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Cuz what's a survivor that isn't in survival?
On the map itself, it's alright. Some stuff needs work though. Navmesh for AI seems messed up since bots got caught on stuff or straight up stopped moving multiple times. We had to wait for the AI to get killed because he got caught on the leftside door of the truck. The objective could be a little more clearly highlighted as to where exactly it goes because we kinda got stumped for a few minutes. Lack of an intro was jarring too. Aside from those things, was a fun little romp. I enjoyed it!
they're going to be similar to porting other Source Engine maps such as Team Fortress.
maps from those games were supposed to be short due them being "death match" styles.
Nikstoun may correct me if I'm wrong, but I'd imagine this "Survivor" isn't any different.
creative liberties are often taken when you're adapting to a completely different game.
Stringtables are lost when the map is compiled.
You should do this when you're about to release the map.
3 - Place more items scattered around the map and with more diversity, like bile bombs, pain pills, more weapons, etc.
This gives survivors better incentive to leave safe areas, and rewards players for scavenging.
4 - Make it obvious that approaching the dead bodies does something.
A follow-up to Criticism 2, make it obvious the dead bodies are key to the finale, or use gas cans like someone suggested.
1 - Occasionally let the horde die down, like the main L4D maps, but not as common.
The neverending horde will just keep bashing down teams relentlessly. Most people will eventually be overwhelmed, and they'll be salty.
2 - Make each of the dead bodies glow in an interval when the finale is started.
env_instructor_hint entities aren't always consistent, and they can fail to show up.
Instead, make each of the dead bodies eventually glow on a timer, starting from the nearest to farthest from the truck.
The nearest glow first, while the furthest glow last.
As well, make it so that safe spots become unsafe temporarily when people stay too long in them.
This gives people who can't explore or don't know the map a chance, but still encourages people to quickly look for the dead bodies and not to camp until all bodies glow.
Me and my friend went through the constant horde, all confused on where to go.
When we reached the truck it looked like the finale and escape was broken, since we never knew about the dead bodies.
In the end, I just forced ent_fire rescue enable , taking the easy way out because of all the infected and confusion we went through.
I presume you intentionally made it so that the infected aren't able to path into the truck from the ground so it'd act as a safe breather spot? If so, then it makes people think it's a bug.
Overall, the things you did with this map left a bad impression on others, because you strayed too far away from the classic L4D formula.
It's also important to give an proper alert about hordes. Because people would get mistaken by holding out until horde died down. But I'm typically against never-ending hordes at early map with no proper explination why. Rather. You can say make the village area cars alarmed. Or put a TNT around the village because a rock is blocking the way. And than hold out for horde and than continue.
I loved playing this map in CS:S. But absolutely not on this here. So try do be more creative than "finding 5 victims". Maybe like put a gate at the CT spawn. Fuel 5 gascans, where gascans are all near dead victums and the gate opens and the rescue vehicle awaits would been more intresting and where survivors actually makes an escape and not forever sitting in the bombsite B once they "escaped".