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[L4D2] Routing (Dynamic Paths)


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untalented893
Senior Member
Join Date: Oct 2009
Old 06-30-2010 , 15:10   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #161

Eraa, I'm excited to see your Swamp Fever. I'll probably look over it tonight and skip over it and post my Hard Rain next
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-30-2010 , 15:19   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #162

are you guys adding weapons to these new versions? im asking because i use atomicstryker's srsmod and weapon unlock so im worried about conflicts.


btw, has anyone fixed the ceda trailer exploit in dead center 2? right under the bridge after the frist room with ther med cabinet. people cant get behind the van and no one can get them except the smoker.
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untalented893
Senior Member
Join Date: Oct 2009
Old 06-30-2010 , 15:29   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #163

Quote:
Originally Posted by GanjaStar View Post
are you guys adding weapons to these new versions? im asking because i use atomicstryker's srsmod and weapon unlock so im worried about conflicts.


btw, has anyone fixed the ceda trailer exploit in dead center 2? right under the bridge after the frist room with ther med cabinet. people cant get behind the van and no one can get them except the smoker.
No weapons have been added to my maps. I don't know about Eraa's. I don't know what exploit you're talking about, so it is most likely not fixed. Post a pic or video and I'll get a fix out.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-30-2010 , 15:44   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #164





i've see a ton of people in versus go in there now if a tank spawns near that area.
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IronWarrior
Veteran Member
Join Date: Jan 2010
Old 06-30-2010 , 15:52   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #165

Personally I wouldn't want this spot blocked, it's a great Infected spawn area, good for Smokers and Spitters.

If Survivors go there, then get a Spitter and spit them to death with added Boomer Vomit for the funs.
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untalented893
Senior Member
Join Date: Oct 2009
Old 06-30-2010 , 16:03   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #166

Quote:
Originally Posted by IronWarrior View Post
Personally I wouldn't want this spot blocked, it's a great Infected spawn area, good for Smokers and Spitters.

If Survivors go there, then get a Spitter and spit them to death with added Boomer Vomit for the funs.
Agreed. This is a spot that seems to do no harm. People can camp there, but there's no event there, so I don't really see a reason for them to go there because of the threat of spit. Also, I've never encountered people going back there.
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dirka_dirka
Veteran Member
Join Date: Nov 2009
Old 06-30-2010 , 16:04   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #167

how exactly is camping in a corner an exploit?
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AtomicStryker
Veteran Member
Join Date: Apr 2009
Location: Teutonia!!
Old 06-30-2010 , 17:18   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #168

Funny little tweak i came up with.

Causes L4D1 Survivors in the Passing Finale to provide Fire Support in Versus Mode, just like in Coop.
Attached Files
File Type: cfg c6m3_port.cfg (632 Bytes, 158 views)

Last edited by AtomicStryker; 06-30-2010 at 18:40.
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IronWarrior
Veteran Member
Join Date: Jan 2010
Old 06-30-2010 , 19:11   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #169

Quote:
Originally Posted by AtomicStryker View Post
Funny little tweak i came up with.

Causes L4D1 Survivors in the Passing Finale to provide Fire Support in Versus Mode, just like in Coop.
That's pretty cool.

Would it be possible to add a ladder to that area to allow Survivors to climb up in that area?

At the moment due to a bug with CSM one or two players will often teleport up there and provide fire support.

But if a ladder could be added somewhere around that area, that be great.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 06-30-2010 , 20:31   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #170

Quote:
Originally Posted by dirka_dirka View Post
how exactly is camping in a corner an exploit?
well some infected can't reach you there, and even the survivors slide awkwardly when in that area. its possible that valve didnt want survivors going there, who knows. was just a suggestion anyways.

i've used the swamp stipper cfg's tonight. the changes, while minimal, were very nice. the woods on the frist map near the end were awesome. wish there were more changes though. like closing off the plank walkway completely for survivors.

Last edited by GanjaStar; 06-30-2010 at 20:33.
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