View Full Version : Trip to Valve and L4D Hands-on Preview!
squerl
04-09-2007, 02:45 PM
http://www.left4dead411.com/left-4-dead-preview-tr ip.php (http://www.left4dead411.com/left-4-dead-preview-trip.php)
Check it out guys, tell us what you think! :D Any questions can be asked here or in the main forum.
Stupoider
04-09-2007, 03:51 PM
Loved it. I loved it. Im... speechless... I cant describe the joy im feeling at this moment. And PART 2! This is the best source of information for Left 4 Dead Ive read in a long time. Grats on getting to play it guys!
Zelos Knight
04-09-2007, 07:27 PM
Fuckin sweet ass! I'm not at all jealous of you guys ( ok maybe a lil :} ) But you provided me ( and the rest of us! ) the info we needed to hear and in great detail! Please, oh please try to get the other interview as fast as you can because I can't wait!
maaatt
04-09-2007, 10:37 PM
omg i felt like crying you have inspired a man to stop masurbating :X
Stupoider
04-09-2007, 10:49 PM
Oooookay Maaatt... xD
maaatt
04-10-2007, 02:58 AM
xP
So when can we expect part 2 of the article and any idea what the specs were of those PCs you were playing on?
frogopus
04-10-2007, 09:06 AM
So when can we expect part 2 of the article and any idea what the specs were of those PCs you were playing on?
Not going to say a specific day but it'll be up shortly no worries. Best part about the PC was the big freaking monitor.
squerl
04-10-2007, 09:08 AM
Hey guys.. we're working on the second part right now.. maybe around the end of the week? We'll see. In the pictures of Valve I showed the specs of one of the computers..
It had a Dell 30" LCD monitor (we were playing at like 2560xwhatever resolution and it was amazing), quad core (assuming intel qx6700) and an nvidia 8800gtx. RAN LIKE BUTTER :D
frogopus
04-10-2007, 09:13 AM
Yes it was quite nice, just hearing them say quad core was like heaven. Didn't hear that it was an 8800 gtx but I'll believe you. We traded off so we could each play on the 30 incher.
LOL Fantastic!
I was hoping that you were playing on a more conservative setup however. Something more in line with what the lowly peasants use :D Crossing my fingers this ol' Athlon XP lets me squeek by one last time with Left 4 Dead before the end of its usable life.
frogopus
04-10-2007, 09:39 AM
It doesn't matter what system they're running it on now since it hasn't been optimized yet. Part of development will include making it playable for the peasantry. But if it helps any, I will be buying a whole new system in a couple months in anticipation for this game. It really is that good and I absolutely must play this game in all of its glory.
Itchytasty
04-10-2007, 09:50 AM
i hate you guys so much its not even funny
Itchytasty
04-10-2007, 09:51 AM
something that seems weird though, is that they only have a menu for sayings. i understand that it has tons of options, but the avantage of a mic is that you can just blurt it out quickly, how easy is it to navigate the menu durring a fight?
I do wonder how they are going to tackle the optimization process for a game of this nature. With all the number crunching going on for the seemingly advanced AI, rendering the infected en masse, the complex pathing and so on...sounds like there's a lot going on at once. Would you guys say the build of the engine you played on was a significant leap forward visually? Compared to previous HL2 stuff for instance?
squerl
04-10-2007, 11:11 AM
Itchy: You're right, and more hardcore players will definitely want to use headsets. The beauty of it is though, most people DON'T use them and the voice system makes it almost as easy to communicate.. far better than any other game I've played.
bigD: I've never played HL2 on a system even near those specs, so I couldn't really say, but the detail in all of the models was just amazing. I spent quite a bit of time staring at the other characters up close (even the dudes) because they looked so good.. Everything was real smooth, and the animations of the zombies above all else impressed me visually.
Stupoider
04-10-2007, 11:33 AM
I spent quite a bit of time staring at the other characters up close (even the dudes) because they looked so good
-Blackmails squerl-
squerl
04-10-2007, 12:18 PM
Haha :D
Stupoider
04-10-2007, 12:23 PM
xD
I spent quite a bit of time staring at the other characters up close (even the dudes) because they looked so good.. Everything was real smooth, and the animations of the zombies above all else impressed me visually.
Yeah I bet the animations were much more exciting than the other dudes' smoothness. so silky, so........delicate. erm.... where were we?
Stupoider
04-10-2007, 12:35 PM
We were talking about squerls choice of words. xD
THE Tank
04-10-2007, 05:40 PM
http://i162.photobucket.com/albums/t280/left4dead411/deadhorde.jpg (http://i162.photobucket.com/albums/t280/left4dead411/deadhorde.jpg) I just love this pic [i know, it's out of the subject big time]
A DUCK
04-10-2007, 07:36 PM
wow... i cant wait for part 2 XD
squerl
04-11-2007, 12:57 AM
Yeah, that pic is nice.. part 2 will come out sometime..
KashMunni
04-11-2007, 03:02 PM
man i so hope i can start working for valve n stuff some day ;)
testing games making games its like a dream come true and that office building with all the crow bars n' stuff look like heaven :D !!
A DUCK
04-12-2007, 08:28 PM
Hey guys.. we're working on the second part right now.. maybe around the end of the week?
Does that mean that it will possibly come out friday, saturday, or sunday? lol :)
CyberMew
04-12-2007, 08:51 PM
so the server system is like CS? where you can host a empty sv(dedicated) or create listen server and have people join? must we pay to be able to host a dedicated sv?
how much will this game cost?
squerl
04-13-2007, 01:11 AM
DUCK: I dunno.
CyberMew: Yes, you'll be able to either play on a dedicated or a listen server (if you're going to be running the AI calculations for all those zombies, you best have a nice machine)
No word on cost.
Stupoider
04-13-2007, 02:56 AM
Im gonna try and get a dedicated server up and running for my clan :D
CyberMew
04-13-2007, 07:19 AM
thanks for your reply, much appreciated. didn't know there was a thread going on at steampowered forums.. still, i want to know if we have to pay to host a dedicated server as i can get my server admin to host it only if he didn't have to pay for the game. the ship is one such example right? don't have steam right here so i can't check myself
squerl
04-14-2007, 03:23 AM
Hey, I just saw that someone posted the story on digg.
http://digg.com/gaming_news/Left_4_Dead_Hands_on_P review_Survivor_Side_THIS_GAME_SOUNDS_AMAZING (http://digg.com/gaming_news/Left_4_Dead_Hands_on_Preview_Survivor_Side_THIS_GA ME_SOUNDS_AMAZING)
I put a digg link on the last page of the preview, so if any of you are diggers go ahead and do your thing :D
Hi, I just joined the forums and I must say that I'm really looking forward for this game. Also a really nice preview of it, waiting for the second part now :)
I just got one questions (since you already answered most of my others in first part of the preview)
Question: The flashlight, does it really light up the enviroment for all players when just one person is using it, refering to CSS flashlight which just lights up the enviroment for the person who is using it, for everyone else it just looks like a beam coming out from the players hands (looks really silly and no one else benefits from the flashlight becides the player who uses it).
All for now, may come with more after second part.
dontleave
04-14-2007, 07:38 AM
It probably lights up for everyone.
*eagerly awaits the P2 of the preview...*
MarxismIsOk
04-14-2007, 08:17 AM
It may just be clientside; a lot of people may be able to have lighting/shading effects that people playing on low-end machines won't experience. Just like how there will be technology implemented for multi core processors(the Boomers belly is supposed to be all jiggly), that will just amp up the experience a little for whoever has it. I bet theres a minimum visibility that the flashlights give off, that the server recognizes and distributes, the rest of flashlight fanciness might be dependent on your own machine. I am curious if there is any sort of motion blur implemented. I couldnt tell if it was the camera, or the game (or the person taking the pictures), but there seems to be a lot of motion around the environment....for example a light on one of the wall is all motion-bluresque
and I cant tell if the person taking the photo is moving a tiny bit, or if there is some motion blur in game.....whatcha guys think?
Edit: I cant get this to link =( just drag and paste, you'll know the screenshot if you've read the walkthrough)
dontleave
04-14-2007, 08:22 AM
Yeah but flashlight is a big feature in a zombie game, so I doubt it will just be client side, its not some asthetic like the boomers belly. I have to ask though, I only have single core but a pretty high end machine do you NEED multi processors to get jiggly bellies?
It might have motion blur, they're working closely with valve, and valve might introduce blur in ep2, so L4d has a good chance of having it, if not in some later update.
MarxismIsOk
04-14-2007, 08:50 AM
Im the same, I've got a near first gen P4 2.8 chip, single core, of course.....pretty beefy but older with a slower bus...running a 7600 GS 512 MB card with a gig of ram, though....I run all my stuff in 1400X900 and it all looks pretty, Oblivion, Stalker, etc, run with smooth fps with tasty setting....the source stuff doesnt cause my machine to sweat.....so I was wondering the same thing....are we going to be able to try and run the multi core/physics options?
Stupoider
04-14-2007, 09:52 AM
the Boomers belly is supposed to be all jiggly
Looking forward to that... really...
squerl
04-14-2007, 09:55 AM
Each person can see their own and everybody else's flashlight.
Each person can see their own and everybody else's flashlight.
Thanks for the answer, just came up with another one.
Quoting a part of the preview:
we valiantly fought our way through the entire scenario, through the subway, office building, another long street, a pawnshop and convenience store, outside and into a warehouse, down through the sewers, up into the hospital, onto the roof, battled our way through the finale and escaped happily ever after.
Is this one campaign (5 maps) or just 1 map of the whole campaign?
A DUCK
04-14-2007, 11:11 AM
i hope thats just 1 map cause that would be awesome, meaning theres 19 more :O
squerl
04-14-2007, 11:30 AM
Haha, that's one campaign. I couldn't tell you exactly how it is split up.. there's a checkpoint right before the subway, maybe one after the convenience store, one before the sewers (maybe), then before the roof.
Don't take any of that as fact, those are just guesses because I really can't remember (meaning it wasn't a huge deal, the load times were fast and having to pause wasn't a pain at all.. gives you time to take a deep breath).
A DUCK
04-14-2007, 11:35 AM
how long did it take to complete that whole campaign? because they said some maps would be like an hour long
squerl
04-14-2007, 11:49 AM
Yeah that's what I was thinking originally (forget from where), but an entire campaign takes about 45 minutes to an hour.
When you compare this to any other multiplayer game, where maps take maybe a minute to run across, and you're doing it over and over, it just blows them away!
Also, don't forget to factor in the many times you WON'T make it all the way through! :D
A DUCK
04-14-2007, 04:01 PM
ok i know you keep getting asked when p2 is coming, but can you tell us a % of how much you and frog have done? lol
Jargner
04-14-2007, 06:49 PM
can you guys tell me,(if you know)whether or not you are able to be one of the infected in single player mode?
squerl
04-15-2007, 01:41 AM
That's a really good question Jargner.. it seems like if you would be able to play the Survivors alone, the Survivor AI would be good enough to play on its own, so I would assume YES, but I really have no idea.
Jargner
04-15-2007, 07:14 AM
Alright, thanks for the answer.
A DUCK
04-15-2007, 07:31 AM
can you tell us a % of how much you and frog have done? (part 2)
Deadly
04-15-2007, 08:19 AM
How are the load times at the beginning of the maps before the whole thing even starts? Also, i know that you said if you die you have to start from the beginning, but what if you pass a checkpoint. If you die do you restart from there?
Gates1986
04-15-2007, 08:22 AM
I have a few questions for you:
1. I noticed you said YOU CAN shoot while you're knocked on the ground in the "Bleeding State", so my question is: Can you also reload or can you only finish off what you have left in your magazine?
2. Are you able to board up doors/barricade?
Thanks!
dontleave
04-15-2007, 08:27 AM
I think you can reload, but what if you have dual wield like in the teaser?
You can lock doors apparently, boarding doors takes time ,something L4D wont give you.
Stupoider
04-15-2007, 08:31 AM
Plus the Tank can smash through doors with ease so...
Deadly
04-15-2007, 08:35 AM
Plus the Tank can smash through doors with ease so..
But can it fit through them?
dontleave
04-15-2007, 08:48 AM
Obviously not, thats why it has to smash through...
Gates1986
04-15-2007, 09:15 AM
I really like the idea of getting thrown into an "infected" crowd and hope to god you have enough ammo.
sir monster
04-15-2007, 09:27 AM
I really like the idea of getting thrown into an "infected" crowd and hope to god you have enough ammo.
i cant wait till i get tugged away from the other 3 by a smoker and thrown into some zeds. i only hope i can make it up and out of there.
Gates1986
04-15-2007, 09:33 AM
loli cant wait till i get tugged away from the other 3 by a smoker and thrown into some zeds. i only hope i can make it up and out of there.
Hahaha I know! Actually I can't wait to see my friend get tossed out into a horde of zombies and I will risk my life for him.. even if I die in the process. Just the thought of that makes me sad we don't have this game yet.
dontleave
04-15-2007, 09:51 AM
Did you get a chance to go through a lot of indoor environments while infected were trailing you? I ask because im curious how good the AI is, will it say if your walking backwards down a hallway shooting infected behind you, go another way and flank you from behind? Is it that good?
Also do ragdolls and blood decalls stay long? I find that DOD:S became less immersive when bodies disappeared. I mean bodies dont just disappear in war. Plus in L4D it'd be cool to make a huge mound of corpses to block a path. Even if it doesnt block the path, piled corpses and bloody walls still look cool.
Also whats it like being hit as a survivor? Is there like 3 bloody red slashes that come on your screen or something like other zombies?
Yeah, wondering the same thing about the AI in the game, would be really cool if you have entered a house and suddenly the windows gets smashed by infected who jumps trough them and meanwhile a whole bunch of them starts to destroy locked doors (whick you locked when you entered the house). Also I'm wondering how easy it is for level designer to create maps for it, thinking mostly of the AI how hard it is to create the AI paths but since you said that the Director takes care of everything, ok not everything, can't be that good, but it still seems to be great.
And dontleave, I don't think it's possible to leave all those corpses around, it will be too much that your computer need to calculate (both physics and graphics). Maybe decals tho, it may be a serversetting which you can set how many decals it leaves until new ones appears and old ones dissapears.
dontleave
04-15-2007, 11:18 AM
Meh, still, it'd be cool.
squerl
04-15-2007, 11:20 AM
How are the load times at the beginning of the maps before the whole thing even starts? Also, i know that you said if you die you have to start from the beginning, but what if you pass a checkpoint. If you die do you restart from there?
Load times were fine. If the team gets wiped out at ANY point in the map, including the finale, you start all the way back at the beginning.
1. I noticed you said YOU CAN shoot while you're knocked on the ground in the "Bleeding State", so my question is: Can you also reload or can you only finish off what you have left in your magazine?
You can only shoot your pistol(s). You can reload them, dual wielding or not.
2. Are you able to board up doors/barricade?
You can lock doors on doors with locks. Never had the chance to "barricade", you don't have time.
Did you get a chance to go through a lot of indoor environments while infected were trailing you? I ask because im curious how good the AI is, will it say if your walking backwards down a hallway shooting infected behind you, go another way and flank you from behind? Is it that good?
Yes, we were chased many times indoors. The zombie AI is so good exactly because they are very able to navigate whatever blocks you from them. No matter where you go, if you can get there, they can as well. They run, jump, and climb, and do it fast.
Somebody mentioned breaking through windows, and we had that happen a few times. It's awesome.
Hona:
It will be easy for level designers. Make the map, plop down where the checkpoints are, and I'm pretty sure that's most all of what you have to do. I asked Mike about it and there is nothing about any AI paths or spawns or triggers or anything anywhere. Make a map and the Director does the rest.
A DUCK
04-15-2007, 11:24 AM
can you tell us a % of how much you and frog have done? (part 2)
sorry ive posted this twice already but i dont think youve noticed it :P
there is nothing about any AI paths or spawns or triggers or anything
Interesting. You would think there'd be spawn points and pathnodes by the tonne in this type of game. I'll believe this when I see it ;-)
Holy shit, that's really good to hear. Both on the AI and how easy it is to create the maps. What I hate in games is when suddenly the AI have troubles to enter a room or he/she just stands still because there's a chair in the way.
Edit: Thought of something, did you noticed any of the infected spawning, I mean if you stand in an alley and at the other side you see 5 infected spawn from out of nowhere. If not, I don't have a clue how they made the Director to know where to spawn all infected especielly when the level designers doesn't put out any spawnpoints, the players can look at every direction and nearly be everywhere on the maps.
I really need to stop asking and wait for Part 2, may get some answers from it and ofcourse a hell of a good read.
sir monster
04-15-2007, 11:49 AM
there is nothing about any AI paths or spawns or triggers or anything
*starts designing a map*
since this is all source it should all be done in hammer right? so i could start messing around in hammer now and port it later right?
squerl
04-15-2007, 12:53 PM
Yeah, it'll all be done in Hammer. I'm not sure how porting from one to the other works.
Gates1986
04-15-2007, 12:56 PM
Thanks for the answers! I have a few more!! I think these haven't been asked before and I think they are small detailed questions but here we go...
1. Can you drag downed teamates to safety and then heal them? IE: If you've seen videos of Army of Two.
2. Are their explosive items lying around the map? IE: Those infamous red barrels, cars, gas tanks..etc...
3. Is the flashlight actually held in your hand or is like just like halflife? IE: I'm thinking about police style; holding a flashlight in one hand and pistol in the next.
4. Bullets: Do any of the bullets go through multiple enemies? I thinking the m16's .223 rounds would.
5. I think I read somewhere in your preview (The elevator part) where you CAN blow off the limbs of the "infected".. is this true and to what extent? In other words: If you blow off the legs of an "infected", will he keep crawling towards you or will it die?
6. Music: Does the music pick up speed whenever you begin a battle? I think that would be really cool if it has no sound and all when you're not in battle and all you hear is screaming and gunshots throughout the town of other survivors.
Finally:
7. What's your favorite part in the version you played?
squerl
04-15-2007, 01:06 PM
1. Can you drag downed teamates to safety and then heal them? IE: If you've seen videos of Army of Two.
Nope. Gotta pick them up where they're at.
2. Are their explosive items lying around the map? IE: Those infamous red barrels, cars, gas tanks..etc...
Yes. (gas cans in the finale was explained)
3. Is the flashlight actually held in your hand or is like just like halflife? IE: I'm thinking about police style; holding a flashlight in one hand and pistol in the next.
Forget how it actually looks, either you're always holding it with one hand or it might be attached to some of the weapons (not sure).
4. Bullets: Do any of the bullets go through multiple enemies? I thinking the m16's .223 rounds would.
Yes, with shotguns, M16, and hunting rifle, you can blast many zombies at once (fun).
5. I think I read somewhere in your preview (The elevator part) where you CAN blow off the limbs of the "infected".. is this true and to what extent? In other words: If you blow off the legs of an "infected", will he keep crawling towards you or will it die?
Um.. not too sure about the legs part, I don't have that bad of aim :P I can vividly remember heads and arms bursting off.
6. Music: Does the music pick up speed whenever you begin a battle? I think that would be really cool if it has no sound and all when you're not in battle and all you hear is screaming and gunshots throughout the town of other survivors.
Yes, music depends on what is happening to you.
Finally:
7. What's your favorite part in the version you played?
This answer probably isn't allowed, but everything :D
The "oh shit" feeling when you see a huge horde of zombies running at you from all directions and then hear the Tank coming..
Jargner
04-15-2007, 01:17 PM
Hmmm....tell me, did you ever get freaked out when you were yanked by a Smoker? Is his tongue fast?
frogopus
04-15-2007, 01:34 PM
3. Is the flashlight actually held in your hand or is like just like halflife? IE: I'm thinking about police style; holding a flashlight in one hand and pistol in the next.
Forget how it actually looks, either you're always holding it with one hand or it might be attached to some of the weapons (not sure).
It wasnt that well done imo, but its hard to hold a flashlight and use two hands for your weapons. I remember specifically asking "well wheres this light coming from?" when I looked at a Survivor with two pistols in hand and a flashlight coming from somewhere. Strange when you look closely but I dont know how else they could do it. With the primary weapons, it looks more like its a part of the gun.
7. What's your favorite part in the version you played?
The Boomer :) Also the sheer ease that the game gets players to work together. It's something that I haven't seen in a coop game yet.
Hmmm....tell me, did you ever get freaked out when you were yanked by a Smoker? Is his tongue fast?
Yeah, especially when it catches you off guard. If you're calm about it you can handle things easily but he's always looking to freak out out. The tongue moves very quickly when he strikes.
Jargner
04-15-2007, 01:48 PM
Heh, a piss-your-pants tactic, lol, is his attack silent or loud? I can't imagine if you were strangling someone it would be subtle, unless you snapped the survivor's neck in an instant, lol.
dontleave
04-15-2007, 04:17 PM
I would imagine for dual handed guns (not the pistols) they could either tape it on, or use the other hand that holds the grip, to hold the flashlight onto the grip, like what they do with pistols but on rifles, if not taped on would be the best, when you get flashlights you get a role of duct tape also?
Dual wield pistols should mean no flashlight
Gates1986
04-15-2007, 05:08 PM
I would imagine for dual handed guns (not the pistols) they could either tape it on, or use the other hand that holds the grip, to hold the flashlight onto the grip, like what they do with pistols but on rifles, if not taped on would be the best, when you get flashlights you get a role of duct tape also?
Most standard handguns nowadays have the "accessory rail". Probably the first thing that comes to mind are SWAT members' guns, which allows you to place a flashlight, laser, or the combonation of both on the handgun BUT since the characters aren't SWAT members you have to think on a civilian level. There are, if you've played Silent Hill, the flashlight that hangs off your collar of your shirt. I believe that you could interpret it as that.
Anyways I thought of a few more, sorry to be a hassle but I love hearing these answers. So far they are music to my ears hehe.
1. Do the infected jump/leap at you? do they make noises as in groaning/screaming?
2. Do any of the characters have any special skills at all?
squerl
04-15-2007, 05:10 PM
1. Do the infected jump/leap at you? do they make noises as in groaning/screaming?
Hunter leaps, normal zombies I don't think so. Yes, they all groan and scream and make zombiesh noises.
2. Do any of the characters have any special skills at all?
Survivors? No, everybody is equal.
sir monster
04-15-2007, 05:13 PM
did you get any kind of souvenir from your trip? any autographs?
Natace
04-15-2007, 08:58 PM
hmmm, I think that the flashlight deal is really odd sounding...if you hold 2 pistols, it's your choice as to whether you have a flashlight or not. Unless you manage to get yourself some SWAT uniform with a flashlight mounted on your shoulder or something.
Or you find a headlamp...
It'd be a nice touch if you could find tape or something and tape your light to a shotgun or whatever..but it could get way too annoying for alot of people.
I just think that if you're holding a 2 handed weapon, or using both your hands for weapon use, then you have to sacrifice the flashlight and let someone else light the way.
As for my questions.
If you shut a door behind you, and the infected are on your trail, do they simply just open the door, or does it actually slow them down while they try and bust it down?
Did you guys actually have any moments where you were hanging off the edge of a building?
What are the animations like for that, and everything else?
In the article, you guys mentioned about the infected clammering over vehicles and objects...but really, I can only imagine the infected jumping ontop of these vehicles and objects, which really isn't all that spectacular.
Is there an animation that they do when getting up onto an object, or do they just jump?
sir monster: Yes, I think it's possible to start creating a map if you only put out brushes and nothing else, all entities may be different between the games so if you use any remember to remove them before porting it over (just copy and paste I think).
If you look closely in this screenshot:
http://i162.photobucket.com/albums/t280/left4dead4 11/hospitalroof2tank.jpg (http://i162.photobucket.com/albums/t280/left4dead411/hospitalroof2tank.jpg)
you can see that they are using one of the dev textures (the grey box textures inside the house) which many uses to build a map and after it's done they add "normal" textures. If you start by using the dev textures (type "dev" in the texture browser) it should work perfectly to port it over.
Edit 1: If you start to use different types of things and port it over it probably will give a few errors like some textures are missing, entities aren't working and so on. Nothing serious since the map will work but everything isn't showing up, but it will just be a pain in the ass to remove everything and replace it. And oh, that gives me another question:
I have seen in a few screenshots that they are using many of the HL2 and CSS material, like textures, props and so on. Have/will they changed/change this?
Edit 2: Another question, did anyone use a ladder? If someone did, is it like CS when the player just levitates up or have they made an animation for it.
Sinecure
04-15-2007, 11:34 PM
Natace, calm down it's a game. Detracting from the fun for something as little as a flash light... big deal.
squerl
04-16-2007, 02:16 AM
If you shut a door behind you, and the infected are on your trail, do they simply just open the door, or does it actually slow them down while they try and bust it down?
They bust it down if it's locked.
Did you guys actually have any moments where you were hanging off the edge of a building?
What are the animations like for that, and everything else?
If you look at the first screenshot in the preview, that's pretty much it. You're dangling down, screaming for dear life. I'm 80% certain when you are dangling it switches you over to 3rd person view.
In the article, you guys mentioned about the infected clammering over vehicles and objects...but really, I can only imagine the infected jumping ontop of these vehicles and objects, which really isn't all that spectacular.
Is there an animation that they do when getting up onto an object, or do they just jump?
They climb. Think of how anybody would look climbing up on a car, and that's how they look. It's not some corny jump thing. They actually climb and scale things and it looks amazing.
I have seen in a few screenshots that they are using many of the HL2 and CSS material, like textures, props and so on. Have/will they changed/change this?
Don't know. We didn't notice anything like that.
Another question, did anyone use a ladder? If someone did, is it like CS when the player just levitates up or have they made an animation for it.
Yeah, we used ladders. You don't magically levitate. There is a really nice feeling animation and you can see your hands grabbing the individual bars and pulling yourself up, and everyone else sees you doing it also. (looks real)
Gates1986
04-16-2007, 03:44 AM
More about the doors busting part...
1. Does it bust the whole door down, hinges and all? or does it just swing open?
2. How long does it take for the door to be busted down by normal infected?
squerl
04-16-2007, 03:53 AM
1. Does it bust the whole door down, hinges and all? or does it just swing open?
Uh.. when Tanks bust doors open, they shatter into a million tiny pieces. Normal Infected don't really bust doors down, they scrape at it, create a hole, and keep tearing it apart until finally it's all torn down.
2. How long does it take for the door to be busted down by normal infected?
Never really let them have the chance to.. the hole they open up is great for unloading into :D
MrToodles
04-16-2007, 04:10 AM
Question, If your 'Bleeding out' Do the infected crouch down and start eating/atticking you, or are they always on their feet?
Along with dead bodies- Do they actually bend over them and feast on the flesh, or when they kill a survivor they just ignore the body and try to kill others?
Gates1986
04-16-2007, 04:43 AM
2. How long does it take for the door to be busted down by normal infected?
Never really let them have the chance to.. the hole they open up is great for unloading into :D
By far the greatest answer so far haha. I'll try to keep this going...so...
1. You may have already mentioned this somewhere but... how sparse is ammo? Do you find yourself taking the time to aim at the zombies or just run and gun?
2. Funniest voice commands you've heard since you mentioned that there are over 1000 different dialogues?
3. Can you look down the iron sites? IE: Call of Duty 2/3
3. Can you look down the iron sites? IE: Call of Duty 2/3
Already been answered, no you can't. Crosshair in this game, mostly because of the speed of the game.
squerl
04-16-2007, 05:23 AM
If your 'Bleeding out' Do the infected crouch down and start eating/atticking you, or are they always on their feet?
They bend over you, but not too much.
When a Survivor dies, they go after the nearest Survivor.
1. You may have already mentioned this somewhere but... how sparse is ammo? Do you find yourself taking the time to aim at the zombies or just run and gun?
If you're talking about total ammo, as in running out of it entirely, it only happens if you forget to pick up the ammunition at the start.
You don't want to just unload a whole clip (unless you're positive you've killed them all), because running out of ammo in your clip = bad.
2. Funniest voice commands you've heard since you mentioned that there are over 1000 different dialogues?
Sorry, don't want to spoil them. Chet and Eric (writers at Valve doing the dialogue for L4D) have done an EXCELLENT job with all of the voices. It's one of my favorite parts of the game.
When the round restarts (all players have died), does it restart the whole map or just "teleport" the players to the start with everything reseted to their original state (doors who got destroyed, remove blood and bodies and so on), meaning like CS when a round is over.
squerl
04-16-2007, 05:55 AM
Everything resets.
Ok, good to hear, thanks for the quick answer.
shadowhunter
04-16-2007, 06:21 AM
omg i think all of use were on the edges of are seats justreading it lmao CANT WAIT
Gates1986
04-16-2007, 06:25 AM
Sorry, don't want to spoil them. Chet and Eric (writers at Valve doing the dialogue for L4D) have done an EXCELLENT job with all of the voices. It's one of my favorite parts of the game.
Understandable, good to hear it's not cheesy... unless it's like an arnold cheesy line. "Excuse my friend he's dead tired" haha.
Did any of the devs mention anything about making small reference easter eggs to any zombie movies? I know they're not exactly zombies but that would be cool if they had a "Crossroads mall" map that they had in Dawn of the Dead remake.
porc epic
04-16-2007, 06:51 AM
A question; Do you automaticly pick up ammo? Like if you walk over it it gets picked up. Or do you have to press "e" or something?
A question; Do you automaticly pick up ammo? Like if you walk over it it gets picked up. Or do you have to press "e" or something?
In the beginning you pick up weapons by a table. You need to go to the table and point at the weapon you want and after that use the USE key, I guess it's the same later on when you find weapons which are around the map.
squerl
04-16-2007, 07:06 AM
Yup, Hona's right. Press use key while facing the pile of ammo to pick it up.
Gates1986
04-16-2007, 07:30 AM
That's awesome, so you have to find the time to actually pick up ammo while being chased by dozens of infected. God i want this...now.
Rockopotamus
04-16-2007, 07:34 AM
So can you completely run out of ammo while running around? Or do you just have to worry about the clip you are using running out so you have to reload, but you have infinite ammo for whatever gun you chose???
porc epic
04-16-2007, 07:34 AM
So do you get more ammo at each checkpoint?
Stupoider
04-16-2007, 07:41 AM
Im guessing, from logic.
squerl
04-16-2007, 07:46 AM
There's usually ammo at checkpoints (not sure if always). Yes, you can completely run out of ammo. (doesn't usually happen unless you forget to pick up ammo)
PartisanGerm
04-16-2007, 07:53 AM
My main source of zombie entertainment is Resident Evil 4 for the Gamecube (at least, until L4D comes out), and one of the best tactics for zombie extermination, and thus survival, is to bottleneck/chokepoint mobs for easier shotgun/explosive use.
Is that tactic useable in L4D?
This question begs for other questions, and I'm hoping some, or all of them, have not been asked before...
Does the mapping allow for chokepoints?
i.e. a point that you can dig in and defend against a single or no more than three points of entry of said zombies, allowing for prompt and highly effective zombie destruction.
Is the mob limitless? (respawning constantly, without end)
Assuming the mob is not limitless, is ammo scarce enough, that killing every single zomblor is impossible or unwise?
Barricading has been mentioned: so it's actually possible to do so?
Do the Boss Infected (players or not) respawn?
I NEED to know more about the Witch!! ArrgGGHhh!!! (question or not, it is a valid statement)
Thanks for being our connection to the game and answering these questions.
sir monster
04-16-2007, 07:57 AM
@Hona:
i take it you have used hammer and mapped before, i myself am a noob to this sort of thing, closest thing ive ever done is a high school course using AutoCad a while back. would you know of any guides that will teach someone with little or no knowledge on how to map?
@squerl or frog:
how much ammo could you carry at a time for your primary and secondary weapons?
also in the first part of the preview you stated you did pretty well with pistols only... how effective are they against reg zeds? a couple shots to the body? how did they do against bosses if you tried it (not including tank and witch)?
porc epic
04-16-2007, 08:05 AM
Another question; Will there be any daytime maps?
sir monster
04-16-2007, 08:09 AM
Another question; Will there be any daytime maps?
mine will be if i can learn how to do it ;)
sir monster: Yeah, there's page that I often use (ok, not so often now, don't have time to make maps), it's called Interlopers. It's a great site to learn basics but also more advance things. If you can't find your answer on the site just start a thread with your question and someone will answer it sooner or later (unless if it's a question which you can find on the site somewhere). The community they got is also excellent, friendly, able to give answers and also they are good at their things (coding, level design and so on, actually a few got jobs in the gaming industry).
Check it out here: http://www.interlopers.net/
It really ain't hard to start with, just take some time to read through a few tutorials and after that start up Hammer and just try a few things. It will get better later on when you are able to do the stuff that you want to do, for myself I tried to do a horror map for HL2. Got better than I thought it would be, really had a fun time when I let people (most friends and family) play it through and seeing them getting scared :P.
Edit: Later on I also started to create my own models and textures, fun when you can do your own stuff, also it gets a bit necessary since you can't find everything you need from the game (in this case HL2), so you just sit down and make what you need and throw it in. But really, it wasn't a smart move to do since learning how to model, make levels and textures does take away alot of time (and also time sitting by a computer) so I gave it up after a while.
Gates1986
04-16-2007, 10:00 AM
I hope their are some daytime maps just for a change but I'm sure night time maps will be more abundant just for the fact that it's more scary.
Safety_Man
04-16-2007, 03:43 PM
Hello Everyone! I had no Idea about this site and after seeing the article, I'd have to see this site is pretty freakin' legit. Great Article, made me even more excited than before.
I've got a quick question for the two guys who went.
Do zombies ever fall over or get knocked down without dying, apart from the rifle butt attack? And if they do, do they crawl at you or get back up or what?
My main concern with this is that every single infected isn't running at you from the exact same height and making it easier to spray at their heads. Thanks in advance.
sir monster
04-16-2007, 07:26 PM
Check it out here: http://www.interlopers.net/
awesome thanks, ive already started with the basics..
squerl
04-17-2007, 12:43 AM
Do zombies ever fall over or get knocked down without dying, apart from the rifle butt attack? And if they do, do they crawl at you or get back up or what?
Every weapon can do the melee attack. I'm not sure about them falling down/getting back up.
My main concern with this is that every single infected isn't running at you from the exact same height and making it easier to spray at their heads. Thanks in advance.
Wondering the same thing, but more like if they run in a line instead of spreading out and attack from all sides. May be to easy if they just comes in lines, just empty mag after mag without thinking that they will flank you (unless there is more hordes of infected spawning from other areas).
Edit: Ok, may have answered my own question, really need to read trought Part 1 of the Preview once again: They don't just run straight at you, either - they're very good at dodging one way or the other right when you want to shoot.
awesome thanks, ive already started with the basics..
No problem, now create one hell of map! :). Just a suggestion but maybe later on there should be a level design forum, may not be needed tho since there is already many of those sites (like Interlopers).
frogopus
04-17-2007, 11:37 AM
Partisan, yes one of my favorite things with the shottie was the sort of round up a few zombies to blast at one time.
Also, the AI director controls when things spawn and such and theres really no stopping it.
All other questions I think you'll find answered with the second part of our preview (which is very much on schedule)
A DUCK
04-17-2007, 11:53 AM
does that mean it will be out tomorrow...? :D lol jk
which is very much on schedule
Did you boys post a date for Part 2? I must have missed it :(
Jargner
04-17-2007, 12:10 PM
which is very much on schedule
Will it be posted today then?(I hope so.)
frogopus
04-17-2007, 12:52 PM
Sorry our schedule doesn't match yours :P
Jargner
04-17-2007, 01:20 PM
OH NOES!!!!!! lol.
Safety_Man
04-17-2007, 02:47 PM
Oh I have another Question for frogopus or squerl.
In the teaser for L4D it shows the characters and infected casting shadows on the walls, and I was wondering if the version you guys played have dynamic shadows?
frogopus
04-17-2007, 03:34 PM
Oh I have another Question for frogopus or squerl.
In the teaser for L4D it shows the characters and infected casting shadows on the walls, and I was wondering if the version you guys played have dynamic shadows?
Yep
Safety_Man
04-18-2007, 07:46 AM
Nice! Thanks for the reply!
frogopus
04-18-2007, 08:18 AM
You're welcome, I thought it was a well thought out and articulate reply if I do say so myself.
dontleave
04-18-2007, 12:59 PM
what are the particle effects like when you hit walls? Are the the same old boring ones in every source game?
Agret
04-29-2007, 10:06 PM
Excellent write-up, I like how you left it at 9 pages rather than trying to make it smaller like most other sites would do. You guys are awesome :) Can't wait for part2.
squerl
04-30-2007, 12:45 AM
dontleave:
In the build we played they must have been the "same old boring ones".. you shoot a wall, a bullet hole is there.
Arkeneaver
04-30-2007, 08:44 PM
What about before the holes were made. Any plaster debris? or dust etc. What about the sound effects for different material penetration? Do they sound realistic and on par with the materials real life sound? Are there any smoke effects or other anomalies which give a slightly more atmospheric feel?
I have heard that the "Tank" May throw objects. Does this mean every object in the game (including walls) are interactive? (meaning... can the Tank throw anything and everything?)
have heard that the "Tank" May throw objects. Does this mean every object in the game (including walls) are interactive? (meaning... can the Tank throw anything and everything?)
No, I don't think so. Since they are using the Source engine I think that many objects will be throwable like in HL2, but not walls since they are static to the world. Unless you can break a wall and by doing so it will spawn physic objects (rocks, bricks and so on) which you will be able to interact with.
Tobold
05-01-2007, 01:37 AM
No, I don't think so. Since they are using the Source engine I think that many objects will be throwable like in HL2, but not walls since they are static to the world. Unless you can break a wall and by doing so it will spawn physic objects (rocks, bricks and so on) which you will be able to interact with.
Well, in a lot of previews people have described the tank (and hordes of normal infected) smashing through walls. Obviously not every wall can be broken through, but i can imagine the tank can throw the debris left from broken walls.
I imagine the tanks throw working in roughly the same way as the gravity gun, being able to pick up and throw rocks, cars, scrap metal etc. but not parts of the map.
shieldshock
05-01-2007, 08:03 AM
what are the particle effects like when you hit walls? Are the the same old boring ones in every source game?
No. The game has random fireworks that go off (usually green or purple) because Turtlerock wanted to mix up the graphics a little. They were tired of that horrible regular bullet hole that's spammed in so many Source games. /sarcasm
(P.S. Fifth graders shouldn't be on this forum.)
shieldshock
05-01-2007, 08:06 AM
What about before the holes were made. Any plaster debris? or dust etc. What about the sound effects for different material penetration? Do they sound realistic and on par with the materials real life sound? Are there any smoke effects or other anomalies which give a slightly more atmospheric feel?
I have heard that the "Tank" May throw objects. Does this mean every object in the game (including walls) are interactive? (meaning... can the Tank throw anything and everything?)
See CounterStrike for material sounds and penetration. It will be very similar to that.
Not everything in the game is interactive. The tank will only be able to pick up certain physics objects. Would be nice is SQUERL could EXPLAIN how the TANK PICKS UP STUFF.
sir monster
05-01-2007, 08:31 AM
Would be nice is SQUERL could EXPLAIN how the TANK PICKS UP STUFF.
thats what the second part of the preview is.
shieldshock
05-01-2007, 09:35 AM
It should come out today because today would be a good day for it to come out.
It will be lame if the tank just 'floats' objects in front of him like the GG.
hooray for zombies
05-01-2007, 09:43 AM
It will be lame if the tank just 'floats' objects in front of him like the GG.
My god, he's not just super strong, He's also psychic, gasp!
No Shelter
05-01-2007, 11:51 AM
Well if you saw in EP 02 and in regular HL2 there has been smashing of walls or buildings blowing up.
In HL2 the city level with Dog, he throws the combine assault vehical into the building and you see it get torn with debris and etc.
EP 02 that one building gets ripped apart bu a strider beam. although it was all made of wood.
shieldshock
05-01-2007, 11:58 AM
In HL2 the city level with Dog, he throws the combine assault vehical into the building and you see it get torn with debris and etc.
That wall was specifically set up for that sequence. (The car hitting it was not what broke it... there was a script.)
No Shelter
05-01-2007, 12:16 PM
Exactly, so they could do that with L4D
shieldshock
05-01-2007, 12:28 PM
Not for every wall. Plus it wouldn't look good up close. Try noclipping to that spot to see the collision up close. It's scripted and shabby.
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