I think teaching enemies about ropes would be quite beneficial, although it would make "GTFO" a lot harder of a strategy. Although the second level pretty much nixed that alone (enemies had WAY more health than I could deal with).
I think teaching enemies about ropes would be quite beneficial, although it would make "GTFO" a lot harder of a strategy. Although the second level pretty much nixed that alone (enemies had WAY more health than I could deal with).
So there's one spot near the far right of the map. Going from that edge to the left, there's a HUGE fall, at the bottom of which is a very flat V shaped platform.
Enemies don't know how to get off of it.
I had the teleporter spawn at the top of that huge fall (activated it and GTFO as the boss spawned--giant golem) and had every single enemy spawn on that V. With the autonomous drone I was dealing damage to them without taking any in return (I was far enough away that they wouldn't attack the drone). Had to kill only two jellyfish myself.
I didn't *win* in any sense of the word, but it was quite the exploit of level geometry.
This didn't work for me. I still get the "setupArrayProps_R: array prop (null) is at index zero" error.
I'm curious if you pulled this basic idea from any of my posts to the L4D Steam Forums, or possibly my write-up on the Valve wiki.
While I had pondered in-level changes, I hadn't done anything to this degree yet. Nice work. :)
The survivor bots need a working nav_mesh, infected just need ANY nav_mesh.
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