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Old 10-03-2007, 12:27 AM   #61
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Well, that is a good suggestion Saobh, but the game does revolve around a set of characters, and those characters have been created with dialog, and for the mod to include more persons might mean new models, and new dialog need to be made.

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Old 10-03-2007, 01:03 AM   #62

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I just watched a few videos and it seems to be running on the source engine? Noticed the same textures as in CSS.
Looks like you can't barricade or anything either, like a big gunfight spamfest...did not see any actual "co-op". Maybe this mod can fix it
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Old 10-03-2007, 01:26 AM   #63

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I wish BF2 would have a zombie mod. Like a real simple one. Basically give the zombies knives, set their AI, and then play it under single player. In which I can just run around shooting thousands of rounds into the zombies.

Sure, it'll be easy, but would be damn fun for a good 20min!

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Old 10-03-2007, 07:53 AM   #64
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Originally Posted by [R-MOD]Dylan View Post
Well, that is a good suggestion Saobh, but the game does revolve around a set of characters, and those characters have been created with dialog, and for the mod to include more persons might mean new models, and new dialog need to be made.
Well we have some pretty competent people laying around here and ready to do some good work in exchange for a couple of tasty brains to eat

And at the worst can't you just use the same ones ? ok might feel strange at first playing with 3 clones of yourself, but if adds greatly to the gameplay might be worth it.
And erm ... doesn't BF2 and PR in extension all pretty much work with a limited number of models as well as only one speech for each faction ? people don't seem to mind to much.


But I've read a bit further on the game specs, and they indicate that its a 4 survivor vs 4 player infected. So I don't know how much you can easily tweak that even tho its based on the 'source" engine.

Would be a shame tho if it was limited to such a few number of players, because I can see a good number of clans or tournament possibilities with a larger player number on each side.

Hell even I would be ready to buy the game (which as of now won't) jsut for the joy of eating Nightwolfs and DrRanks brainZZZ
(Ok Squidy would pwn me after that, but it'll be worth it )

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Old 10-03-2007, 12:48 PM   #65
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although good ideas saobh, def don't think it's possible to change the number of players on either side. because i do agree it would be really cool to have say no one start off on the zombie side, then as more and more people die, more and more player zombies appear on the other side.

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Old 10-03-2007, 02:09 PM   #66
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Seems like a pretty big project, good luck with it.

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Old 10-04-2007, 07:14 AM   #67
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although good ideas saobh, def don't think it's possible to change the number of players on either side. because i do agree it would be really cool to have say no one start off on the zombie side, then as more and more people die, more and more player zombies appear on the other side.
Well that was only a side product of the main idea, and yeah very probably not doable considering their initial design.
But if there is a possibility of going beyond the 4 player per side, you've got a mod with very good potential for good teamwork.
Maybe email the team who designed the game to see if these 2 points are modable in any way, if they ever respond you'd be able to plan your design way in advance.

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Old 10-04-2007, 10:17 AM   #68
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Also stumbled upon this while looking a bit more into the game:

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A Left 4 Dead-specific update to the Source SDK will be released when L4D is. Mike explained to us that they wanted to make it as easy and painless as they could for modders to make playable maps. As has been stated previously, the Director doesn't require mappers to specify spawn points of zombies. In order to get your map to be functional you will have to make it first (of course), plop down the area where the players will play, plop down where the Survivors spawn and where the checkpoint is, any weapons or health kits you want to put down, where the finale is at and that's basically it. The Director handles all infected spawns automatically without any need for input. The downside to this, at least at the time of our asking is that there is no way to control spawns. If you were thinking of making your own map with specific spawns you will not be able to - it is all up to the Director.
This seems to be a bad omen, hope they'll let you be a bit more in control of the action (rather then have your hands tied but the Big brother IA )

edit: forgot to link to the source:
http://www.left4dead411.com/left-4-dead-preview-pg20

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Old 10-05-2007, 11:46 PM   #69
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Crysis mod. Perhaps if we dont get off the ground, it is an alternative.

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Old 11-24-2008, 06:13 PM   #70
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Re: Left 4 Dead modding information

massive bump but riki if you are still serious i'm sure i could have a bash at it with doing static buildings it's all learning isn't it.

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