Alien Swarm Director Mod - Full Release v 1.0
Nov 3, 2011 Full Version 2 commentsAlien Swarm Director Mod full release 1.0! 5 mission campaign with 4 missions built dynamically for ultimate replayability! And ASDM responds to player...
Welcome to the Alien Swarm Director Mod! ASDM is a single player Alien Swarm mod focusing on increasing replayability by creating a dynamic experience every time you play. The ASDM complements the default Alien Swarm AI and Director in two ways. First, ASDM enhances the TileGen map generator to automatically generate the map layout for missions 2-5 every time you play. The layout is impacted by player performance, so the better you perform on mission 1, the longer and more challenging mission 2 will be. ASDM modifies the in-mission experience as well. Based on your performance some doors may or may not open and the number and type of enemies you will fight will differ. Enjoy the Alien Swarm Director Mod!!
4 comments by ppittle on Apr 7th, 2012
I have to write a research paper on Alien Swarm Director Mod as part of my college program. As part of the paper I need to survey players. I have created a 7 question survey (link below). If you played ASDM, please take two minutes and fill out the survey. Your help will help me graduate!
Here's the survey:
Thesistools.com
Alien Swarm Director Mod full release 1.0! 5 mission campaign with 4 missions built dynamically for ultimate replayability! And ASDM responds to player...
This is version 0.2 public beta for ASDM! This version fixes several problems with doors and adds a new room. Additionally, level generation has been...
This is a public beta for ASDM! Please note: in order to play you must have both the Alien Swarm AND Alien Swarm - SDK installed. Both are free on steam...
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got stuck on mission 4 the continue button didnt work i was able to click it but nothing happend
If this could work with Alien Swarm Beyond Insane - Awesomesauce!
I just wonder isn't it an easy thing to fix this, instead of calculating how hard the levels will be for each player why not do it for the entire team?
I think this sounds easy to fix, but I do not know.
Raygoza -> You are correct, it's not difficult to adapt the performance measurements to create a score for the entire team rather than an individual. In fact, doing so opens some interesting opportunities to measure team based attributes like friendly fire, team healing, etc. The reason why I made ASDM single player was I didn't get a chance to get dynamic level generation to sync with multiple clients. With 4 people playing, the game has to build the same dynamic level for each player. While this is not overly difficult, it would be some what time consuming to implement and unfortunately there just wasn't time to include it and still make my release dead line.
i have a problem , after i finished the first mission the game gets stuck at generating map where can i look for help?
alect01 -> Did you install the Alien Swarm - SDK? If it's not installed ASDM will still run but it wont be able to dynamically generate maps at the end of a mission.
Looks interesting, but Alien Swarm is not meant for single-player, so I guess I'll just wait until you figure out a way to make your mod work in multiplayer or with bots.
Ya, unfortunately there wasn't enough time to get multiplayer working correctly. But if you know anyone that would be interested in developing that functionality, let me know!
Hey dhkadhasd, thanks for the feedback! Unfortunately the automated tilegen system doesn't work 100% of the time, and can generate improper level layouts which can then cause problems later on in the map compilation pipeline. I occasionally ran into the problem you described with the lighting. Going from room to room would cause odd lighting issues such as the room you're not in going completely black. I, unfortunately, just ran out of debugging time and couldn't get it 100%.
Per the minimap and the 'tab' map I did a bit of tinkering with this. There's a separate process for creating the maps, and it's not exactly trivial. There an article on Valve's development wiki that describes the process: Developer.valvesoftware.com Anyway, so I took the easy way out: "you're not supposed to know where you going." Although, allowing the players to draw their own map is an interesting idea.
Astute observation about the chainsaw. I forgot to make those doors 'unbreakable'.
You are right about the level generation / music problem. The map is compiled by an external process (vbsp.exe, vrad.exe, etc) which are instructed to run at a low priority. However, they quickly eat up all avialable cpu and this makes the music choppy. There is an api command to stop all music, I just didn't figure out how to use it in time and released anyway. So, sorry about the choppy music. If I release an update that's definitely on the to-do list.
(hit the character limit. continuing on from previous comment)
Rebuilding the level on restart was one of the final (if not the final) feature I added to the mod. Just like you said I originally wanted to allow the player to replay the level and improve instead of forcing them to learn a new map. What happened was during play testing I realized that there were occasions when the tilegen system would build a ridiculously hard map, ie putting several large fight rooms right next to each other and putting all the health and ammo right next to each other at the very end of the map. There was also a very rare occasion where the tilegen system would build a map that didn't actually contain a viable path from the start to the exit. Essentially, the tilegen system is not perfect and I simply ran out of time to continue to refine it. So rebuilding the level on restart is basically a fail-safe to help prevent the player from getting stuck in a poorly built tilegen map.
Sorry about the lack of multiplayer / bots. The mod was meant to experiment with dynamic level construction and giving the AI director more control to manipulate level geometry. Getting multiplayer and bots to work was simply out of scope and I couldn't justify the research time. If there's a next version multiplayer will be a big focus.
Thanks again for the feedback! Most appreciated.