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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Mar 15, 2012 4:22 pm 
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I have high hopes. I love me co-op games.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Mar 15, 2012 6:48 pm 
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I have high hopes. I love me co-op games.
Espically co-op where if my teammates screwed me I get to come back and try to eat them.

That wasnt gay.

...or was it.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Apr 12, 2012 5:52 pm 
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http://www.thedrunkenmoogle.com/tagged/ ... dead+drink


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Apr 12, 2012 11:59 pm 
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and the paths through the levels are randomly generated, so you’re never sure where you’re going or what you’ll find.
I heard that somewhere before. Pretty sure it turned out to be a bullshit empty promise in an otherwise glorious game.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Tue Jul 03, 2012 11:39 pm 
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"#37: There is no "overkill". There is only "open fire" and "I need to reload."
Schlock Mercenary, "The Seventy Maxims of Maximally Effective Mercenaries"
if i had to pick one web comic, it'd be this one. http://www.schlockmercenary.com

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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Jul 12, 2012 8:34 am 
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There's not shit going on in the forums. I'll try to start some today.
Attachment:
Hallway o Death.jpg
Hallway o Death.jpg [ 306.25 KiB | Viewed 14175 times ]
From a 'No Mercy' - Expert run earlier this week. Agent_137 and Smoke ahead...Hogg is around somewhere. Lots of death in that hallway.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Jul 12, 2012 11:36 am 
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Go Here: http://www.l4d.com/blog/

Click Here:
Attachment:
L4d Blood Tracks.jpg
L4d Blood Tracks.jpg [ 294.75 KiB | Viewed 14170 times ]
Download the "Blood Tracks" campaign and install it.

Played through it with Hogg, Agent_137, and Smoke/Lawly/etc./EveryOtherShortenedNameForAnObjectOrOpponentInThisGodForsakenGame a couple days ago. Very solid campaign (like 4-5 parts), and definately worth the time to download/install/play.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Fri Jul 13, 2012 11:49 am 
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come into the FUCKDOME
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Want this so bad

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 Post subject: Re: Left 4 Dead 2
PostPosted: Tue Jul 24, 2012 11:19 am 
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Location: the erf
New update available today.

Changes:

- Made all mutations accessible from the main menu (this means any that were previously available - I remember there being some pretty good ones in the early weeks)

CRASH COURSE

Crash Course 1:
- Fixed survivors being able to climb into infected-only territory from the top of the white truck in the early alley.
- Survivors can no longer leave the map bounds near the riverfront.
- Closed off a shortcut method to bypass the howitzer event.

Crash Course 2:
- Survivors can no longer jump on the generators in the finale area.

DEATH TOLL

Death Toll 1:
- Moved car near the tunnel entrance away from the drooping traffic light, as standing on parts of the car near the traffic signal could put you into a permanently stuck position.
- Moved a traffic sign that allowed survivors to climb the drooping traffic light prop up to the top of the tunnel entrance.

Death Toll 2:
- Added an infected ladder leading in to the upper pipe in the large drain room.
- Survivors should no longer be able to cross the bridge-lowering event before the bridge has fully lowered.
- Survivors should no longer be able to access the infected-only areas toward the end of the level.
- Survivors should no longer be able to leave the playable areas of the map from the areas beyond the saferoom.

Death Toll 3:
- Added "Checkpoint" flag to the nav square at the end of the intro saferoom to prevent versus rounds from starting when survivors stand next to the door.
- Removed a nav square by the next-level saferoom door to prevent infected players from standing there to prevent the round ending.
- Tweaked saferoom level transition trigger brushes to prevent infected players outside of the saferoom preventing the transition.

Death Toll 4:
- Players can no longer access the right-hand corner just outside the starting saferoom. This is to address a permanent-stuck spot when the saferoom door is opened.
- Survivors can no longer climb over the van in the ally leading to the onslaught area, which allowed them to skip most of the level.
- Survivors should no longer be able to leave the map/enter infected-only areas outside of the onslaught even street.

Death Toll 5:
- Made the roof of the picnic area inaccessible to survivors. This resolves an invincible spot.
- Players can no longer jump on the electric box prop facing the water on the side of the lakehouse.

DEAD AIR

Dead Air 1:
- Moved a bookshelf in front of the window in the second interior area (before the ladder climb) to prevent players from skipping parts of the level.

Dead Air 2:
- Move the trailer below the office building out of jumping range to prevent players skipping the offices.

Dead Air 3:
- Moved the fence and fence-climbing props at the entrance to the construction yard further back into the alleyway.
- Several tweaks to the area near the construction yard to prevent survivors from setting off the barricade fire event before they enter the event arena.
- Boarded up a window in the construction yard to address survivors accessing an invincible area.
- Survivors should no longer be able to jump over the barricade.

Dead Air 4:
- Infected players should no longer get stuck climbing over the rubble that divides the start of the map from the balcony leading to the escalator side .
Dead Air 5:
- Fixed a visual bug caused by a cube map being hidden inside of a prop.

BLOOD HARVEST

Blood Harvest 1:
- Survivors should no longer be able to leave the map by jumping to the left toward the end of the rope bridge..

Blood Harvest 2:
- It is no longer possible for survivors to climb in the vent above the alarm room.
- Survivors can no longer stand on the horizontal pipes under the catwalk in the area following the alarm door event.
- The high pipes along the sides of the train tunnel are no longer accessible to survivors.

Blood Harvest 4:
- The roof of the starting safe room is no longer accessible to survivors..
- Survivors can no longer jump on top of the “Richardson Atlantic” building.

Blood Harvest 5:
-Removed some of the crossbeams in the hay storage building.

COLD STREAM

Cold Stream 1:
- AI infected can now access the roof of the watchtower.
- Survivors can no longer jump on top of the roof of the single-storey cabin at the far end of the area after the rope bridge.

Cold Stream 2:
- It should no longer be possible for survivors to jump up to the top of the tunnel entrance pipe near the start of the map.
- Survivors should no longer be able to jump over the fence on the bridge toward the end, skipping the barrel explosion event.
- Changed the M60 spawns into weapon_item_spawn to be more mutation friendly.

Cold Stream 3:
- The walls toward the back of the bridge (opposite of the direction players go to progress the level) are no longer accessible to survivors. This is to prevent survivors from getting into infected-only areas below the bridge, which they may not be able to escape from.
- Changed the M60 spawns into weapon_item_spawn to be more mutation friendly.

Cold Stream 4:
- Hooked up a quick conversation between the chopper pilot and the triggering survivor.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Tue Jul 24, 2012 6:21 pm 
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I like. I also give Valve a LOT of credit for continued support of an old ass game.

Not only have they ported everything from l4d1 over, they've continued to develop l4d2.

Gabe, I'm ready for l4d3. I will gladly pay for it if you keep this kind of support rolling.

And yes, you can take that last sentence out of context. I intended it that way.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Wed Jul 25, 2012 2:48 pm 
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Attachment:
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New map released for Payday: The Heist today.

Played a round of it with randoms...very difficult.

But it starts with an elevator conversation between Bill and the "Heist" guys; Bill makes fun of their masks.
Level layout is Mercy Hospital from L4D. Definately entertaining and nice homage.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Jul 26, 2012 12:54 am 
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or we could just play l4d2 no mercy on expert?

i haven't heard anyone attempt to explain why heist would be better. please, just attempt.

i want to believe.

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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Jul 26, 2012 4:34 pm 
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For me, it's Payday: Slight Pause And Then The Program Exits. So, not better.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Jul 26, 2012 5:22 pm 
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Location: the erf
That's what happened when I installed, then I rebooted and all was well. Shrug.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Thu Jul 26, 2012 8:50 pm 
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Quote:
or we could just play l4d2 no mercy on expert?

i haven't heard anyone attempt to explain why heist would be better. please, just attempt.

i want to believe.
it has no zombies thus it is better. the end.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Fri Jul 27, 2012 7:56 pm 
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yea, you're so right. if i'm going to pretend kill a bunch of humanoids, i'd rather them be policemen than the undead.

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 Post subject: Re: Left 4 Dead 2
PostPosted: Fri Jul 27, 2012 11:06 pm 
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creepy


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 Post subject: Re: Left 4 Dead 2
PostPosted: Mon Jul 30, 2012 7:16 pm 
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Quote:
Attachment:
The attachment Payday Mercy.jpg is no longer available
New map released for Payday: The Heist today.

Played a round of it with randoms...very difficult.

But it starts with an elevator conversation between Bill and the "Heist" guys; Bill makes fun of their masks.
Level layout is Mercy Hospital from L4D. Definately entertaining and nice homage.
Attachment:
2012-07-30_00001.jpg
2012-07-30_00001.jpg [ 232.06 KiB | Viewed 14034 times ]


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 Post subject: Re: Left 4 Dead 2
PostPosted: Tue Nov 20, 2012 9:52 pm 
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Midnight Power video.

Bill.

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 Post subject: Re: Left 4 Dead 2
PostPosted: Mon Dec 31, 2012 11:57 am 
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 Post subject: Re: Left 4 Dead 2
PostPosted: Sun Mar 17, 2013 10:49 pm 
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come into the FUCKDOME
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Location: Bearstronauts!!!!!!!!!!
http://darrengeers.deviantart.com/art/G ... a_recent=1


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 Post subject: Re: Left 4 Dead 2
PostPosted: Mon Mar 18, 2013 12:04 am 
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I like how the "L4D2 Hermaphraditic Witch that no one wants to see (NSFW)" thread has 15 views.


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 Post subject: Re: Left 4 Dead 2
PostPosted: Mon Mar 18, 2013 5:49 am 
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who knows what evil lurks in the hearts of men

dime knows

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 Post subject: Re: Left 4 Dead 2
PostPosted: Tue Jul 02, 2013 4:43 pm 
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major update today!

http://www.l4d.com/blog/post.php?id=10993
Quote:
The Extended Mutation System, Linux support, and other features and fixes are moving to Left 4 Dead 2 proper.
Quote:
Extended Mutation System.
The EMS takes the current idea of mutations and mutates it into a powerful tool for modders. They have been busy at work creating a bunch of new Mutation and game modes that will begin to be uploaded to the L4D2 workshop today. With names like Vicious Infected, Boomer Peril, Stranded, Vampirism, Plague of the Dead, Zombie Run, and Tiny Terror, there is something for everyone.

Later this week, we will highlight some of our favorites.

For now, make sure to checkout Holdout. It is a multi-map Mutation that includes the concept of resources and buildable items. It was created to showcase some of the functionality of EMS and as a byproduct, it is pretty damn fun.

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 Post subject: Re: Left 4 Dead 2
PostPosted: Tue Jul 02, 2013 6:45 pm 
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Quote:

For now, make sure to checkout Holdout. It is a multi-map Mutation that includes the concept of resources and buildable items. It was created to showcase some of the functionality of EMS and as a byproduct, it is pretty damn fun.
SO SO SO SOOOOOO FUCKING IN FOR THIS> I WANTO TO SHOOT THINGS IN HEAD> FUCK YESL ALSO HAD SEVERAL DRINKW TWHILE ON EVENING WORK PHONE CONFERESNE FUC K ING BS>


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