View Full Version : Setting up Barricades
DipS3t
04-17-2007, 06:55 PM
LETS JUST SAY u had the chance to set up a barricade. (if possible) Is there soda machine and couches like in CS:S Zombie Mod and if so would the zombies be smart enough to pull away without getting stuck? or would they become easy pickings?
sir monster
04-17-2007, 09:32 PM
these zombies climb and beat down doors... and since youre going to be on the move constantly trying to get from point A to point B the most youll have time to do is lock doors behind you. zombie mod is about outlasting and elimination... and since the zombies will mostly hunt you down barricading a room is a good tactic.. but in L4D the object is entirely different so barricading is probably not really a useful tool. lock the doors you can behind you and keep moving. thats your best bet.
Paradox
04-18-2007, 03:19 AM
Like Sir Monster said, with the constant fast "OMGRUN" pace of the game, I don't think you're going to have much time to be forming effective makeshift barricades, you're better off just running. =P
squerl
04-18-2007, 04:19 AM
Yeah, no time to stick around. The place where it would come in handy would be during the finale.
jasonwing
04-18-2007, 04:49 AM
if they want to make this game as real as they can then yes there needs to be some way to block zombies off so you can callect your thoughts like bording up a door and then pushing somthing in front of it and then take the fire exit out or lets say your in a hall way OH NO zomies in front of me and behind me i gota get in to that bed room shut the door and bord it up, now your safe untell your other team mates come by to kill the zombies at the door to save your life, thank you trusty borded up door i couldnt have excaped that with out you. THE END
sir monster
04-18-2007, 07:10 AM
if they want to make this game as real as they can then yes there needs to be some way to block zombies off
well that depends on your definition of "real" as zombies dont exist in reality. but i get what youre saying with most zombie movies, even ones with fast zombies feature barricading. however, this is not a movie, its a game. and games are not entertaining when youre not doing anything. for example, the only way to succeed in barricading these zombies (and the director) would be to block their every entrance from your current location. which would mean blocking all of the many entrances and exits in your immediate area. that would keep them out and you in. and horde after horde would come up to the barricades and you would fight them back or they would break through. but since this game doesnt have a time limit.... or a fixed number of zombies.... there you would sit in your inclosed area for the rest of your time playing the game. never once seeing a finale.
since the goal of the game is to MOVE from point A to point B blocking up all the windows and doors in a building (simply barricading behind you wouldnt work as the zombies come from ALL directions ) wont work. locking doors behind you will put space between you and any hordes that might be trailing you. it also takes only seconds, and doesnt keep you from the task of MOVING forward.
frogopus
04-18-2007, 09:15 AM
Don't forget, there are situations where you are not constantly on the move. For example, waiting for stranded team mates, waiting on the elevator in the hospital map, the finale, etc. You do set up defenses with doors and explosives (finale) and such. You don't have to be all out running for your life by the way. Its just that if you sit still, they will keep coming.
Big Guy Serial Crusher
04-18-2007, 01:44 PM
zombies dont exist in reality
whaaaaaa? Lie!!!
I don't really think this game would really work if barricading was included. The whole danger aspect would be gone and you could just take a breather for however long you want.
dontleave
04-18-2007, 02:01 PM
I hope the melee function works well, and you could like push stuff... sure its not conventional being chased by 3 dozen zombies, but its could be more of an extra feature, use it or not... After all its better to have a greater range of options than just one.
Itchytasty
04-18-2007, 04:08 PM
It would work as long as a baracade isnt a "omg im imortal as long as im in this room" manuver. Instead it should be a way to buy some time, like say a smoker is chasing you guys and you need to be able to climb a ladder to escape, a cade would help. also, i like the idea of being forced to maintain these cades... after all, i have yet to see a door that will compleatly withstand a mob of regular humans, let alone zombie rabie'ed ones... it would be cool to try to cover your team-mates by shooting through broken holes in doors trying to give them some time to un-lock a door or something. And with the director, you never know... "lets cade this door before we trigger the big final boss battle!" suddenly a hunter jumps out of the sky, decends on your team-mate alone baracading the door, kills him, and procedes to smash it up so a friggin swarm can get it... or "this might take a long time to do, lets cade this door just in case (wastes some time cading the door that could have been spent doing some ammo searching) "ohh we are done and the door wasnt even atacked...". it would add a new level to the director too... backing off a bit when the doors are locked, then just jumping out of nowhere just as you leave. And last, but not least... if the only missions are of the "omg run run run" viriaty, the game is missing out. There is the, "i hope we dont starve, so i need to colect food for my base" thing, "save as many pepole as posible and shove them in a room" mission mode... this game could be so much more than a suicide run, without losing any of the horror "omg im screwed" feel... one thing scarryer than trying to get to a safe area is being in a "locked in one with almost no where else to go, but we need to work around outside getting food, ammo, civilians, blah blah blah" situiation. A good example for a great mission has been talked about alot, and thats a boat situation. Make it a cruse ship, and have tons of explorable rooms inside, throw in a few supply missions where you need to get ammo, food, and medicine for the cabbin, and you got yourself a great mission, its clearly to large to explore all of it without geting it sunk by a random tank, and it definitly isnt a wait in your room and cry kinda game... also it might help to make the atacks a bit lower key, as to allow a small split up into teams of 2, one team going to the shore while another stays on the ship, protecting it and chosing when to set sail... you lose some of the insane team survial mechanic, but in echange for suspense about not being able to all work togethor, and with left 4 deads team theme going throught most of the missions, it will make for a great change of pace, and might make pepole freak out a little when they need to split up.
SkinnyO
04-18-2007, 06:08 PM
THat .... Sounds .... AWESOME
Personally I think things like that should be a part of a Good zombie thriller like this. But maybe make it impossible for a Tank, Boomer, Hunter, Smoker or Witch to get to the cruise ship. A heavily fortified dock could be a way to keep them out, lots of turrents. Then the finale could be humans coming back to find that a Hunter gave the position away, and an over whelming amount of zombies comes, and it is a mad-dash to get the Idle ship operational while the rest of the survivors fed off the ever increasing infected.
Maybe reach round could present the humans with a new challenge : Get food from supermarket, get more ammo from gun store, get medicine from inside the HOspital. But the catch is the Boss infected aren't told what the humans current objective is. That way the boss infected will have to split up and communicate well to get the humans.
The Point A Point B is a great start, but maybe an expansion pack with the intent for Long-Term survival, rather than escape could be done. This game can't just be left were it is with escape.
I mean, think of ALL the zombie situations you really would like to see. THIS game can provide it. I mean 40+ zomibes in the screen AT ONE TIME!!! So in closing, Yes, great idea, lets make Turtle rock make L4D into a game that is revolutionary for a long time, by adding such things as such
And my applause to ItchyTasty *claps*
As for Barricading *sry for raping the post with random topic* No, for this verision, No barricading
Reguile
04-20-2007, 03:25 AM
It'll be moddable so you can make a barricade mod, I am sure someone will, cant be that hard for a simple mod like that, can it? then make custom maps and maybe a few new weapons and mission mods and bam, should be a good mod, just as long as its not cheaply done and it's easily accessable.
Would be kinda hard to barricade when the zombies run faster than you, don't you think? Guess they're not really zombies, just "rabid" people.. maybe just as scary as zombies.. well I guess they're scarier, cause I'd rather see a zombie in my backyard then one of these guys at night, shhiiiiieeet!
dontleave
04-20-2007, 07:05 AM
I liked how in NoTLD (UMS for WC3) one person would be in charge of ammo collecting, and everyone had their duties, each unit could function alone or as a team before the map got hectic and overrun by zombies. Saying that though, one person could lock and barricade doors, while the rest of the people run the hell away, and he can sprint right after them, the road ahead will be perfectly clear and all he'd need to do was drop a molotov or two on the way. If we're using the "cover your teammates so they can get up the ladder" example. You cover your teammates and when you run to the ladder and get up, they can cover you. Such teamwork would already be in the game, its just that with barricading its cooler, there is always the person who gets the shitty task of being last to go up the ladder when there are swarming zombies...
Oh yeah and I agree, long term survival map like a last mand standing (except more team oriented) would be fun, especially boarded up in a shack in the middle of a forest.
SCMyDude
04-22-2007, 10:31 PM
the problem with that is the procedural director will have them spawning in corners while that last guy is barracading the place. you all gotta remeber that NOWHERE is safe anymore now that there are NO DESIGNATED SPAWNING AREAS. you may have blocked the area up nice and tight, but once you leave, i guaruntee you they will spawn in that area once or twice and it was then done for nothing other then moderatly slowing them down. my suggestion would be shoving a few couches into a doorway of a 2nd story closed room, so you can take a breather and still have an escape out the window when your ready to roll again. make sure its a SMALL room, so the director doesnt havy any room to sneak a random spawn behind you when you aint looking. like a 20ft SQ room with no bathroom attchment or anything. easy to see the full room in your screen all at once. im guessing the director cant spawn anyhting in your direct field of view, cause that would look funny to have them dropping out of the sky or something. Not sure if we can move furnature around too easy though. maybe some of us will get lucky enough to jam a bedframe or something in the way enough to slow all those fuckers down. best thing to do is expariment and exchange all relivent info. GET CREATIVE! and SPREAD THE LOVE!
ArsenaI
04-22-2007, 11:40 PM
Yer, i cant see the A.I Director spawning infected right infront of peoples view.
But also, need to remember that their are boss infected to think about as well (aswell as the occasional tank)
I'm looking forward to seeing people try and barricade themselves in ingame. I dont think it will work at all, but im sure it will be fun seeing people try....and then get mauled in about 20secs once the barricade fails...:D
frogopus
04-23-2007, 03:11 AM
Yeah, we never had a situation where we went wtf? I just checked that room!
Spawns won't ever feel unnatural.
Pixelnator
04-23-2007, 03:28 AM
Remember that L4D supports custom maps like any other source game.
Thus, you can make your own map where you need to barricade and survive for a certain time. Think of it as skipping straight to the finale expect with a lenghtened timer.
Itchytasty
04-23-2007, 02:42 PM
The fact of the matter is that its not healthy for a game to need to be mod'ed to be versitile... i doubt i would ever get bored of this game, but changing the mission so that you have to survive for a set time would help with longlivety... For example, the hospital level... the base is safe on the roof, but your runing out of food, your missions are to gather food and get new ammo, instead of 5-6 maps there would be 3-4 (your base main area, and places to loot). after suviving for a set amount of time, you see a chopper, with no way to get it to come to you, you start searching for a signal flare, which would be in the last map... instead of trying to run for your lives, you need to make your way slowly through the area, while making sure your not mobbed... eventualy you decide to split up (and therefore so do the bosses and mobs, allowing for a slightly less intense fight... work with me, it dosnt always have to be all about the team, no matter how fun it is, spliting up allows pepole to truly feel powerfull, untill the tank boss spwans near them with 6 infected with him and your all alone...) eventualy someone makes it to a strip mall (where all the paths meet at...) unfortunatly, the place is surounded by infected... while the main group fights off a horde of infected (slightly smaller than the RUN RUN maps, due to splitage) one person goes into each shop and trys to find a flare gun... you manage to grab it, and you then have to face a climatic battle (with either 3 normal bosses or 2 tanks) while running back... on the roof, you fire the flaregun, and have to last 1 more day... one more, bloody...bloody day....
PS: just as you cant run from a tank, you cant lock it in a room, and smokes/hunters will smash it down, and boomers will of course puke on the door, causing a frenzy....
squerl
04-23-2007, 02:46 PM
Itchytasty, try to make use of the "enter" key more often, it'd make it a lot easier to read what you write if it wasn't a giant glob :P
Shroom
04-23-2007, 02:54 PM
^^lol /agree
I like the idea of a survive for as long as you can type of thing, but im still going to be happy just with the actual game enough :)
frogopus
04-23-2007, 03:22 PM
The game doesn't need modded. But there are plenty of people out there with different tastes and good ideas. A good healthy mod community can do nothing but help a game be more enjoyable for more people. I hardly play with mods as it is, some play mods more than the regular games.
No Shelter
04-23-2007, 04:42 PM
So bottom line,
Can we barricade?
Itchytasty
04-23-2007, 05:14 PM
Would you rather have a survivan scenario from a mod, or the game creators genius...
As a side note, the games AI seems to advanced, it might take the mod comunity quite a while to learn how to work with the director.
And to No Shelter, the real issue isnt can we baracade, its why would you want to, and hopefully they will make scenarios in which its usefull (just as taking a shortcut can be usefull, might save some time, might get you bogged down in a firefight).
And i dont want think long term survival should be just "MAN THE BARACADES!!!". it should encompas stuff like food, water (who is going to keep the water running? the goverment? HA!) Even stuff like fuel for a generator...
Fighting off swarms coming for your building is something like fighting through a giant mob that stands between you and your objective. (dead rising anyone?) The director would make high points and low points in the seige, sometimes you would need to just make sure nothing trashes your crib, and at others you would be foolish not to look for supplys.
squerl
04-23-2007, 05:24 PM
The only "barricading" is in the finale where you set up defenses and defend a spot.
Pixelnator
04-23-2007, 07:58 PM
It's actually good that you don't need to do the traditional "camp in one spot long enough to survive" thing (excluding the finale). You can measure your achievements by the distance your group has travelled. You get an instant feeling of achievement when you are not standing at point A, but rather moving towards point B. It's more clearer to think that "Oh i made it that far" than "Oh i survived for a minute longer". The latter doesn't introduce anything new during gameplay. It just stays in the same scenery untill you die or a timer runs out.
Itchytasty
04-24-2007, 11:51 AM
Scenery dosnt need to stay the same, and the feeling of acompishment can be just as great... instead of it being a-b its upgrading your home, like finding a power generator, that makes it much easyer to defend your area. And what happens if a car crashes? a tank rips up a building? that could close off some areas and open up new ones. you need to start thinking of your base not as a setting for the game, but more of the town, a place you can go to rest, but your ocasionaly forced to defend, and your real target is out there
frogopus
04-24-2007, 12:32 PM
The only "barricading" is in the finale where you set up defenses and defend a spot.
I still consider closing up doors and locking them as barricading. There were a few times where we did this to hold a position for some reason or other. Just not physics barricading.
Zombie
04-24-2007, 03:45 PM
dipset, you wouldnt have happened to have played asherons call before, have you?
XBOOMERX
04-24-2007, 03:50 PM
how do you lock a door, is there a certain key for that?? oh yeah, how do the infected get in locked doors? do ther pile u pon the other side and use force??
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