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#1 |
![]() Join Date: Nov 2008
Reputation: 7
Posts: 65
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de_dust in Left 4 Dead Demo
The Director
- You will not be wading through hordes of infected from start to finish. What Valve has implemented is an AI Director that places the infected on the map in real time using no flags or checkpoints at all. It is intelligent enough to place them on it's own, needing only a map to be able to work with. de_dust.bsp was not modified. http://www.youtube.com/watch?v=_SlXeiRH8VI |
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#2 |
![]() Join Date: Aug 2008
Reputation: 0
Posts: 86
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Holy awesome!
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#3 |
![]() Join Date: Mar 2003
Reputation: 0
Posts: 710
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Looks good, though clearly it doesn't work so well as on the real maps...
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#4 |
![]() Join Date: May 2006
Reputation: 3
Posts: 235
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Interesting as a proof of concept for fully thought-out custom maps for L4D, but I sure as hell wouldn't want to play L4D online on Dust.
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#5 |
![]() Join Date: Nov 2008
Reputation: 0
Posts: 26
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So if u load de_dust on your server you can play on it?
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#6 |
![]() Join Date: Nov 2008
Reputation: 2
Posts: 14
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Wow sweet.
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#7 |
![]() Join Date: Nov 2008
Reputation: 7
Posts: 65
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This was merely a test to see how the AI Director works on randomly spawning zombies. Yes, there are a few errors and textures missing in de_dust even though I have extracted all the Counter-Strike: Source files into Left4Dead. Perhaps those missing textures and models are in other GCF files that I haven't extracted out of. (Again, this was a test.)
Pretty much any map will work with Left4Dead. All you need is the textures, models, scripts, and sounds for the map as well as the nav mesh(l4d will tell you the map is unplayable, however, it still works as you can see). More testing needs to be done if someone ever wants to fully incorporate any cs:s, hl2, dod:s, tf2 maps into left4dead. Some of it would require entity manipulation within the .bsp. |
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#8 |
![]() Join Date: Sep 2004
Reputation: 13
Posts: 442
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I was wondering if this was possible. Thanks for doing this.
About a year ago, I remember playing Fortress Forever maps within TF2. |
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#9 |
![]() Join Date: Nov 2008
Reputation: 0
Posts: 26
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Zombie Panic maps would be awesome to play.
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#10 |
![]() Join Date: Oct 2008
Reputation: 0
Posts: 12
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Hrm interesting.
So i'm assuming there is no finish, or ending point (like a safe room) to the map? Just walk around and kill zombies? |
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#11 |
![]() Join Date: Nov 2008
Reputation: 7
Posts: 65
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Yes it would be. Only problem with Zombie Panic maps is that(I believe) they do not have any nodes for AI to path their way through the map; however, nav generation might help in this factor, but I have not been able to get it to work.
Just walking around and killing zombies. This is an unmodified de_dust.bsp, I have done nothing to the .bsp or its .nav file. If I were to use an entity manipulation program I could incorporate(maybe, not positive) safe zones and perhaps weapon spawns, etc. However, I wanted to see how the game worked with an unmodified de_dust map. Last edited by TIHan : 11-07-2008 at 09:49 AM. |
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#12 |
![]() Join Date: Nov 2008
Reputation: 4
Posts: 103
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#13 |
![]() Join Date: Oct 2007
Reputation: 5
Posts: 1,230
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Awesome dude, just awesome.
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#14 |
![]() Join Date: Nov 2008
Reputation: 0
Posts: 31
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What difficulty was the video in? I'd like to see it played on Expert and see if the difficulty is well preserved even if the map wasn't made for L4D.
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#15 |
![]() Join Date: Sep 2004
Reputation: 13
Posts: 442
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