Talk:L4D Level Design/Versus Maps: Difference between revisions

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Additionally, I enjoy rescue closets in versus because the difficulty on my server is very high. Telling people to remove them by default makes more work for me because I need to create configuration files to re-add them. By default, versus mode has them disabled. Leave it up to the server if they want the rescue closets in or out.
Additionally, I enjoy rescue closets in versus because the difficulty on my server is very high. Telling people to remove them by default makes more work for me because I need to create configuration files to re-add them. By default, versus mode has them disabled. Leave it up to the server if they want the rescue closets in or out.
Great job on the writeup, how do we test maps in vs now tho? I cant ever seem to get on infected side and those old school "force" commands don't work for me anymore :/ --[[User:RTF|RTF]] 00:03, 30 August 2009 (UTC)

Revision as of 17:03, 29 August 2009

I don't like some of the "basic" suggestions at all. having a whole other set of levels just for a specific game mode is a waste of time. Not only do you need to maintain two seperate copies of the level, you also require the download size of your package to be practically double. The info_gamemode entity allows you to kill off entities you do not want in your map based on the current gamemode.

Additionally, I enjoy rescue closets in versus because the difficulty on my server is very high. Telling people to remove them by default makes more work for me because I need to create configuration files to re-add them. By default, versus mode has them disabled. Leave it up to the server if they want the rescue closets in or out.

Great job on the writeup, how do we test maps in vs now tho? I cant ever seem to get on infected side and those old school "force" commands don't work for me anymore :/ --RTF 00:03, 30 August 2009 (UTC)