Left 4 Dead 2's New Multiplayer Mode Revealed
by Chris Faylor and Nick Breckon, Oct 07, 2009 7:39pm PDTWhile Valve has remained rather quiet regarding Left 4 Dead 2's new multiplayer mode, the developer took the wraps off it tonight at a press event in San Francisco.
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Dubbed "Scavenge," the mode essentially combines Left 4 Dead's Versus and Survival modes. One team, the survivors, is tasked with retrieving scattered gas canisters and using them to fill up generators. As in Versus, the other team takes control of "special infected" and attempts to stop the survivors alongside legions of regular zombies.
A total of 16 gas cans appear every round--the goal is to use as many of those cans as possible within the time limit. Each round kicks off with a ticking 120 second timer, and every gas can used adds another 20 seconds to the clock.
As the canisters are a limited commodity, survivors have to be careful that they don't shoot them or otherwise cause them to explode. And they'll also have to watch out for the other team too, as enemies can detonate the canisters at points.
One match is comprised of three rounds, with each team getting a shot at the Survivor side in an attempt to collect the most gas cans. The team that wins two out of three rounds triumphs overall. If there is a tie in the number of gas cans used in a particular round, the side with the lowest recorded time gets the tally.
Six "Scavenge" maps will be including with Left 4 Dead 2 when it comes to PC and Xbox 360 on November 17, alongside the game's other co-op and competitive modes.
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Comments
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This looks absolutely terrible. I'm sorry, but fight over gas cans? Really? This is the future of co-op gaming? I'm laughing ahead of time, when your idiot teammate blows up the gas cans on purpose and your soul shrivels in horror when you realize its only the beginning.
Its a wonder Valve has 'hid' this multiplayer mode. It's absurd.
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A game mode I would like to see is a mix between L4D and the zombie flash game Last Stand.
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Sorry, but I agree with the notion that L4D2 is looking more and more like L4D1 with new melee weapons. Not worth 50-60 bucks!
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I am worried that this game with have less of an outline definition and more of a..."these guys wear bright shirts so dont shoot them" definition, which really bothers me actually.
Im just hoping valve didnt get...Lazy is a bad word. Valve isnt lazy. Maybe...careless?
Yeah, I am wondering if 1 year is enough time to properly balance the maps and characters as well as they did in games like TF2 and L4D.
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1) take the Crash Course finale, or a similar arena where you could have a central generator
2) place gas cans around the level and give them targetnames
3) set the item density so around 16 of them spawn
4) have a trigger near the generator that looks for a gas can
5) if there is a gas can, enable a timed button for players to push
6) if the timed button is pushed, eat one of the gas cans
7) have the game be running under a limitless crescendo event (by calling enough waves that it lasts through the timer, 99 should be fine)
8) have a timer which counts down for the generator
9) if the timer runs out, enable a killing trigger in the gameplay space
10) for each gas can used, add time or an additional 20s timer cycle
11) for each gas can used, add to a math_counter and display the number to both teams
Then the only part you can't do is:
1. compare tallies between the two teams and declare a round winner, then start a new round on the same map (up to 3x), though it is possible you could do this with global states
2. compare round winners to declare a map victor
3. display all of this information on the hud without some ugly hacks
In fact, it seems like this whole gametype could have come from a potential format of the Crash Course finale, which would have been much more interesting than its final/current version.
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You start out with a team of >4 players, and each time a player died he became a regular infected.
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Is there any more explanation to this? The possible implications that this statement has makes me not even want to bother with this game mode. The infected will camp the canisters, target them immediately, and win the round with ease. I guess it's business as usual for L4D multiplayer though. The infected win every game with even the most minimal coordination.
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I'd love to see something challenging from them.
Left 4 Dead gets easier and simpler with every upgrade, and the sequel seems to be following that same path. Ach, the word sequel just doesn't taste right. I've played expansion packs with so much more new content and entertainment value than this appears to offer.
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Sometimes I just want a campaign that is more challenging but not via the expert damage setting, and sometimes I just want to play infected without those pesky survivor sections. You'd still have the normal campaign mode so it wouldn't ruin the regular co-op campaigns.
Well anyway, that's my two cents.
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Or is it just new gamemodes in L4D2?
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http://www.shacknews.com/laryn.x?id=21096924#itemanchor_21096924
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