- - ddg1_tower
- - ddg2_gristmill
- - ddg3_bluff
08/08/12 (version 2)
-significant cosmetic upgrades and additions, including substantial custom textures and props.
-updated geometry and tweaked layouts (both cosmetic and for gameplay)
-ongoing edits to navigation mesh
-slight item placement reorganization
-increased brightness on all maps (using flashlight shouldn't really be necessary at most times)
addressed a bug in the intro that prevented gameplay start on dedicated servers.
intro sequence has been deleted and will be revisited at a later time.
hope i've addressed a lot of the major (and some of the minor) concerns from the first version. let me know.:
-considerable focus on coop (and single-player). previous development was wholly focused on versus game mode.
-dialog. not yet very sophisticated, this will be ongoing.
-focus on survivor bot navigation issues
-instituted a wayfinding system that can be disabled in the saferooms to address multipathing disorientation.
-scavenge mode on each of the three maps. this is untested in multiplayer. fingers crossed.
-extensive graphical improvements.
-major lighting improvements.
-ongoing and obsessive navigation editing for infected.
-small nudges to the director here and there to influence the behavior of common infected and up the pace a little. this is ongoing.
-improved bawdiness (where there was a noticeable lack) in saferoom 2, renovations to the other saferooms.
-intro sequence. at this time i can only get the last third of the sequence to play on map load. if you suicide in single player or start round 2 in versus, it plays in its entirety. i suppose this will eventually require a custom animation. give it a look, i think it's neat.
-there may be some imbalance in item spawning. this is an ongoing process. please let me know what you think of it in this version.
-the f-bomb. it's all over the safe room.
-sometimes the survivor bots are dumb. i'm willing to take the blame 50% of the time.
No revision notes have been added by the developer.
Originally conceived and heavily tested as a versus campaign, version 2 constitutes a pretty big env. art pass, a significant addition of custom content, and small tweaks to the geometry for both vs. and coop. I'm interested in gameplay feedback at all levels of difficulty, specifically for coop, and will steer future updates in that direction. This is still a versus campaign at heart...if you get a chance, play it that way. For those who think vanilla versus is a bit too kind to the survivors, disable the survivor handicapping in confogl and alternatively try this approach. There's still lots to do (and perhaps a map to add), but i think this thing is ready to be called version 2.