Just a little teaser for when the level is released. Obviously this many zombies lags you out online so the online version is a lot less challenging but you will have specials online in versus.
So.. I realize this opens me up to attacks from L4D2 fans and those who think I'm lying through my teeth, but I'm actually lying (laying) in my bed.. Here's what the map can do:
1. 8 different variations of gun placements, any amount ranging from 0-8.
2. Up to 38 different variations of level placements for changing paths with the ability to change between those opening and closing any number of those from 0-34 (0-34 because I force some doors open if others are closed so that you cannot get stuck within the level with no way to reach the exit) at a time on map load. (Meaning lots of variations)
3. 8 different variations for where crescendos take place through out the level. Only 2 can be active at a time per map load and 2 MUST be active (1 per path, temple/ice).
4. 4 different variations for the tank hittable objects within the level. There are 2 logs, the variations are:
a. 1 log is up in ice start.
b. 1 log is up in tilted area.
c. both logs are up.
d. none of the logs are up.
5. The boulder in the gauntlet has 4 different triggers which can be selected on map load to change up when and how much time upon triggering (the time is random per trigger but set as a minimum with the bare minimum time it takes to get to boulder and the maximum with 20 seconds above that time) it that it drops and blocks saferoom door. 4 auto shotguns = dead boulder in 8 seconds flat.
6. The ammo piles are the same as the logs as in there are 5 piles and any number can be up 0-5 but there will NOT be an ammo pile up in the same area as tier2. (You can actually get no tier2).
This isn't a variation but I wanted to say that for tier2 you only have 1 of each; however bots can pick up the guns without making them disappear but if a player picks up say, the assault rifle, it disappears and a team mate cannot pick it up. Same goes for the pistols; which there are 8 of at all times in the map.
To balance out the game play a little bit more I made it so that the level switches all those variations up on round end since it's level1. This means, let's say you launch from lobby and you're on Infected. You will find the tier2, ammo piles, whatever else is up, know which paths are open etc. Now that's unfair in my opinion for a first level since it gives you a slight advantage at the get go. When the round ends and you go Survivor everything changes, switches around and the game is on. (I know there are many negatives and many positives to this, trying something new..)
But what if you get a tank in say, the temple and tier2 spawned in the temple as well? Those medkits too? Don't worry. I set up the nav to automatically remove all items that spawned in the temple as well as tank/witch to spawn on to another path if the temple is closed. You can still get the tier2 but that's about it. Any other items randomized inside not including pills/medkits and pipes/mollies (aka through my scripts) you cannot get which happens for both teams. It's all about randomization (a little luck) and which paths/choices you make while in the level.
So if we do the math which is 4^9 (4 to the power of 9) as insane as it sounds, that's how many if it WANTED to do it to you, variations it can do. This is not including map_parameters (pipes mollies kits/pills).
I will be working my butt off to literally get the level done for tonight to the public. It was released earlier yesterday morning but I ruined the gauntlet with lag spikes ^_^ so give me a few hours to find the issue. Thanks everyone!
Also don't forget to check out the
Left 4 Dead Mods - Left 4 Dead Maps, Mods, Skins, Models and Other Custom Content article on the campaign: Frostbite is the least of your worries and the boulder video: