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https://youtu.be/JkjbglSqWG8
A short list, copy-pasted from my original comment:
- The AI can sometimes have some trouble navigating around due to the occasional geometry hiccup, both survivor and infected.
- The finale is subject to repeatedly hammering you with instructor hints, and once everybody gets in the vehicle, the game kinda just... ends. I admit, that first part is likely because I ended up turtling on the balcony with all the guns and supplies, but the game suddenly ending could use a little work.
- On the note of the game ending, each map transition apparently results in a death, if the endgame stats were any indication, which is a little annoying.
- It might be just me, but the second map lacks soundscapes. Or at least, part of it, most notably at the very beginning. Granted... it CAN make for an eerily quiet scenario with the right mindset, despite the fact that the game's been modded into crossover hell on my end.
Some new things that come to mind:
- Some of the building rooftops seem rather... shiny. Hell, most of some of the of the buildings are weirdly shiny, most notably on the second map. This goes on to be a thing for some of the ground pavement as well.
- There may or may not be an item placement issue... in the very first map, in the CEDA tent once you get past the bus barricade. I mostly know this because the mod I was using at the time resulted in a spiral sword sticking out of the bed. Unfortunately, I couldn't interact with the bonfire there (replaces ammo piles).
- At the end of the second map, with the train plowing on through, the detail of objects moving is nice, but I think the collisions stay the same. My guess is that this may or may not be a limitation to prevent a crash or something.
- This is kind of a general problem with the more foliage-ridden maps, even in official campaigns, but it seems to be far too easy for enemies to kind of just... emerge from the trees and bushes. In a Versus match, I don't think this would affect Special Infected spawns all that much, but on the ground as a Survivor, it makes for way too many spots for enemies to hide until it's almost too late.
Least: The traintracks event has so many grenades and is in a spot so easy to defend it feels like a step down compared to the rest of the campaign. I kept waiting for something nasty to happen (like a horde from above, a tank spawning below the stairs, etc) but it was just straightforward.
Change: Probably reduce the number of times the finale tells you that the rescue is still coming. Once after the first tank dies is fine.
make an intro and add some voice lines for rescue radio maybe, it just feels emptier without these things
and i think that the first map is too bright
https://i.imgur.com/bjGfHUe.jpeg
https://i.imgur.com/dXTVC8i.jpeg
I think the gauntlet could also use a little extra space to work with. Maybe some extra catwalks that branch off slightly and then reconnect on the main path. The linear area makes it hard to deal with spitters / chargers and often specials will attack from behind and you can't shift your focus from the horde because if you do you will get overrun the moment you stop shooting.
The only other problem I had was hordes spawning a little too frequenly on some maps but I'm not sure if that's the campaign or just the director being mean.
Also maybe make the path to the escape on the finale a bit easier to see, first time I played I didn't know where to go to get there, but that's mostly my fault.
-Some detail props (grass, etc.) are floating above the displacements. I noticed this in Map 1, possibly others as well. I think this probably has something to do with the specific texture you're using in those areas. As an easy fix, there's a brush entity called func_detail_blocker which should prevent those sprites from showing up inside its volume.
-Cubemaps are generally a little bunk in this campaign, and reflective surfaces tend to reflect too much white light and blind players. This is especially problematic in Map 2, where most of the level is bathed in ugly white reflections. I think this problem is being caused by wet textures mixed with a pure white sky -- in my experience, any object that reflects a pure white texture will look strange. Placing more cubemaps will get more accurate reflections, especially for interiors, and I would also recommend using less reflective textures on world geometry. An easy fix is just creating a custom VMT that removes the normal maps, bump maps, etc. from a default texture, which is something I've done before.
-The stalactites and stalagmites in Map 3 would look amazing... if they weren't missing a texture. I think what's happening is that they're supposed to have reflections, but they're missing the required texture so they have shiny purple checkerboards on them.
-For the outro, it's best practice to fade to black, teleport the Survivors, then fade from black and begin the rescue. Same goes for the intro fading from black if you decide to add one.
-There's one line of scripted dialogue I can remember, but it seems like you just played it using an ambient_generic sound entity. If you want Coach to actually say his line in Map 4, moving his lips and generating subtitles and everything, then you use a logic_choreographed_scene. Place a generic_actor in a little box outside the level, name it whatever, and make a logic_choreographed_scene that "targets" the generic_actor. Then, in the scene properties, name it, pick a line from the files (should be in VCD scene format), and Coach will say it when the scene is triggered. Something like that, anyway.
I've gotta bounce, but I hope that helps. Isn't this such a wonderfully frustrating hobby to have?
TY for the feedback!
floating props.. thought i'd caught all those but thanks will take another look
I kinda liked the wet texture look due to the rain.. so i'll add more cubemaps to see if i can improve it
I've not heard about this problem before. I will check to see if I left out any elements when i ported the mites and tites from ep2
the scripted line is unfortunately not available as a stand alone vcd. it's part of the hotel map 1 opening scene. rather than re-package vcd's which is a freaking nightmare (faceposer etc...) i opted instead for simply playing the sound via an ambeint generic.. cl;unky but sort of works...
haha I tend not to fret too much over making everything perfect as you can see. If i'm not having fun then I tend to find a compromise. It's only a hobby after all! :P