun to question the purpose of several Tank ban percents. I feel like a lot of the percents were simply knee-jerk reactions to perceived Tanks that were "too hard" but in reality are easily killable with good strategy and teamwork. I understand not wanting to make things too hard for low-level players, but I think we should keep focus on what's actually good for the config, and I think catering to those types of players is not the correct solution (no offense!)

I think a lot of these Tank bans are simply vestigial remains of the time before we had the !boss percent plugin, so I could understand them. Huge imbalances could occur from the 2nd team knowing but not the 1st. But now that Survivors know where Tank will be, I see no excuse for some of them.

Some of the Tank bans I've been curious about are the following:

c1m1_hotel: 0%-82%

I know this debate has been done before, but I think it should be unbanned :) At least early tanks that are in the map room. Lots of room to maneuver there. Dual pistols have almost the same DPS as SMGs, and we've all seen how quickly melees can destroy Tanks.

c1m3_mall: 64%-68%

This seems like it would be the event Tank. I feel like this Tank is fightable, considering you have a wide open area on the bottom floor. Also, you could run back as well. Good teams that planned for this would have the chair setup already (imo it's dumb that it's already there, but that's a different story), so it would be possible to run back if they wished. Alternatively, they could fight tank in that very long hallway before the event. SI can only come from 1-2 spawns there, one of which is extremely predictable and could be blocked easily by someone running back there early (from the back, expecting a Charge forward or something). That long hallway would also mean Tank gets destroyed by Uzis and pistols the entire time before he gets close. all 4 players could probably get 2 full clips in before he is cornering range.

c2m3_coaster: 55%-100%

The only part of coaster tanks I agree with are the ones prior to the big one way drop with the ammo pile after. After that, the Tank is fightable. You simply run back underneath the area where the one way was and horde will stop. It's the exact same scenario as Parish 2 event Tank, and that isn't banned, so I don't understand the logic here.

c4m3_sugarmill_b: 20%-35%

Elevator Tank is understandable. Cornfield Tank is not. Even without HR, cornfield Tank is easily survivable with good teamwork and good strategy. One strategy is to hug the right (or even left) side tightly, meaning SI can now only come from one direction, meaning it's easier to shut them down. Your weapon choice also obviously makes a huge difference. However tempting the infinite melees in saferoom may be, pistols are a better choice here because you can easily clear people that get separated. If you run 4 shotguns and 4 melees and run straight up the middle then you deserve to get wiped here. Learn to adapt.

c5m1_darkwaterfront: 0%-38%

I'm assuming this is from when the time before we knew when Tank will spawn. I see no purpose for it anymore.

c5m3_darkcemetery: 50-70%

Sewer and car lot Tanks. The only part of the sewer I can understand is the long tunnel after you drop. The large open area after, however, is killable. Unless you're an idiot who jumps when you get punched there (thus making you stuck in the ceiling) then that Tank can be survived. You have to play it differently than normal Tanks due to slowdown, however, the SI in this area can be shut down very easily due to limited spawns in a wide open area. This means that only the Tank is the real threat here, and he can be killed with a combination of uzis and pistols and keeping your distance. Survivors would know that Tank will be there (due to !boss announce) and should prepare beforehand with long range weapons. Pick up melees and it's no wonder you wipe.

c10m1_caves: 0%-70%

The issue here seems to be excessive hittables. But the hill creates a unique scenario where despite having a ton of hittables, they can all be rendered useless due to them rolling down unless they land on flat areas.  So hittables here are not as much of a threat as they may initially seem. For the insta saferoom Tank, I understand if those hittables were removed. But the bridge ones seem fine.

c12m1_hilltop: 0%-57%

I can't comprehend why this was banned. Was it because of MUH VISIBILITY? omg how do i fight a tank in the trees this is literally hitler

That's all I feel like writing about for now. Opinions?

Looking & Recruiting / Looking: NF
« on: February 24, 2013, 08:56:19 pm »
idk if there still are any teams or tournaments anything but i figured id try anyway

Looking & Recruiting / [Looking] NF
« on: January 27, 2012, 06:22:00 pm »
Hi, I'm looking for a team to play with. I use primarily uzi but I can run other weapons too if needed. 1200+ hours of confogl experience on many teams.

Thanks :)

Left 4 Dead 2 / Cold Stream
« on: January 20, 2012, 11:37:43 am »
I think we should be giving this map a 2nd chance. It's still in beta, but it's massively improved over what it used to be. I think it could be a great campaign with the only downside being its shortness (but that's not much different than Swamp which is played fairly often). What do you guys think?

Left 4 Dead 2 / Why isn't this in competitive configs yet?
« on: January 15, 2012, 10:36:33 am »

Pages: 1 2 [3]
A dedicated community website to competitive L4D and L4D2, ran by the community, for the community. L4DNation supports all continents of play and focuses on bringing together the community as a whole to a central hub of information.