207 posts603 snarkmarksRegistered:
Jul 9th 2004
Location: Denver, Colorado, USA
This is a a discussion topic for the map "Forage - Survival" by RabidMonkey777 which can be found here
Map description:
Forage is an open map for Left 4 Dead's survival game mode. My intentions were to provide a space that gives players options so that they may develop a defense strategy amongst themselves that fits their play style, rather than force them into one or two specific strategies or areas to defend.
The current revision is beta 6; any feedback is appreciated!
Map screenshots:
Loading embedded content: Map #3262
Re: [map] Forage - Survival
Posted by Riven on
Sat Jan 16th 2010 at 6:18am
1640 posts1266 snarkmarksRegistered:
May 2nd 2005
Occupation: ArchitectLocation: Austin, Texas, USA
I played this map with bots, and it was truly a lot of fun. The amount of detail is quite professional looking, very nice Valve quality level which is to be expected of you knowing your reputation.
Glad you decided to post it here on the Pit.
I don't recall running into any showstopper bugs, It seemed to play rather well. I was angst about getting caught up on any of the props in the house when the tanks would come. The house basement felt the most safe, but probably the worst space to fight 'in' simply because of all the clutter.
Overall, I think you accomplished the feel quite well. I would love to see an extended version of this in L4D2 as a scavenge map
207 posts603 snarkmarksRegistered:
Jul 9th 2004
Location: Denver, Colorado, USA
Thanks for the feedback! I'm looking at porting this over to scavenge for L4D2; I think the open-ended design should be well-suited for scavenge gameplay.
My thoughts behind the house were to make it cluttered in contrast to the open area of the street and yard - through some early tests I noticed it's pretty easy to run around outside and kill the tanks/special infected, but without a solid plan of action players tend to get swamped by the hordes, either after killing the tanks or trying to fight them off. The house played just the opposite - players seemed to kill the regular infected easily from multiple spots within the house, but had a harder time fighting off the tank because it's a lot more confined. I have a few small things with the nav graph to fix and want to release a new version alongside the L4D2 version; I'll take a look at the pathways inside of the house and see if I can't clear them up abit more to encourage easier mobility for people who want to hide inside.
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