The AI Systems of "Left 4 Dead" [pdf]
81–84 of 84 posts
Re: The AI Systems of "Left 4 Dead" [pdf]
#82Great stuff, have to disagree on the "replayability" section though. There were only 2-3 tier 2 weapon spawns on the entire map, the crescendos were pretty much always in the same spot (this was a bit better in L4D2), and so on. After the first 10 times every map felt the exact same.
Re: The AI Systems of "Left 4 Dead" [pdf]
#83I never felt like playing this game until now. The AI sounds very interesting to try for myself! Game producers should release such documents upon launching the game, it makes it that much more interesting.
but then some people will look through the docs, find the exploits and become the top players. Wouldnt really be fair from a game play standpoint but I agree this was one of the most interesting things i have read in weeks.
Re: The AI Systems of "Left 4 Dead" [pdf]
#84Great stuff, have to disagree on the "replayability" section though. There were only 2-3 tier 2 weapon spawns on the entire map, the crescendos were pretty much always in the same spot (this was a bit better in L4D2), and so on. After the first 10 times every map felt the exact same.
As a 3+ years of playing every night, i will have to disagree. The weapon spots are not important... The replayability comes with everything it provides. I have over 1 tb of dem files because i record every single match since start, and i still enjoy it.