• Left 4 Dead Megathread
    2,122 replies, posted
[QUOTE=nectarousness;33127183]Hey guys. Guess what. [IMG]http://i.imgur.com/CRq24.jpg[/IMG][/QUOTE]Season 2 is actually starting?!
yesssss
[QUOTE=nectarousness;33127183]Hey guys. Guess what. [IMG]http://i.imgur.com/CRq24.jpg[/IMG][/QUOTE] There's hope for L4D after all.
I really hope that the l4d1 commons will be ported into the l4d1 maps in l4d2. I miss shooting zombies in suits and in army uniforms.
[QUOTE=Thechuz1337;33133067]I really hope that the l4d1 commons will be ported into the l4d1 maps in l4d2. I miss shooting zombies in suits and in army uniforms.[/QUOTE] Ye the infected in the first game looked so much better. Their clothes looked like they were soaked in water (from the rain), dirty and stuff. In L4D2 they looked so cartoonish just to fit into the colorfull environment.
I disagree completely; the infected in L4D1 looked so drab, boring, and unrealistic. In L4D2, zombies appear much more like they're just like the survivors; the zombies of L4D1 have a completely different color scheme from the survivors, which creates a strong contrast between who appears human and who doesn't. There was also a significant less amount of diversity in hordes. [editline]5th November 2011[/editline] I don't even get why people say L4D2 is "cartoonish." The game doesn't look any more cartoonish than L4D1 did The lighting falls differently on garbage bags and door handles because it's daytime, big deal.
[QUOTE=Zovox;33133326]Ye the infected in the first game looked so much better. Their clothes looked like they were soaked in water (from the rain), dirty and stuff. In L4D2 they looked so [B]cartoonish just to fit into the colorfull environment.[/B][/QUOTE]Are you sure you're not playing Team Fortress 2 a bit too much? If anything, L4D2 is more realistic than its predecessor.
[QUOTE=Thechuz1337;33133067]I really hope that the l4d1 commons will be ported into the l4d1 maps in l4d2. I miss shooting zombies in suits and in army uniforms.[/QUOTE] A downside on [I]that[/I] is that the current versions of the L4D1 CI (except for the Hospital Patient and/or the Surgeon?) have square shadows and wrong colors on some parts (The Infected Suit guy is a perfect example) I didn't see any nurses or surgeons in c8m4_interior nor c8m5_rooftop (What? Don't tell me that the citizens are [I]all[/I] free to make surgery even without license, Valve!). I once played on a custom map I made myself only for testing purposes, I found "hospital_test" and "test_common_male_suit" in the population.txt under "update\pak01_dir.vpk\scripts" (Gambler_ReactionNegative02! There are no pilots or TSA Agents in Dead Air, OK the Baggage Handlers are fine as Worker Uncommons...! I recall seeing Military soldier Infected in [URL="http://www.l4dmaps.com/details.php?file=12330"]Crash Course Enhanced[/URL], they got square shadows after turning into ragdolls)
[QUOTE=Reimu;33133918]I disagree completely; the infected in L4D1 looked so drab, boring, and unrealistic. In L4D2, zombies appear much more like they're just like the survivors; the zombies of L4D1 have a completely different color scheme from the survivors, which creates a strong contrast between who appears human and who doesn't. There was also a significant less amount of diversity in hordes. [editline]5th November 2011[/editline] I don't even get why people say L4D2 is "cartoonish." The game doesn't look any more cartoonish than L4D1 did The lighting falls differently on garbage bags and door handles because it's daytime, big deal.[/QUOTE]The weapon and item art style is slightly "cartoonish" and I just want commons who fit more in urban areas
[QUOTE=CakeMaster7;33134700]The weapon and item art style is slightly "cartoonish" and I just want commons who fit more in urban areas[/QUOTE]I still fail to see how it's cartoonish in any way.
[QUOTE=Butthurter;33134987]rednecks with 3+ guns on each limbs and walking around rural areas/cities with an axe/chainsaw i like the l4d2 style but you cant deny that this isnt "cartoony" even slightly l4d was more like a "somewhat serious somewhat light humor" kind of thing, theyre almost two different styles which is why people have a problem with how valve is merging these two games this is like saying portal series isnt cartoony just because its connected to the half-life unniverse[/QUOTE]I meant the art style, not the premise. Try reading more carefully next time.
[QUOTE=Lordgeorge16;33135131]I meant the art style, not the premise. Try reading more carefully next time.[/QUOTE]It's kind of hard to describe [IMG]http://images1.wikia.nocookie.net/__cb20090723003634/left4dead/images/2/28/M16v_1.png[/IMG] for example, the assault rifle is very simple, it lacks lots of detail also while most modern military games have a "tacticool, realistic" theme going on this is almost slightly cartoony in how simple it is, and how the texture is It's kind of hard to explain but you can see it in some of the new weapons in CSGO also I'm sorry, but I find it kind of hard to find the vocabulary to accurately describe it and compare it to this: [IMG]http://images2.wikia.nocookie.net/__cb20110513080348/callofduty/images/5/53/M16_6.png[/IMG] it's sort of easier to understand when you put these two side by side it's "cartoony" in a slight way but it's just not nearly as obvious as in TF2 where the entire point was to make it really cartoony
[QUOTE=Butthurter;33134987]rednecks with 3+ guns on each limbs and walking around rural areas/cities with an axe/chainsaw i like the l4d2 style but you cant deny that this isnt "cartoony" even slightly[/QUOTE] Out of all 4 of the L4D2 characters only 1 of them is remotely redneck. Hell, Rochelle is even from the North. Not to mention that, for a lot of people, L4D2 is actually the more serious game. Whether between the military massacres, the US slowly deteriorating, the loss of one of the original survivors, the infection getting worse, L4D2 actually seemed a lot more serious and realistic during many parts. [editline]5th November 2011[/editline] [QUOTE=CakeMaster7;33135379] I'm sorry, but I find it kind of hard to find the vocabulary to accurately describe it[/QUOTE] That's because it's a very subconscious reaction. It's the kind of reaction people who study art get when they're "blindly" picking what era a painting is from. Not to credit nor discredit your post, just giving some psychological grounding to it. It's actually a topic of one of Malcom Gladwell's books :v:.
[QUOTE=CakeMaster7;33135379]It's kind of hard to describe [IMG]http://images1.wikia.nocookie.net/__cb20090723003634/left4dead/images/2/28/M16v_1.png[/IMG] for example, the assault rifle is very simple, it lacks lots of detail also while most modern military games have a "tacticool, realistic" theme going on this is almost slightly cartoony in how simple it is, and how the texture is It's kind of hard to explain but you can see it in some of the new weapons in CSGO also I'm sorry, but I find it kind of hard to find the vocabulary to accurately describe it and compare it to this: [IMG]http://images2.wikia.nocookie.net/__cb20110513080348/callofduty/images/5/53/M16_6.png[/IMG] it's sort of easier to understand when you put these two side by side it's "cartoony" in a slight way but it's just not nearly as obvious as in TF2 where the entire point was to make it really cartoony[/QUOTE]I still don't think so. That's pretty much being less detailed rather than cartoony.
Yeah, it's just less detail and different lighting over actually being cartoony. As a whole the game really does look like it could be real life. Unless real life looks cartoony :v:
[QUOTE=Reimu;33136030]Yeah, it's just less detail and different lighting over actually being cartoony. As a whole the game really does look like it could be real life. Unless real life looks cartoony :v:[/QUOTE]I really only see the weapons and items following this "art style," the characters and zombies look pretty much realistic to me
[QUOTE=CakeMaster7;33136482]I really only see the weapons and items following this "art style," the characters and zombies look pretty much realistic to me[/QUOTE] I totally see where you're getting at.
[QUOTE=CakeMaster7;33136482]I really only see the weapons and items following this "art style," the characters and zombies look pretty much realistic to me[/QUOTE] It is supposed to look like a cheap exploitation film, really. Left 4 Dead 2 takes that farther, though.
L4D2 doesn't look as sad/apocalyptic/horror as L4D1 did, that's how I would put it. L4D1 had much colder, darker atmosphere. This doesn't mean L4D2 has failed or anything, it just gives quite different feeling, something I suppose the devs were trying to achieve in the first place.
The only thing Very silly about l4d2 is two of the settings. The mall and the carnival. In terms of graphics.. The m16 is actualy quite blocky and The cod series put's a lot of detail on their guns that arent realy there. Although it would have looked a lot more realistic if it was shinier and more reflective ( same with most of l4d's guns) Other things not graphically superb with l4d is a lot of the textures and the Common infected. Although i do believe that's partially due to valve catering towards low end pc's . The gore in l4d2 is also over the top.
Yeah, RO2 is probably the most accurate game around when it comes to gore. I've heard the effects of artillery in RO2 are pretty much identical to how real artillery would dismember soldiers.
[QUOTE=CakeMaster7;33135379]It's kind of hard to describe [IMG]http://images1.wikia.nocookie.net/__cb20090723003634/left4dead/images/2/28/M16v_1.png[/IMG] for example, the assault rifle is very simple, it lacks lots of detail also while most modern military games have a "tacticool, realistic" theme going on this is almost slightly cartoony in how simple it is, and how the texture is It's kind of hard to explain but you can see it in some of the new weapons in CSGO also I'm sorry, but I find it kind of hard to find the vocabulary to accurately describe it and compare it to this: [IMG]http://images2.wikia.nocookie.net/__cb20110513080348/callofduty/images/5/53/M16_6.png[/IMG] it's sort of easier to understand when you put these two side by side it's "cartoony" in a slight way but it's just not nearly as obvious as in TF2 where the entire point was to make it really cartoony[/QUOTE] always found this rifle so ugly on l4d
[QUOTE=Uribaani;33139698]L4D2 doesn't look as sad/apocalyptic/horror as L4D1 did, that's how I would put it. L4D1 had much colder, darker atmosphere. This doesn't mean L4D2 has failed or anything, it just gives quite different feeling, something I suppose the devs were trying to achieve in the first place.[/QUOTE] And the L4D1 beta had an even darker, colder atmosphere than that! If you put the L4D series on a daytime scale, the sun is coming up as the games go on!
[QUOTE=CakeMaster7;33135379]It's kind of hard to describe [IMG]http://images1.wikia.nocookie.net/__cb20090723003634/left4dead/images/2/28/M16v_1.png[/IMG] for example, the assault rifle is very simple, it lacks lots of detail also while most modern military games have a "tacticool, realistic" theme going on this is almost slightly cartoony in how simple it is, and how the texture is It's kind of hard to explain but you can see it in some of the new weapons in CSGO also I'm sorry, but I find it kind of hard to find the vocabulary to accurately describe it and compare it to this: [IMG]http://images2.wikia.nocookie.net/__cb20110513080348/callofduty/images/5/53/M16_6.png[/IMG] it's sort of easier to understand when you put these two side by side it's "cartoony" in a slight way but it's just not nearly as obvious as in TF2 where the entire point was to make it really cartoony[/QUOTE] I know thats a different gun, but the CODMW2 M4 ported to CSS has a polycount in line with the L4D1 weapons, but for some reason the L4D2 weapons have insane polycounts (in comparison). No one will ever know why they did that and made every other aspect look and feel like ass and shove the first person idle pose all the way up in my grill. Why do they hate doing good specular reflections so much? Nick and Ellis' hands reflect more light than most metals. The SCAR has this ugly envmap streaky-mirror-like reflectivity on the brown metal, instead of just using phong highlights. The L4D/2 weapons seem to treat normal maps and specular reflections as an afterthought.
I think the idea was that you give phong shading to organic materials and non-phong shading to inorganic. Slightly including the undead, depending on what creature you look at.
Wasnt p[B]h[/B]ong made to alter the lighting on surfaces and make them look rounder?
[QUOTE=The Jack;33149405]Wasnt [B]pong[/B] made to alter the lighting on surfaces and make them look rounder?[/QUOTE]Maybe if Pong had zombies in it.
the l4d2 fov gave me cancer
[img]http://filesmelt.com/dl/yes54.png[/img] I posted a pic just like this one a while after L4D2 released.
[QUOTE=The Jack;33149405]Wasnt p[B]h[/B]ong made to alter the lighting on surfaces and make them look rounder?[/QUOTE] Phong diffuse shading makes shading look rounder than there are polygons, but Source uses vertex shading for diffuse which is fine as long as things aren't too boxy. For specularity, it uses phong highlights from light sources, and envmap which is a (very approximate) snapshot of the whole surrounding, not just the bright spots off of light sources. [IMG]http://i.cubeupload.com/H9JgDR.jpg[/IMG] Using envmap on things that don't have a mirror finish is hard to get away with, because it only comes in one resolution, and cant be sharpened/blurred from that depending on the material. [img]http://i.cubeupload.com/3gAzp1.jpg[/img] I don't think the dark brown metal is carpaint.
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