That was rifleman from Day of Defeat: Source
We aren't using the L4D nav system. We will be using a modified version of the original HL2 pathing system, which is more basic but allows for more flexibility.
There is an SDK, but it's scope is limited to editing models, animations, maps, and such. This does not include the original code. We are modifying the original HL2 Source Code, doing our best to replicate and improve upon the L4D game.
We also plan on releasing semi-SDKs as well as tutorials so people can replicate our models, maps, etc and modify our game.
Yeah, that deserves an explanation. Because the L4D AI doesn't work so well with the current repathing system (touched on in the movie), I had to shoot all my teammates every time I tested the map out, so they wouldn't get lost and start triggering weird things or zoom through walls to get back to me.
I eventually gave up on them all together and used DoD:S exclusively, just to remove that headache. The next tests we're working on will demonstrate HL2 AI (like combine soldiers) moving through a repath system. These demonstrations will be the subject of a future video.
That and I love DoD:S!
While L4D maps may be slightly dynamic, they in no way approach the size, scale, or utility of this system. This is being built for a game in which you are either defending yourself from zombies, hunting down the enemy team, or searching out resources. Players will have no choice but to wander down alleys and search out buildings if they want to survive. The real horror aspect of the game will come from these lonely missions out into unknown territories. Couple that with ambient, lone zombies (that are stronger than the weak L4D ones) and randomized pickup placements and you've got yourself a fun, replayable multiplayer map.
We realize we aren't the first people doing this, but I think repathing will have a much larger role in our gameplay than in previous titles.
Yeah, as Ryan said, our goal here is to break up the metagaming that happens with overplayed maps, which should make for a much more replayable game.
IF we do go with mid-round repaths, they will be coupled with animations. Examples could be a helicopter crashing or a high-rise exploding, showering debris which clogs an alley. Again though, at this point, we're happy with solely round-based repathing.
I plan on uploading this in a higher quality ASAP
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OMalley
Andrew joined
I'm a Source Mapper currently involved in the DEADLOCK mod project. Check us out at DEADLOCKMOD.COM