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Version of L4D: The current one.
Version of IHM: 1.1
We played Expert Coop. Server was running Sourcemod but no Plugins.
Specific Problem A:
One of us ran to the Helicopter just after it was downed, jumped onto the wreck (or started touching it), then his character emitted the 'falling to death' scream while suspended one feet aboveground, and died.
(On a side note, why isnt the chopper burning after having crashed?)
Specific Problem B:
The level with the train tunnels. Facing the finishing Saferoom, theres a left tunnel with bridge (which you have to cross) and a broken right bridge, with a hanging train car you can jump on.
Theres a stone plateau next to the hanging cars surface, which looks very much like you could jump on it, but if you try, theres an invisible wall midair and you fall down into the chasm.
If you must place an invisible wall do it BEFORE the chasm, so people dont die trying to reach that stone ^^
Specific Problem C:
On the Finale Map, at the finale area, theres a mounted gun near the Canadian Flagpole. For some reason i could not angle this gun down, only move it from left to right or up (it aims well aboveground).
http://www.abload.de/img/l4d_ihm05_lakeside0000z6tb.jpg
Specific Problem D:
Same map, house with the Canadian Flagpole infront of it, theres multiple crouch-height windows or holes in the walls. Common Infected can crouch-exploit (not kidding) and hit Survivors while being immune to melee attacks.
Specific Problem E:
Same map, same house, rear wall (opposite to mounted gun wall). Theres a crouch-height destructible hole there. If a Survivor sits on the bed, in the corner, Infected can and will actually hit him THROUGH THE WALL.
http://www.abload.de/img/l4d_ihm05_lakeside000136bz.jpg
More stuff:
Infected Bots are having a really hard time navigating the open areas (like map 1). Often theyll spawn on some cliff and simply remain there in plain sight.
On map 2 or 3 we passed some fake Molotovs. There were two, standing in a shelf next to some door, and they looked like Molotovs, except you could not pick them up. (they werent outlined, either)
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One of us ran to the Helicopter just after it was downed, jumped onto the wreck (or started touching it), then his character emitted the 'falling to death' scream while suspended one feet aboveground, and died.
We are aware of this one.
http://forums.ihatemountains.com/viewtopic.php?id=18
(On a side note, why isnt the chopper burning after having crashed?)
Because not everything works as you see it in movies.
A crashing helicopter doesn't necessarily burn or explode
http://www.youtube.com/watch?v=z4xGZdpWcK4
Theres a stone plateau next to the hanging cars surface, which looks very much like you could jump on it, but if you try, theres an invisible wall midair and you fall down into the chasm.
This is a ladder for infected to go down/up. For a reason that is yet to be understood, Valve decided that infected-ladders should act as invisible walls to survivors. We'll try to restrict the access to infected only.
On the Finale Map, at the finale area, theres a mounted gun near the Canadian Flagpole. For some reason i could not angle this gun down, only move it from left to right or up (it aims well aboveground).
http://www.abload.de/img/l4d_ihm05_lakeside0000z6tb.jpg
That's how it works on Left 4 Dead too.
Sorry, nothing we can do about it because it's a problem with the engine itself.
Same map, house with the Canadian Flagpole infront of it, theres multiple crouch-height windows or holes in the walls. Common Infected can crouch-exploit (not kidding) and hit Survivors while being immune to melee attacks.
Same than above, that's how it works on Left 4 Dead too.
It's a problem with the engine itself.
Same map, same house, rear wall (opposite to mounted gun wall). Theres a crouch-height destructible hole there. If a Survivor sits on the bed, in the corner, Infected can and will actually hit him THROUGH THE WALL.
http://www.abload.de/img/l4d_ihm05_lakeside000136bz.jpg
Again, same than above, that's how it works on Left 4 Dead too.
It's a problem with the engine itself.
Infected Bots are having a really hard time navigating the open areas (like map 1). Often theyll spawn on some cliff and simply remain there in plain sight.
Erm... this is getting boring but well, AGAIN, nothing we can do about it... the bots behavior is hard-coded in the engine, all we did is give them some room to wander around and the rest is taken care of by the engine. If they decide to stay in plain sight, that's because their AI told them so.
On map 2 or 3 we passed some fake Molotovs. There were two, standing in a shelf next to some door, and they looked like Molotovs, except you could not pick them up. (they werent outlined, either)
Which means it was only beer bottles.
It's not because it's the goddamn apocalypse that people can't enjoy a beer or two without throwing them at some infected face.
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