tombaldry wrote:A: Intellectual challenge to get special infected spawning correctly along a reasonably complicated flow. Stock L4D maps are pretty linear and I understand why now.
How linear exactly does a L4D campaign map have to be? Let me illustrate this idea I've had, and tell me how the nav might work...
So let's say I make a map where the survivors can see their next checkpoint (safe room) from the start of the map, but there's a big gate blocking the way that needs power...and they have to head through a small power plant to activate a generator, then run back through the place to open the gate?
The power plant has two or three small panic events where the survivors flip switches on each of three floors, and the place is laid out without a specific line of hallways and corridors. So it calls for the survivors to run across the same territory twice or three times...how does that screw up the nav?