Talk:Left 4 Dead Design Theory

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Revision as of 09:44, 21 October 2009 by Jelemonde (talk | contribs)
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I'm starting off this page to go around with. I know theirs quite a lot of impatient mappers waiting to map for L4d, as the way I feel. However I think we can solidly work on this when the SDK comes out, and after seeing some decent maps be released by the Public. More or less the same process we took for the TF2 Design Theory Page.--Gear 13:41, 16 Nov 2008 (PST)

When you said "If the player is failing or having a hard time progressing, neither should the map. Always make the map universal to all kinds of Players." I think you meant to say "If the player is failing or having a hard time progressing, so is the map. Always make the map universal to all kinds of Players." Or something with that effect. I am changing it now but please correct me if I am wrong.

-Deathbagel


About "Map are Designed, not made". If you don't understand this, It mean that every aspect of the map must be chosen and not created on the fly. In the case of a Finale, you must design where the infected comes from. Do not create entry like this. You must have reasons to place the entries here (or the survivor might find a way to resist the wave easily). Or when you want to make something comes out from the other details, find a way (Like direct a light toward it or else)

-Jelemonde