Left 4 Dead Update Will Bring Completed SDK, Content Sharing Tools
Valve has announced details of an update to Left 4 Dead that is due out next week. To start, the SDK open beta is over, and the final version is being released. They're also adding a framework for easily sharing player-created content, accessible through the menu system in-game. In addition to that, they're revamping the matchmaking system to accommodate custom campaigns (like this Resident Evil 3 mod). Quoting:
"Content authors will be able to package up their new maps, along with new posters, models, and textures, into a single .VPK file. To install and activate this content in-game, players need simply download the .VPK and double click on it. ... When creating or searching for a lobby, a new option named 'Add-on campaign' will let you select from among the add-on campaigns that you have installed. You can then find games or lobbies as well as create a lobby for that campaign. You can invite your friends, too. If they do not have the campaign installed, they will automatically be offered and an option to download it."
Left 4 dead 3 was announced, they thought that Left 4 Dead 2 has been out long enough.
Be you Admins? nay, we are but lusers!
The only reason the Left 4 Dead SDK is of any use at this point is it's supposed compatibility with Left 4 Dead 2, as the first game has essentially five months before it's left for dead.
GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
Valve is still one of the few companies that puts out full SDKs not only for mods for their engine, but pretty much every game they make on it as well-- Yet it's they're getting much appreciation, at least not by the comments above, and I expect some below as well. It makes me wonder why they bother, although I for one am really glad that they do.
Usually my complaint is that sequels take too long to come out, so I'm a bit at odds with those that are complaining a year is too soon. Seriously? A year = timely.
Hitler is not going to be pleased... http://www.youtube.com/v/6K9bFlt_0A0&hl=en&fs=1&
I keep telling myself I'm not the desperate type.
If the content creation kit is not out yet, what tools are people using to develop alternate maps right now? Are there resources on the web with information on how to hack the game's levels, models, etc? Please post good links to this thread.
That link contains nothing but Gabe Newell describing exactly what they've done. Community support, SDK, the occasional gamemode and map tweaks.He talks about TF2 as an example, but did you think they were adding classes to L4D?
I'd be more inclined to agree with you if you had some specific promises that weren't met, or like many (many, many) other games that are bug ridden and missing significant features shown during pre-release. Left4Dead is nearly exactly what they described, so if you were let down, I don't know what game you thought you were buying.
If we were discussing the merits of the game and you didn't like it, I could accept that just fine. It's the premise about unmet promises that's bogus. List something concrete, otherwise you're just tossing rhetoric about your own failed expectations.
The game sold well, got good reviews and is currently played by many. If you didn't like it, fine, write a review, but stop with the high and mighty broken promises thing, it's just childish.
As the article states, the beta for the SDK was already available, so that's what people have been using to develop maps. No need for alternative methods, it's mostly the same SDK. You can download it directly from Steam and follow additional information from their Wiki: http://developer.valvesoftware.com/wiki/Authoring_Tools/SDK_(Left_4_Dead)
Valve made some AMAZING games in HL1 and HL2.
Here is my brief summary of the history of their success, I don't think their philosophy has changed much so we'll see what happens next.
They made HL1 off the Quake 2 Engine... when it was initially released the net code was terrible! On dialup pings of 600-800 were normal as there was A LOT of data being transfered back and forth.
Then they got crazy lucky, some brilliant person invented the "I shot you, move backwards" mechanic. Basically if I hit you on my machine the lag differential is compensated for.
Now this is a brilliant innovation, the guy who made this is responsible for most if not all of valve's online success. It should be obvious that this person whoever it is, should get A LOT of money, especially because valve is so unwilling to license this technology.
Then came Counter-Strike, now C-S is popular for several reasons, but what's important is that for a LONG time it was the biggest game in the world. It was created by a small team of modders and if it had been a commercial product they would have made millions... but it wasn't. It was put together by the community and they never got organized enough to sell out.
Que HL2, a great game (art design, balance, level design, dialog, plot, etc)... the engine got A LOT better and now they could release CS as a commercial product, which they did.
Now valve built some interesting tools into HL2 online, one of which allows them to track where players move or any other element of gameplay they choose(I can't find the article but you can find the valve TF2 maps colour coded by where players move). This tool is still in effect and they have used it to essentially break their successful game L4D.
For L4D Valve got in bed with Microsoft, who have made popular "Skill matching." This tool does what it says, it matches people based on previous success or failure and is a huge boon for someone trying to play deathmatch against people of approximately the same skill level (Obvious people will be broken up into tiers and be unable to improve deprived of examples of higher and lower skill levels [Yes, terrible players sometimes innovate]). These objections about the long term effects on players aside (I'm good, we're all good! Yaysy!) this system is unsuited for team VS because one player is known by the game to be the weakest link.
Further, L4D seems to be implementing a system where good players are forced to protect weaker players (this is the point of the game) because when something bad happens (which happens frequently in L4D) it is much worse on a good player than a bad player. Further public games have moved beyond the traditional system of simply changing the teams until a relatively proximate skill level is reached, now players who joining "games in progress" (a situation created when 1 of 3 situations occurs: Someone has to leave, Someone is voted off a team, Someone rage quits) are matched such that each team has good and bad players.
Assuming all players want to win this creates a situation where bad players are cycled endlessly constantly being kicked by the good players they are joining.
This has been "resolved" by hurting good players in several ways, first by implementing a scoring system which has nothing to do with the larger objectives of the game (getting from point A to B or preventing the other team from doing the same) which hurts morale as good players may have many less points than unskilled players who will resist the authority of experienced or skilled players based on the validity of these broken scores. Second by actually making it more difficult for skilled players through several subtle mechanations.
These to enforce a climate of mediocrity, under the guise of equality.
Now Valve, I'm sure the person who designed your net code is still working for you... the mindset which created such a brilliant idea and shared it precludes thoughts of exploitation. That person should be given suffic
The mod tools should have been released when the game came out, and all 4 campaigns should have been available in VS mode. The game was fun, but nowhere near as replayable as CS of TF2.
AS far as L4D2 goes, I would rather they left the yearly sequel thing to EA.