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#1 |
![]() Join Date: Jun 2009
Reputation: 17
Posts: 106
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Is porting the new maps and making config files to emulate the Director 2.0 a viable substitute for those not planning to buy L4D2?
After asking some friends that do mods for the majority of Valve games about the L4D/L4D2 situation, some interesting ideas about what they plan to do were revealed. They're not concerned about compatibility (and never really were) so they don't understand why such a big deal was made about them being reassured that the maps and mods they make would work for L4D2 in some articles about the new game. One specific comment: "LOL... They're all the same framework and engine. If I can make a HL2 map work for L4D, I'm pretty sure I can make an L4D map work in L4D2 and vice versa" That's where it got interesting. Further discussion led to an interesting point. Other than the new Director, there's no reason that the new L4D2 maps couldn't be ported to L4D. To simulate the new AI, some basic config files could be written to act in place of it, which is already being done on some L4D modded servers to increase the frequency of the hordes and SI as well as randomize their placement, and extend the finales. The only things that they couldn't port (as far as they can tell) would be the new SI and melee weapons because those are entities specifc to the new game. As for the new weapons and ammo, those can likely be replicated by setting up new weapon profiles in the game and changing their properties with cvars. So, as asked previously: Is porting the new maps and making config files to emulate the Director 2.0 a viable substitute for those not planning to buy L4D2? (Edited - I got rid of the 'I want to know what people think about this' line because apparently it's an invitation for trolls to come in and spout off about things they have no knowledge about) Last edited by Hyper WD : 06-18-2009 at 01:56 AM. |
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#2 |
![]() Join Date: May 2008
Reputation: 6
Posts: 192
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thus the delay in the SDK.
Can't release that if the community makes a product as good or better than the full retail sequel. |
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#3 | |
![]() Join Date: Jun 2009
Reputation: 17
Posts: 106
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Quote:
The real holdup is the new matchmaking system so the game will allow players to connect to servers with custom maps. Right now it's a bit of messing around to do it. Current modded map play: Get 4 players, all 4 players download and install same map, install the map on your server then manually connect to your server. Problem: If players quit, you'll see people joining and then getting kicked because they don't have the map installed. If they fix the matchmaking, there wouldn't be much of an issue. |
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#4 |
![]() Join Date: Jun 2008
Reputation: 17
Posts: 1,760
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I'm pretty sure that the game automatically implants zombies and special infected. The mapper would mostly just need to be concerned with item spawn locations, safe houses, and (if wanted) cresendo/finale triggers.
So, yeah. There should be no issue with moving a map from l4d1 to l4d2 unless for some reason the L4D team changed the names of the item spawns or saferoom resources. |
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#5 | |
![]() Join Date: Jun 2009
Reputation: 17
Posts: 106
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Quote:
However, that's where the problem with the new SI and melee weapons come into play. For people not planning on buying L4D2 they wouldn't have those particular entities/props in their game files and L4D wouldn't have any way to spawn them (that they know of). Personally I think L4D with just the new maps ported to L4D would suit me fine. The rest of the changes and additions, while interesting and/or amusing don't really matter that much to me. Last edited by Hyper WD : 06-17-2009 at 02:11 PM. |
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#6 |
![]() Join Date: Mar 2008
Reputation: 110
Posts: 2,017
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Yep, I've said that since Valve said they were going to have the SDK out soon "and hoped they were not lying this time". Theres NO reason why the maps cant be ported over by modders.
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#7 |
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Banned
Join Date: Jun 2009
Reputation: 7
Posts: 76
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So I wouldn't be forced to listen to the new music or survivors? Sounds good to me.
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#8 |
![]() Join Date: Nov 2008
Reputation: 0
Posts: 47
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this method might even be better than l4d2 lol.
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#9 |
![]() Join Date: Mar 2009
Reputation: 5
Posts: 77
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with a real sdk, we could have l4d2 *EXACTLY* copied running on L4D1. what do you think valve is designing l4d2 with...answer: the SDK thats being held back.
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#10 |
![]() Join Date: Mar 2008
Reputation: 110
Posts: 2,017
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Not only that but all this crap no one really wants *cough music cough* could be changed back, sadly this also means there will also be a "I'm on a boat!" server side mod at the end of Death Toll
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#11 | |
![]() Join Date: Jun 2009
Reputation: 17
Posts: 106
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Quote:
I'm guessing the SDK is being pushed back because it been modified to work with L4D2 and it's being tested by Valve to make sure it works since the beta SDK seems to already have the majority of features required to work with L4D. It comes down to what people actually want. Valve seems to think we want all of the new 'bells, whistles and a fresh coat of paint' for L4D2. All I want are some new maps that are universally playable for L4D. The new characters, 'stuff' and SI don't do anything for me. It's just window dressing to try and make the game seem 'new'. |
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#12 |
![]() Join Date: Jan 2006
Reputation: 19
Posts: 251
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#13 | |
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Banned
Join Date: Jun 2009
Reputation: 7
Posts: 76
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Quote:
Some new maps (custom or ported from L4D2) would probably increase sales for the original game too if people didn't have to buy the new game to get them. I'll be first in line for that. ![]() |
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#14 |
![]() Join Date: Mar 2008
Reputation: 26
Posts: 881
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The fact that there are thoughts of remaking the game in an SDK proves that this game doesn't warrant a sequel/full price.
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#15 |
![]() Join Date: Jun 2009
Reputation: 0
Posts: 61
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You porting the game to L4D without their consent is illegal.
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