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View Full Version : My Ideas for the next DLC


Manawarp
05-03-2009, 07:19 PM
List what you want from most to least (with or without suggestions on implementation):

New gamemode - (that I know has no way of being included in this form, but I'd like to see something like it. Two forms of survival were requested, this is my version of the one that didn't make it.)
Holdout
Slower paced version of survival.
Barricades in the form of tippable/pushable items, planks from broken wooden items that can be hammered across windows and doorways using the butt of a pistol if nails are found, rope and wire that can be tied to some items to create traps.
Slower, quieter, stronger infected.
Large areas.
Time survived gives points that can be used to purchase stat boosts.
Expert difficulty by default.
Day/Night cycles. (a full cycle takes 12 minutes)
Tanks only spawn during the day, normal infected rush constantly at night.
No music.
Witches start in predefined locations.
Witches crying can't be heard from as far away.
Adjusts infected spawns based on survivor performance (tries to challenge the survivors a set amount based on the days survived: 0-11 minutes: Easy, 12-23 minutes: Moderate, 24-35 minutes: Challenging, 36-47 minutes: Very Challenging, 48-59 minutes: Overwhelming, 60+ minutes: Impossible
Infected spawns still ramp up in general over time.
No leaderboards (because the difficulty is procedural).
Limited supplies (no more unlimited ammo piles or unlimited pistol ammo) force survivors to move through the map during the day.
Survivors can carry an ammo bucket as an alternative to a medpack.
Fists as a weapon.
Melee fatigue (quick fatigue when using fists, so as to make the game near impossible if you run out of supplies).
Killed survivors get to play as infected.
Survivors can vote on what day to start the holdout on, later days are harder but will start with full supplies. Doesn't effect day counter (it still shows you as having survived 0 days when you begin).
Survivors can also vote on the length of a day/night cycle (lower length means the difficulty ramps up quicker, and the inverse for longer length).
Did I mention there's a day counter?
No bots, but can be played with up to 8 survivors (remember that they change into infected players when killed though).
Survivors are given a score when they die based on how long they lasted, how many other survivors were still alive when they died, and how many unspent points (for the stat boosts) they had.


New (findable) Weapons -
I'd like to see melee weapons such as a CHAINSAW that take up your primary weapon slot. (forces you to use pistols, but you can do massive melee damage)
A powerful but slow shooting revolver as a Secondary weapon.
A pack of remotely detonated mines as a Grenade weapon.
An energy drink (speed and firing rate boost) that fills the Pills slot.
An alternate medpack that instantly revives incapacitated survivors and gives them full temporary health.
A flamethrower (converts explosive items to ammo) as a primary weapon.


New Special Infected-
The Stalker (think playable witch, only this time they're the one sneaking)
Little Health (75ish, about 150% that of a boomer),
Moves Slowly,
Moves Silently,
Has a hard time of pushing special infected out of the way (no getting at people while they're being mobbed),
Strong melee attack,
Alternate melee attack has a three second wind-up, causes the stalker to emit a very low moan that turns into a screech in the last second, one hit incapacitation.


New Campaign-
Last Hope
Lighthouse is the finale.
Interaction sequences that go beyond merely pressing a button to activate a crescendo/finale.


New Survival Map-
Clearance Sale (Everyone Must Go!)
Takes place in a medium sized mall.
Triggered using a device somebody's rigged into the lighting wires, activating it makes the mall lights flash in a pattern so as to attract a helicopter.
Level opens up over time, various pieces of the mall crumble away, forcing survivors to move into new areas that allow easier defense, until the better parts of them crumble away as well, leading to yet more space. Around one piece of the mall crumbles away each minute, until 20 minutes or something)
Flashing lights in a collapsing mall?
Tell me that wouldn't be cool.

Platypus
05-03-2009, 07:28 PM
http://www.left4dead411.com/forums/showthread.php?p=275367#post275367

Thread has pretty much gone into a suggestion thread.

Manawarp
05-03-2009, 07:48 PM
Can a moderator please rename this thread:
My Ideas for the next DLC

Manawarp
05-04-2009, 04:43 PM
Can a moderator please rename this thread:
My Ideas for the next DLC

Thank you!

zombicidalmaniac
05-04-2009, 05:58 PM
most of ur ideas will require re-programing the entire game almost.

BlackCat
05-04-2009, 06:01 PM
I said it before and I'll say it again, flamethrower = friendly-fire nightmare. Use a gas can. And someone does have a mall map in the works... Dead Before Dawn, I believe it is called, though it is different from what you're describing. I like your map idea. :)

KingRaptor
05-05-2009, 04:35 PM
I said it before and I'll say it again, flamethrower = friendly-fire nightmare.

Every weapon is a friendly-fire nightmare on expert. ;) I like the weapon ideas, but I don't think the new game mode fits into the game. You should play the nazi zombie mode of cod5 ;)

Manawarp
05-05-2009, 06:43 PM
Every weapon is a friendly-fire nightmare on expert. ;) I like the weapon ideas, but I don't think the new game mode fits into the game. You should play the nazi zombie mode of cod5 ;)

But a much more dynamic and L4Dified version of that would be great is what I'm saying.

I really just want a version of a survival that you can play for more than a few rounds without becoming weary of the constant onslaught.

UKMD Elmo
05-06-2009, 04:04 AM
The game is definitely on 'tweaking' stage. As a whole the game runs very very well and is quite nicely balanced, fun and challenging. Changing it too much as you suggested above would just ruin the whole state of play.

And to be honest if you add all those tweaks it'd be virtualy and entirely new game...

Only thing I would like is another campaign, possibly one unique because it changes its layout every time you play...

Mattbott
05-06-2009, 08:20 AM
a campaign set in a harbour, some big boats, some sinking boats, some boats adrift. The sinking boats are levels which gradually change as they disappear, adrift boats connect with different parts of the map as they move around so the general layout changes as well some areas disappearing. You start on a harbour and need to get to a flying boat/submarine in the bay which will come in to pick you up after the last fight