I prefer Left 4 Dead 1. Reminds me of 2008 and the classic.
-snip he changed the title-
L4D2 because it's actually supported
Out of L4D and L4D, I'd have to pick L4D.
Tough choices
it's just so much better compared to L4D
[editline]28th July 2011[/editline]
automerge :(
Left 4 Dead fucking sucks. But Left 4 Dead is awesome.
Left 4 Dead is definitely the better of the two.
[editline]28th July 2011[/editline]
Oh my god the OP's fucking avatar is so ironic oh my god
somebody help me i'm fucking dying
I have no strong feelings one way or the other.
Characters of L4D1 and maps of L4D2
Characters and atmosphere of L4D, support and the fact that I own L4D2.
L4D2. It will have all of L4D1's content so I see no reason to have first one installed. Oh and I prefer L4D1 maps/characters more, because of the whole horror feeling it has while L4D2 is just "lol lets kill teh zombies xDD"
Damn it he changed the title
now the first handful of posts don't make sense :smith:
Left 4 Dead 2. There's more variants of zombies, more guns, and a better challenge. Allow me to copy/paste a rather large rant Coco Puffs made in the megathread why L4D2 is superior to L4D1.
[QUOTE=Coco Puffs;30601602]:siren:[B]SORRY FOR THE MASSIVE WALL OF TEXT, PREPARE FOR EPIC SCROLL[/B]:siren:
[QUOTE]I remember thinking that by " dynamic weather/dynamically changing levels " they meant that you could play a campaign and it would either be sunny, raining, night or day, and by dynamically changing levels I thought they meant the maps would have hugely different routes and not just an alleyway that would occasionally open up. :saddowns:
AI Director 2.0 was misleading as fuck
[editline]17th June 2011[/editline]
However they did dabble into this a little more in The Passing where it would be a light rain or a heavy thunderstorm, but that still isn't all that different. The dynamically changing routes were still really small subtle changes.[/QUOTE]
Well, most of that was originally included, because there was some old footage of the parish at night somewhere. The dynamic levels also existed, but they had reasons to get rid of both. Allow me to explain.
So, they told us that they planned to have huge different places in maps, like you would go to the other side of the city and possibly get a different rescue. It was abandoned pretty early after they told us. They did this because, well, for one, it was pretty confusing to playtesters and that making huge routes would've delayed production and was too much work. Also, custom mappers would've had to do the same thing, since the AI Director doesn't actually generate the map, so it has to choose from things the mappers place down and what not. Meaning you would get the same experience on Suicide Blitz 2 with those features or without. You can still make them, it's just not going to be on these.
The weather part also had some good reasons. The system was very buggy and a lot of times it would be too bright or too dark, the rain storms could go on for too long (Even the whole map!), restricted map travel in areas (yes, the wind got very strong on the DC hotel and people had to wait for it to calm down before going out onto the balcony) and also didn't fit the environment (meaning it might be snowing in the swamp)
Now, they could've fixed some of that, but it takes a lot of work to do, and I still think that to a degree you're right and they probably should've randomized it more, but it would be less fun if they kept it like it was when they told us, trust me.
Long post :ohdear:
[QUOTE]It really does. There so much they could do with it and have it expand. But I don't know, I think Valve lost their creativity and they should just let it die at this point.
The only way I would lay a finger on a L4D3 is if it was everything I've ever wanted in L4D:
1. Good lovable characters that have a lot more to them other than being stereotypical.
2. A wide-spread of weapons that are all balanced, well-made, and well-animated.
3. New infected that are balanced and not a gigantic walking joke (the Jockey is just a ridiculous idea for an infected and is useless 90% of the time in regular versus play), as well as them also having some character to them. (Charger and Spitter are a big success in my opinion.)
4. Better, more polished maps. This is why No Mercy is the most successful map. The surrounding is always changing with every level as well as the environment giving you a lot to look at, while leaving a lot of places for zombies to do their thing.
5. Some sort of customizable system. I don't see the problem in creating your own survivor as long as you do the modeling + voice work. As well as maybe leaving a small kit for creating simple custom characters. If the custom survivor is playing with default characters, they will refer to them as "guy/girl/'you!'/etc."
6. A spectator system that allows you to play as a regular zombie (or maybe a bird like in GMod Zombie Survival?) while awaiting your next respawn. As an option, of course. Otherwise you should be focusing on your next attack. (But that's kinda hard when you don't know what infected you'll be spawning as, right?)[/QUOTE]
I think VALVe has a ton of creativity. They haven't lost it, and aren't losing it. You shouldn't be mad that they are making lots of TF2 items and lacking DLC updates. Well, for one thing, they have a system called Valve time, and that basically gives them rights to increase the wait time and never tell us when something will come out. Obviously if they are taking so long to do new DLC and HL2EP3, then most likely it is going to be outstanding quality. I mean, Portal 2 took a while, but it was really fun, and it kept the uniqueness and creativity of the first one. It was a lot of original concepts plus mostly new ones that haven't ceased to amaze people. They have PS3-steam support for it, that's pretty cool. And they are actually making co-op.
(Oh, and VALVe doesn't have time to do L4D, that's why they are letting Matthew do this, if they actually cared to work on it, they would make something GOOD.)
I don't think VALVe is going to make a 3rd L4D for a while, but if they do, I'll have to counter everything you'll say ;)
1. Most characters (Besides Rochelle) are believable, and actually have a personality if you pay attention to dialogue in game and read the comics and the like. You may think Ellis/Louis are a bit too optimistic and crazy, but it's not true. I know plenty of people and friends (including myself) who always try and find the fun out of bad things (like cleaning out the garage in the afternoon and the like). And there is people who don't understand that someone else DOESN'T want to be their friend (I.E. Louis-Francis, Ellis-Nick) in real life, even my buddy Joel does that sometimes( I won't continue on that)
2. There is a large amount of weaponry already, and they are pretty well balanced/fit the gameline well, and their animations make sense if you've actually fired guns before. Besides some of the shotguns, that is. The silenced SMG was a more powerful and accurate but slower SMG, made for players who wanted to effectively take out specials. The Chrome shotgun has a tighter spread and is pretty much for longer ranged shotgun blasts and accurate indoor standoffs. Boomer bile offered a huge tactical advantage and changed all of my strategies, because it is great to divert hordes and also keep a tank or some specials off of your back for a minute, buying you time to react, but it wears off, making it fair. Adrenaline is also my favorite and I use it more than pills because many times I need to react quickly in situations and it offers a quick boost to defib,heal,reload and melee anything away, that 15 seconds is almost crucial to get you across the Parish bridge on Advanced/Expert at the last minutes, and is better to revive teammates with since you are always in a rush, it also makes it great for the Dark Carnival crescendos and for the Dead Center Finale. The defib was put in as a way to be able to revive teammates without looking for a closet, which offers an advantage on the finale and sometimes in versus (minus the point decrease) and on levels that don't have many of them. Incendiary and Explosive ammo and laser sights kind of made my game. The ammo requires teamwork (because you do more damage onto your teammates, and you need to spare it) but is good for specials and tanks when you don't have a grenade or have a dead teammate or two. The laser sight is alright because it just gives you an accuracy boost, not too big, and it's not the most supportive thing, but it's nice to have in open spaces. The military sniper is now one of my favorite weapons because it is a very powerful and penetrative sniper rifle, which actually makes me want to use weapons of the sniper category. It has a slower reload than the hunting rifle, but it is still very good. The Combat Rifle also changed my gameplay experience, since the burst fire allows me to conserve ammo and it's nice for levels like Swamp Fever or Hard Rain when visibility is low but it's still wide open. The AK47 also offered some nice resistance against the tanks and special infected but it's accuracy hurts. The grenade launcher is pretty nifty because it requires teamwork (very high damage to each other, not good for close range) but is the best at taking out specials and tanks in open finale areas. The chainsaw also makes a good finale weapon because you don't need to worry about zombies being attracted (They already do that) and you have access to Tier 2 weapons. Melee weapons are an awesome concept that really shouldn't have been left out just because of realism, and then they also are good against commons and deterring some specials but you don't want them when you are against a Tank/Witch/Boomer/Spitter because of the close range damage they can do (A chainsaw is good for a witch, though) and I use a melee weapon very often, if not dual pistols or MAYBE a magnum which I think was the secondary weapon designed for taking out special infected.
3. The new infected were pretty good, the walking witch created a bigger challenge to teammates who know they could easily avoid her and skip and speed through the map, since she'll randomly appear around. I think you're right that the jockey isn't that great, but the IDEA of an infected that controls the survivors in a way is a nice concept and could be adapted into something else. The spitter and charger and all the originals, well, that's explanatory. I also think the uncommon commons (CEDA, Riot, Mud etc.) were fantastic because they made sense and created a certain difficulty for any area.
4. Maps have the potential to be more polished and creative, but it's hard to do once you have used up many ideas (Left 4 Dead had Metropolis, Urban, Smalltown, Rural, Barren) already put into use so it's kind of difficult to feel original with a realistic idea. They did a good job with some places by putting the use of those categories into something else (Sugar mill, theme park, hotel etc.) and the maps are still balanced, even though detail could be increased. And yes, a mix of Wide open/Cramped/Interiors/Rooftops/Cliffs in different forms make a great map.
5. Customization might sound cool, but it doesn't entirely fit the L4D style. You can already create your own survivor and voice/models, it's just not an in-game feature. It's not really a feature, it's just available since the game is made up of sound clips and models and that. And also, they would have problems with making the custom survivors do certain dialogue with certain characters, since the stuff you see in game is built into the map (meaning all maps would HAVE to do that to make it work)
6. I've always wanted to be able to play as a horde of zombies, but I don't think we should play as zombie animals, that's not L4D style. Really, I think the 20 seconds you get of respawn time are to get a notice of your allies/survivors locations and decide what you are going to do. plus, if it were only playing as some zombies for that short amount of time, it seems kinda pointless.
I hope I've, well, done something.
[B]tl;dr READ THE FUCKING POST ANYWAY.[/B]
[IMG]http://i51.tinypic.com/o6z3tw.jpg[/IMG]
Jesus that took me an hour to write.[/QUOTE]
Left 4 Dead 2 adds a lot more content overall. What made L4D1 fun though was how it was also survival on a personal level - you really shared the experience and stress with friends - which L4D2 doesn't tap into as much. Playing campaign of L4D2 feels more like four strangers trying to make it to the end. Playing campaign of L4D1 feels like four friends trying to make it out alive.
I personally prefer L4D1 characters and campaigns.
L4D2 was more fun for me. To be honest I found the campaigns more fun and varied (enviorment wise. Hotel, Mall, Carnival, Dock side Town, Swamp, Sugar mills) and I like the new special infected and guns.
I like L4D's darker atmosphere.
As if anyone really read Director 2.0 and thought that was the major hook. It's an awesome zombie game.
I guess I should throw this down for the record, since other people took the time to make some detailed posts to explain themselves in the L4D-L4D2 community split (yeah, the community IS split).
If Dead Center, Dark Carnival, Swamp Fever, Hard Rain, The Parish, Ellis, Rochelle, Nick, AK-47, SCAR-L, G3/SG-1, SPAS-12, MAC-10, chrome shotgun, the Jockey, the Charger, the Spitter, firework bullets, explosive rounds, boomer bile, DEFIBS, suddenly disappeared from the current form of L4D2, I just wouldn't care.
I've read it all before, and played it even harder.. not a single addition besides Coach and The Passing's map designs really do much anything for the game to me.
Why do I need three different assault rifles when they're [I]even more[/I] mindless to use since the first game? I've never seen a game with shooting mechanics so uninspired, that weapon selection becomes completely irrelevant. People complained about MW2's weapons all being lead laser beam death machines, good lord don't show them L4D2. AND THATS BEFORE LASER SIGHTS! Shotgun, sniper, rifle, there's no situational purpose for any of the weapons. Past 20 hours of play, you find out they rape in all situations equally. How about figuring out some more rich shooting interactions before making 3 versions of the same thing with minor numbers/stats changes?
The maps, yeah, they are the L4D2 maps. They're all flat and wide-open as hell, with FEW exceptions, and The Passing. They just threw down a plane and then buildings across it, then fences in between for the linear routes (the residential area of HARD RAIN, and ALL of SWAMP FEVER, perfect examples). The L4D maps, much more of them anyway, twisted around and through themselves in all axes, also making spawning SI not suck.
The Survivors: "I love horses". "Was Coach his first or last name?" "There goes repopulating the Earth." ... Shoot these people, seriously. Coach at least comes off as a human being. He's aware of his weaknesses (his weight), while still trying his hardest to be a badass, while reminiscing about his past (football, yeah), and he has his strong beliefs or whatever (prayin man, loves the Army). I don't have to like that kind of person, but at least I'm confusing him as a specific kind of person, dammit. So ironic he's the one without a real name. The other 3 just spout bullshit that was seemingly only written to create new self-advertising memes along the lines of the old "Grabbin' Pills" shit. BLARG
The jockey, the spitter, the charger... while the charger is ok, none of this solves camping... Look what solved camping in DEAD AIR - A bigass fire and other things placed by the map editor. Look at the hardcore camping problem in Dark Carnival's finale. Also don't confuse camping as strictly stacking up in a corner like a totem pole. THAT was solved by the gun hit detection while standing inside eachother, not a spitter that dies in 0.1 seconds, that gets instagibbed by anyone playing with headphones on before the spit comes out. ...Or a charger that gets shot up while approaching from across the way towards the corner. Hell, the charger is best used when the survivors are [I]on the move[/I], charging them down a choke point that will cause secondary damage (falling damage. launch people over fences, separating them).
What is with people saying L4D 1 has darker atmosphere? Both games, gameplay wise aren't dark, gritty or depressing really. Only thing that is dark about them is the music, which I feel l4d 2 did a better job at making gritty and in tune to the zombie apocalypse. Both games are people going around blowing up zombies and apparently having fun with it. It's not like l4d 2 was the only one with characters that joked despite the apocalypse, and both had someone that was extremely optimistic. And both had ones that were pessimistic. I'd say I prefer l4d 2 because it adds so much content, with new weapons, new AI director. And new infected.
[QUOTE=Rebi;31393438]What is with people saying L4D 1 has darker atmosphere? Both games, gameplay wise aren't dark, gritty or depressing really. Only thing that is dark about them is the music, which I feel l4d 2 did a better job at making gritty and in tune to the zombie apocalypse. Both games are people going around blowing up zombies and apparently having fun with it. It's not like l4d 2 was the only one with characters that joked despite the apocalypse, and both had someone that was extremely optimistic. And both had ones that were pessimistic. I'd say I prefer l4d 2 because it adds so much content, with new weapons, new AI director. And new infected.[/QUOTE]
L4D2 has daytime maps, and well lit maps in general make for a different atmosphere.
Hence L4D having a darker atmosphere.
[QUOTE=CakeMaster7;31393908]L4D2 has daytime maps, and well lit maps in general make for a different atmosphere.
Hence L4D having a darker atmosphere.[/QUOTE]
So L4D taking place at night automatically makes it the better game? Also, super dark, gritty, and depressing probably wasn't even the effect they were going for, hence the giant man beasts in both that can handle explosions and hundreds of gunshot wounds. And rednecks and bikers telling exaggerated stories, and letting everyone know they hate everything ever.
No that generalization doesn't make L4D the better game. Logic and explanations such as arby26's post above is what does that.
The fact L4D is going to invade L4D2 in its entirety, to the community's approval and Valve's realization + doing, also makes L4D the better game (the set of ideas that was L4D, not the running game program... IE I'm not talking about purchasing L4D to play it, rather than buying both games at once (for the most part) in L4D2).
[QUOTE=arby26;31394902]No that generalization doesn't make L4D the better game. Logic and explanations such as arby26's post above is what does that.
The fact L4D is going to invade L4D2 in its entirety, to the community's approval and Valve's realization + doing, also makes L4D the better game.[/QUOTE]
Huh? That was kind of confusing L4D is going to invade L4D2? And your post above? Why did you refer to yourself in 3rd person, It's hard to counter gibberish.
[QUOTE=Rebi;31394986]Huh? That was kind of confusing L4D is going to invade L4D2? And your post above? Why did you refer to yourself in 3rd person, It's hard to counter gibberish.[/QUOTE]
L4D campaigns being ported.
That's not gibberish, he's saying that proof that L4D is better is the fact that more people want the L4D maps.
[QUOTE=Rebi;31394986]Huh? That was kind of confusing L4D is going to invade L4D2? And your post above? Why did you refer to yourself in 3rd person, It's hard to counter gibberish.[/QUOTE]
I was under the impression you didn't see or care to read it at all since you said a bunch of stuff about L4D2's "new stuff" as if nobody (me) said the "new stuff" was completely useless.
L4D is being patched into L4D2 so it can live on and be played by EVERYBODY. The L4D2 experience [I]isn't[/I] being adapted for players in other games.
Left 4 Dead 1 cause of the Uzi viewmodel. :P
If only they would remake and re-add L4D1's Common Infected for L4D2, re-add Legs, and allow L4D1 maps comparability, there would be [B]NO[/B] reason to go back.
Also
Valve: "People want something to be done about Zoey. Zoey has no personality, how can we make a new character that scales up that aspect up 2x for them?"
-NO NO NO!
Valve: "Zoey has no personality, how about we not make a completely new character and just add personality to Zoey."
-Yes, now you're doing it.
Don't mean to come off as angry or whatever... but yeah, that's pretty frustrating... we didn't need to part with the original survivors / setting / art for this long just to play a game that FINALLY doesn't allow you to stack up in a corner clipping into eachother, invincible.
l4d1 plays better for campaign.
l4d2 plays better for versus.
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