Left 4 Dead 2

Left 4 Dead 2

Revised Mob Rules [VScript]
BOT Jon Doe  [developer] 12 Nov, 2024 @ 8:45pm
Investigating Left 4 Dead 1 & 2's Audio Footfall Fidelity
Originally posted by Desano:
I have a question for you Idk if you'll answer but Is it possible for you to add L4D1 style of footstep audio? L4D1 footstep sounds more better than L4D2 footstep although they share same sounds however it seems like L4D1 footstep has different level or adjustment to sound better than L4D2.

So, upon reading your earlier enquiry I was emboldened to look into this further. Because I too, felt for some reason L4D1's footsteps had always left a greater impression on me. Despite knowing both games largely shared the same footfall audio assets. I was curious to figure out why I felt that way. So I muted all the music and just recorded both games for comparative material. What I did not expect to find however, was just how little of a difference there was to be found between both games. The footsteps appear to be mixed at roughly the same levels. I did learn a neat little detail in the process though, playing as Zoey has her footsteps play at a higher step interval, than other characters. Presumably because she has to take more steps to maintain pace with her larger framed teammates (this feature did make it into L4D2 thankfully). But other than that? I can truly find no audible discrepancy between both games. I even compared the raw files to see if Valve had processed them differently. Excluding the few examples were they had outright replaced sounds that were reused from Half-Life 2 and Counter-Strike; all footfall files had remained unchanged. So, what's the deal? I was sure something had been lost in translation.

I know it's probably not what you were hoping to hear but I think the real culprit is the lack of visual feedback. There's a noticeable downgrade in L4D2's first-person view model animations, when compared to its predecessors. The body and legs you saw upon looking downwards are gone, and the pronounced sway of held weapons relative to the player's movement speed have all been stiffly reduced. These two elements went a long way in conveying an immersive sense of weight and momentum, that convincingly sold the sound effects of footfall on a subconscious level. Furthermore, there absence results in L4D2 feeling significantly more floaty by comparison; like you're gently walking around rather than breaking into a brisk jog.

Thankfully the community has already addressed both these issues:

Lux's Survivor Legs script by Shadowysn
Reimplements the first person body and leg view models back into the game.

Left 4 Dead 1+2 Animations Remix by Querentin
Restores the swaying running animations to the vanilla weapon view models.

Two other mods I would highly recommend are:

L4D1 JumpLanding sound by Alex_D
Reverts one of the few original footfall sound effects that were distinctively replaced in L4D2.

Black Mesa View Tilt by petrichor_syntax
This one is admittedly subjective, but much like 'view bobbing', 'view roll' was a classic camera trick to simulated the sensation of leaning into one's own movement. And was featured in Valve's original release of Half-Life 1. Keep in mind the effect may cause slight motion sickness in some users.

In conclusion, I'm both a little disappointed and relieved to hear footfall has remained largely untouched between games. Disappointed to find I was mistaken in my assumptions, but happy to see what issues did exist, have already been fixed by the community. It's just a shame script mods don't work online, but what can you do?

I hope this report post has satisfied your original enquiry. Sorry it took so long to respond, I wanted to be thorough on my part. But as it stands, after hours of recording and comparing gameplay, I find there is no discernible difference in the footsteps between L4D1 and L4D2 (besides the previously mentioned reused audio assets from Half-Life 2 and Counter-Strike). Please bear in mind, none of this is conclusive. I am obviously no authority on the matter, these are simply my observational findings.
Last edited by BOT Jon Doe; 12 Nov, 2024 @ 8:48pm
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Desano 12 Nov, 2024 @ 10:43pm 
I see thank you for checking into it this solves the question in my mind
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