Orochi said:Mods can't be made on the Source 2009 codebase yet. Right now MS:S is on the 2007 codebase.
That's still nothing a half-assed coder couldn't work out, and nothing we couldn't do even in MSC (even without nav nodes). And the specials aren't using that system in L4D1 at least. They always spawn in the same darn places, sometimes offset by a time delay between the last one that spawned, or a flip of the coin as to which special. But Smokers spawn so predictably, for instance, I've often found myself shooting back over my shoulder when entering the subway station escalators, and bagging one every time.Tentadrilus said:you provide the path and place the info_director entity and it works it out for itself. Moreso in L4D2.
Orochi said:A Director-style system would be an interesting addition to MS:S Mission (AKA Gauntlet or Instance) maps. The current plan is to have two styles of maps; Adventure maps and Mission maps. Adventure maps are just that; fields that the player may explore, much like Thornlands, Sfor and the like. Thanks to the global state system built into Source, maps may transition key settings from one transition to the next. Mission maps would be very similar to the current gauntlet maps, with some noticeable differences.
When a server is on or enters a map that is Mission-mode flagged, the server will switch into Mission Mode for the duration of the level series, or until failure conditions are met. You will see a change in the HUD. Players will have a set amount of lives on Mission maps. This will allow us to bring the enemies down to less of the "H4X" levels you see in many of MS:C's enemies. But, there will be a real consequence for failure; not meeting the objective conditions or reaching time or life limits means failing the mission and getting booted back to the entrance map, where you are free to try again. To prevent players from simply rejoining or calling in copious amounts of friends to tip the odds, and to keep stupid loot ninjas out, Mission maps will be designed with a "waiting area" for people who join after the map has begun. Depending on the map, the players currently registered for the mission may allow them in via a vote, or they may be locked out during critical events, like a boss fight. This trade-off means enemies need not have one-hit KO abilities or do overwhelming amounts of damage to level the playing field. A Director-style system would certainly be an improvement. I'm confident we can design such a system in-house. For certain it would mean much more dynamic Gauntlet maps.
Whew, that's a mouthful. Basically, expect a much more rigorous system for Gauntlet maps, and a hopefully more immersive form of Adventure maps.