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| Topic Started: Apr 12 2009, 10:19 AM (1,746 Views) | |
| Donna | Apr 12 2009, 10:19 AM Post #1 |
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| L.J | Apr 12 2009, 10:21 AM Post #2 |
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ooooooooooooo I'm going to try it right now
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| American guy | Apr 12 2009, 10:29 AM Post #3 |
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YAY |
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full of awesomezerzerzerrrrrrrr | |
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| L.J | Apr 12 2009, 11:12 AM Post #4 |
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oh man that was intense.... and it was on easy mode ![]() unreal
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| Donna | Apr 12 2009, 11:13 AM Post #5 |
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I was trying to show L.J the ropes on easy but lost connection
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| L.J | Apr 12 2009, 11:13 AM Post #6 |
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how do you pick stuff up? do you walk over it? press x? also how do I throw my pipebomb/cocktails? |
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| Evil Mel | Apr 12 2009, 11:14 AM Post #7 |
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Evilove
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Aww, now I want this game. |
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| Donna | Apr 12 2009, 11:27 AM Post #8 |
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To pick things up press X when it's highlighted in white. To throw a bomb use your cross keys pad to select what you want to use and press X. To turn your flashlight on/off just press up. When healing yourself select the medi pack and use the right trigger to heal someone else press the left trigger. Other things of use to know is to crouch press LB and to shove(which is good to use when a boomer hits you with vomit or to safely keep the zombies away from you and to knock hunters off people) press the LT. |
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| L.J | Apr 12 2009, 11:32 AM Post #9 |
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I can always bring it over next time I visit
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| L.J | Apr 12 2009, 11:35 AM Post #10 |
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okay now that's valuable! thanks!! I was wondering what to do when I was being jumped by all the baddies in a corner. I was using the fire button to use the cocktails and wondering why things weren't blowing up etc ![]() Thanks Donna! you're walkthrough was awesome! Now I have to recharge the controller
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| Donna | Apr 12 2009, 11:42 AM Post #11 |
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Oh yeah using the pills is exactly the same as using the medi pack.
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| L.J | Apr 12 2009, 11:44 AM Post #12 |
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oh k sweet!! ![]() Thanks so much! ![]() You're my L4D hero
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| Donna | Apr 12 2009, 11:50 AM Post #13 |
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AG will probably help you out more and tell you stuff I forgotten. |
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| L.J | Apr 12 2009, 11:58 AM Post #14 |
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and between the two of you we shall all become in-de-struct-able!! *cue evil laughter*
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| Donna | Apr 12 2009, 12:05 PM Post #15 |
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![]() It looks hard at first but you'll get use to the different attacks. Best to turn up your telly because can hear what is lurking to. Like the witch crying so you can turn off your touch or a tank coming so you can run like hell.
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| L.J | Apr 12 2009, 12:22 PM Post #16 |
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![]() I heard the witch! kinda creepy scary! |
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| Donna | Apr 12 2009, 03:29 PM Post #17 |
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Correction press right trigger to throw a bomb when selected.
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| Donna | Apr 12 2009, 04:24 PM Post #18 |
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lol at the Hunter headshot... I still can't head shoot the damn thing
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| American guy | Apr 12 2009, 09:24 PM Post #19 |
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I was beating the crap out of the hunters on expert the games we recorded. like 3 of them, did get jumped once. I know of |
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full of awesomezerzerzerrrrrrrr | |
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| Donna | Apr 13 2009, 03:18 AM Post #20 |
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Hunters are annoying. And they don't seems to jump nearly as far when you're playing has one.
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| L.J | Apr 13 2009, 11:43 AM Post #21 |
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damn @ that headshot
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| Donna | Apr 14 2009, 09:27 AM Post #22 |
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I tried to head shoot the hunter yesterday but the damn AI always managed to shot it first when I had lineup my shot.
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| L.J | Apr 16 2009, 12:21 PM Post #23 |
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Left 4 Dead Survival Pack DLC Announced Valve announced plans to update its co-op zombie shooter Left 4 Dead (PC, X360) today, revealing that a "Survival Pack" will be released this spring. The DLC will include a new multiplayer mode titled Survival, as well as two complete campaigns for the game's existing Versus Mode. No details regarding availability or pricing were announced, but Valve traditionally updates its PC releases for free. Valve did not specify exactly what new content the Survival Mode will pack, aside from the new mode. The studio previously said that it was working on new scenarios. A Critic's Choice Edition of the game will head to retail stores at the same time, offering the original game plus the Survival Pack content. Valve also noted it will release the Software Development Kit for the game this spring. With the SDK, players will be able to create custom campaigns and levels for the game. Distributor Electronic Arts recently revealed that Left 4 Dead has sold 1.8 million copies at retailers since the game's November 18 release. That number does not include Steam, as Valve does not release those figures publicly, or total worldwide sales. http://www.shacknews.com/onearticle.x/57110 http://www.left4dead411.com/ |
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| Donna | Apr 16 2009, 01:06 PM Post #24 |
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I hope we get to try out some of the levels the pc owners come up with. |
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| Donna | Apr 18 2009, 08:35 AM Post #25 |
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Surviving the L4D Survival Pack April 16, 2009 - Kerry Davis and Scott Dalton Survival Mode pits your team against never ending waves of infected. Sounds simple. Just trap the survivors in a small part of a map, unleash the hordes, and record the longest time. Survival Mode, which will be released next week, is actually a bit more than that. Our goals for Survival Mode are to deliver a mode of play distinct from Campaign or Versus, have games that regularly last under ten minutes, and emphasize competition with team play through leaderboards. Survival Mode draws on the planning and communication aspects of a successful Finale or Crescendo event, while taking it to another level. It rapidly hits a fever pitch that only a well coordinated team will be able to successfully survive. Everything from simply covering a reviving teammate, to making every shot count to minimize reloads becomes crucial in Survival Mode. Given the importance of pacing in Survival Mode, we need to define as precisely as possible how the difficulty ramps up during the course of a round. We have numerous variables to work with: mob spawn frequency, special infected spawn frequency, number of each type of special infected, total number of special infected, tank spawn frequency, total number of tanks, and so on. We need all of these variables to work together to create a fairly smooth difficulty curve. If the curve ramps up too sharply, we find that teams of all skill levels tend to hit a wall at the same time. There isn't enough variation in the times to separate great teams from average ones. If the curve is too flat, then average teams will have a good experience, but really good teams can grind on long enough to cross the line from having fun to just getting worn out. It might seem that just gradually increasing spawn rates and numbers of infected will create a nice smooth curve, but it turns out to be much trickier than that. Each type of infected has its own spawn schedule, so even though the individual spawn curves may be designed to be fairly easy at a particular point in time, sometimes they overlap in just such a way that the players find themselves in a really bad situation far earlier than we intend. For example, a tank will be much harder to fight if a mob of common infected spawns at the same time - and nearly impossible if three hunters also show up right at that moment. A similar situation can happen due to variables outside our control - a team may not dispatch a tank or mob quickly enough, causing subsequent waves to start arriving and piling on to an already difficult battle. It's also hard to anticipate when teams will need to make an ammo run or heal up, both of which can be extremely difficult only a few minutes into the round. In order to help visualize these overlap points and the collapse of each spawn curve, we graphed out the wave behavior of infected over the course of a survival round. The last variable we added was the "lull" - a short interval of time during which nothing new will spawn. Each lull gets slightly longer as the round progresses, but that's no guarantee the team will actually see the lull - it just prevents new infected from spawning. It doesn't help with infected that are already in the arena. Killing mobs and tanks as quickly as possible is the best way to ensure that a team can take advantage of a lull to heal, resupply ammo, or just move to a better location with more supplies. Given the extreme pace of Survival Mode, the number of zombies killed in a single round often outnumbers an entire campaign. Even optimizing towards using pistols to eliminate common hordes, ammunition usually becomes an issue at some point. As ammo piles provide a unique infinite resupply for players, they tend to be in relatively less defensible positions in the Survival arenas. This means making an all important ammo run is rarely a safe proposition and requires good teamwork and planning. Timing your resources correctly to be able to make a run when necessary can make or break a team. The perfect pipebomb or well placed molotov can mean the difference between a cakewalk and catastrophe. The Hospital Elevator, for example, might seem like an easy Crescendo Event to conquer. Hit the elevator button and holdout until the doors open for a quick escape. In Survival Mode, however, the area begins locked down. Areas open as the hordes come in, breaking down the doors to reach the survivors. In each room there are additional caches of vital pills, pipes, and Molotovs. By moving from location to location, using up the plentiful supplies as needed, a team can maximize their time in a game where the elevator never arrives to offer escape. In other maps, items may be less plentiful and require careful planning on their usage. Managing one's inventory and resources works hand-in-hand with teamwork in Survival Mode. Next week you will be able to see our design in action when the DLC is released for the PC and 360. http://l4d.com/blog/post.php?id=2417 |
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| Donna | Apr 18 2009, 08:41 AM Post #26 |
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Actually this is a very interesting blog. http://www.l4d.com/blog/ I didn't notice on the cover was a left hand.
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| L.J | Apr 18 2009, 04:40 PM Post #27 |
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![]() omg how weird... I just noticed looking at your gamertag and mine that our end games and middle game in the row match ![]() KungFu Panda, L4D, Castle Crashers
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| Donna | Apr 18 2009, 04:52 PM Post #28 |
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Spoooooooky |
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| Donna | Apr 21 2009, 12:39 PM Post #29 |
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Downloading the Survival pack right now
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| Donna | Apr 21 2009, 12:57 PM Post #30 |
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I'll tell you what it's like later
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| Donna | Apr 21 2009, 04:39 PM Post #31 |
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It's f-ing hard!
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| Donna | Apr 21 2009, 10:07 PM Post #32 |
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And I got booted from one game where I died trying to save them. Gits! And the whole point of the stage is to stay together but they was running off doing their own thing.
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| L.J | Apr 21 2009, 10:08 PM Post #33 |
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ahahahaha
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| Donna | Apr 22 2009, 11:47 PM Post #34 |
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The AI makes better team mates than some of twits online. At least they dont wander off. |
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| L.J | Apr 23 2009, 01:01 AM Post #35 |
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![]() ♫...this is thriller, thriller night...♫ ![]() ![]() | |
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| Donna | Jul 16 2009, 11:31 AM Post #36 |
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Donna invites everyone who has got this game to play this weekend. |
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| L.J | Jul 16 2009, 11:35 AM Post #37 |
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that's an offer I'm going to have trouble refusing!
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| American guy | Jul 16 2009, 11:46 AM Post #38 |
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I'd love to play
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full of awesomezerzerzerrrrrrrr | |
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| L.J | Jul 16 2009, 11:54 AM Post #39 |
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I bags being Francis
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| Donna | Jul 16 2009, 12:02 PM Post #40 |
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Fights with AG over being Zoey. |
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| American guy | Jul 16 2009, 12:03 PM Post #41 |
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you'll never have her
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| Donna | Jul 16 2009, 12:11 PM Post #42 |
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No you can be the old perv |
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| American guy | Jul 16 2009, 12:13 PM Post #43 |
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I thought youd bonded with him |
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| Donna | Jul 16 2009, 12:16 PM Post #44 |
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Nope I always play as Zoey. |
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| L.J | Jul 16 2009, 12:29 PM Post #45 |
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![]() Bill is a good healer
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| Donna | Jul 16 2009, 01:04 PM Post #46 |
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Bill likes to grope that's why.
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| L.J | Jul 16 2009, 10:25 PM Post #47 |
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![]() ♫...this is thriller, thriller night...♫ ![]() ![]() | |
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| Evil Mel | Jul 17 2009, 02:53 AM Post #48 |
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Evilove
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| Donna | Jul 17 2009, 10:18 AM Post #49 |
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So we gonna work out a day and time we'll all be ready to play. You foreigners and weird timezones.
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| American guy | Jul 17 2009, 11:00 AM Post #50 |
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full of awesomezerzerzerrrrrrrr | |
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7:06 PM Nov 23