Author Topic: Detour Ahead (Promod Development)  (Read 16141 times)

Jacob

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Re: Detour Ahead Promod (Development)
« Reply #15 on: April 01, 2014, 05:52:22 pm »
Planned for finale:

Add intro tank.
Spice up early tank fighting area a bit by allowing infected to get behind the fences around the tank fight area.
Extend the hill behind the fences to allow for tank to possibly play rock tank from there.
Remove the bright flash when the plane crashes.
Fix starting kits not being removed by saferoom detection.
Tweak weapon spawns in saferoom.
Fix common limit being lower before tank spawned / before the plane crashed.
Add infected ladders throughout the map.
Block stuck spots / improve clipping.
Do whatever possible to increase optimization.
Increase horde size from 20 to either 25 or 30 during the event.

I'll update this list and when it's finished I'll have Zeon update OP. Let me know if you have any other ideas.
« Last Edit: April 01, 2014, 05:58:38 pm by Jacob »

Zeon

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Re: Detour Ahead Promod (Development)
« Reply #16 on: April 05, 2014, 06:45:40 pm »
Changelog updated.

NF

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Re: Detour Ahead Promod (Development)
« Reply #17 on: April 05, 2014, 07:10:17 pm »
Spending like 15 hours clipping every tiny cliff and rock on Map 1 isn't very fun, let me tell you

Dyl Dough

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Re: Detour Ahead Promod (Development)
« Reply #18 on: April 06, 2014, 05:41:25 am »
Good work boys.

I salute you.



estoopi

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Re: Detour Ahead Promod (Development)
« Reply #19 on: April 06, 2014, 10:03:16 am »
Spending like 15 hours clipping every tiny cliff and rock on Map 1 isn't very fun, let me tell you

This is purely because of curiousity and interest (and i figure other community members might wonder too):

What is clipping and why do the rocks and cliffs on map 1 need it? 

NF

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Re: Detour Ahead Promod (Development)
« Reply #20 on: April 06, 2014, 11:06:04 am »
What is clipping


Invisible walls for survivors.

Quote
and why do the rocks and cliffs on map 1 need it?


http://www.twitch.tv/kissmeplox/b/515415187 27:00



ninja

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Re: Detour Ahead Promod (Development)
« Reply #21 on: April 06, 2014, 06:18:19 pm »

Dusty

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Re: Detour Ahead Promod (Development)
« Reply #22 on: April 06, 2014, 06:37:56 pm »
Well I mean jumping next to any sloped surfaces or low ceilings when a tank is about to hit you is a bad move. Have had people jump when getting punched on hard rain roofs and go sliding extremely high and die too. If you jump and die, It's unfortunate but kind of your own fault.

Jacob

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Re: Detour Ahead Promod (Development)
« Reply #23 on: April 06, 2014, 07:10:58 pm »
The good dusty has spoken. RIP Dust.

ninja

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Re: Detour Ahead Promod (Development)
« Reply #24 on: April 06, 2014, 07:54:48 pm »
Well I mean jumping next to any sloped surfaces or low ceilings when a tank is about to hit you is a bad move. Have had people jump when getting punched on hard rain roofs and go sliding extremely high and die too. If you jump and die, It's unfortunate but kind of your own fault.

Normally when you're hit into an incap you drop right where you are. Not fly/slide while incapped to land as incapped on a mountain.

Jacob

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Re: Detour Ahead Promod (Development)
« Reply #25 on: April 06, 2014, 07:56:02 pm »
April fools!

estoopi

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Re: Detour Ahead Promod (Development)
« Reply #26 on: April 07, 2014, 10:10:52 am »
SWEET LOOK WHAT GOT AN UPDATE :DDDDD http://www.l4dmaps.com/details.php?file=10998

5 maps instead of 4 ._.


Joking aside, I'd love to be included in any showmatch or whatever you guys do when you think ur about done with this remake of detour ahead.
« Last Edit: April 07, 2014, 10:35:22 am by estoopi »

NF

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Re: Detour Ahead Promod (Development)
« Reply #27 on: April 14, 2014, 08:33:10 pm »
Normally when you're hit into an incap you drop right where you are. Not fly/slide while incapped to land as incapped on a mountain.

That's only in pubs, one of the first features Confogl added was that the final incap punch would still send you flying like any other punch. Not sure the exact purpose of why that change was made, but yeah.

Anyway, I'm working hard on Map 3 atm. The map will definitely feel less claustrophobic now and the ladder chokes will be removed. Zeon and I have discovered a lot of secrets on these maps that I don't think others know about! You guys should definitely explore them more, there's still a lot more depth to be discovered. The map knowledge will definitely pay off in matches for sure.

I'm not sure what (if anything) should be done with the sewer section. Would you guys like to see the No Mercy sewers copy pasted (or modified a bit) or leave them as is? I plan on adding at least a few new side areas so that sewer Tanks can actually be fightable at the very least.
« Last Edit: April 14, 2014, 08:34:49 pm by NF »

Jacob

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Re: Detour Ahead Promod (Development)
« Reply #28 on: April 14, 2014, 08:34:19 pm »
I think the sewers are fine actually. Never had any issues with them.

fig newtons

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Re: Detour Ahead Promod (Development)
« Reply #29 on: April 15, 2014, 09:55:02 am »
That's only in pubs, one of the first features Confogl added was that the final incap punch would still send you flying like any other punch. Not sure the exact purpose of why that change was made, but yeah.
It's so that the last punch will still be a death punch if you were trying to punch him off a cliff, no mercy roof top, etc.

 

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