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Left 4 Dead


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#1 gaminglord

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Posted 29 March 2010 - 09:54 AM

Left 4 Dead



Version: 2.5.0
Category: VP 9.x Originals

Author(s): GamingLord, TheGuyOverThere

Description:
Team Nudge Tilt's first pinball table release! Based off the hit game, Left 4 Dead. Remember to download the music pack! Update: 2.5, fixes a rare but game breaking bug and some other things.
Released 2.4, changes the gameplay a little bit, slight graphical update, and a bug fix or two.

Original Release info: TheGuyOverThere and I have finally finished our first table, and made it avaliable for public beta testing! The tilt system needs a little polish still, but everything should be working fine now. Please report any bugs in as detailed a manner as possible for us, so we can look them over and patch them up! Don't forget to download the music pack to add to the atmosphere!

View File

Submitted by gaminglord, on Mar 29 2010, 05:54 AM

Edited by gaminglord, 16 April 2010 - 09:25 PM.


#2 Ezepov

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Posted 29 March 2010 - 10:47 AM

Cool. But very dark. And I want sounds of shots.
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#3 kruge99

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Posted 29 March 2010 - 12:50 PM

My two cents: It's looking great so far, the mood and the sounds are great but here's some suggestions you can take or leave:

- increase the table slope min to 8 and the max to 10 and the global diff 0.6 respectively to make the table play a little bit faster
- you might want to use ramps for the box side rails instead of walls so that the cabinet looks a little more real. If you do this, you will need to adjust that lockdown bar to fit it to the narrower shape of the box.


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#4 robert kundrat

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Posted 29 March 2010 - 05:29 PM

Cool table with good gameplay, creepy sounds and music.
Thank's for sharing.

I'm still  here!


#5 Bob5453

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Posted 29 March 2010 - 07:18 PM

Damn, the table sounds are kind of creepy, in a nice way. This is really a terrific start on what looks like a great matchup of guys for a team, TGOT's scripting and imagination is top notch and now he has a graphics man. Yea!

The table definitely needs to be speeded up, right now you are on Popotte's EM speed and that will put you to sleep in VP. Try out Kruge99's suggestions and look at the gravity box on the backdrop and try a few numbers in there. The flippers still look huge to me, you can move them closer together, even if you shrink them some. Check out some of JP's tables and look for the rails and cabinet walls on the backdrop, they look much better that way. The lower slingshots and the walls leading into the flippers need to look more like real pinball objects, instead of painted blocks of wood.

Fabulous job on this table! Thanks for sharing and the stuff I didn't mention is fantastic and I am really impressed!

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#6 gaminglord

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Posted 29 March 2010 - 08:00 PM

Thanks for the compliments, comments, and suggestions guys. I'm gonna use this post now to keep track of suggestions and bug problems that we'll need to take care of:

Known Bugs:
-Boomer Multiball jackpot value should cap at 68000, but it doesn't still.
-Minor glitch, the table startup sound should delay the player from plunging so it doesn't blend in with skill shot sounds or other table sound effects until it's done playing.
-Decals on the apron aren't fully visible, adjusting that as we speak.
-Rescue Mode, Balls sometimes get stuck in exit leading into playfield from bumpers, or in plunger launcher. Increase delay? and adjust the walls a little (Looking into)
-Possible End bonus not being awarded after last ball drains.

Other issues, suggestions:
-Edit backdrop for the cabinet look of rails and lockdown bar.
-Decrease size of flippers and move close together?
-Adjust slope to make ball move faster.
-Enhance graphics of lower slingshots and walls leading into flippers

Edited by gaminglord, 29 March 2010 - 08:04 PM.


#7 Bob5453

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Posted 29 March 2010 - 08:40 PM

QUOTE (gaminglord @ Mar 29 2010, 04:00 PM) <{POST_SNAPBACK}>
Other issues, suggestions:

-Decrease size of flippers and move close together?


I added the move close together so the gap in between the flippers would remain the same and you would then only be seeing smaller flippers without effecting the game play. This is totally up to you and only a suggestion, but check out the length of your flippers with some of your favorite VP tables to compare their flipper length (number setting) to them.

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#8 vic viper

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Posted 29 March 2010 - 09:30 PM

Just downloaded and will try it out later on tonight.

Thanks for another great lookin original gaminglord.
SHOOT THE CORE

#9 gaminglord

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Posted 30 March 2010 - 01:55 AM

Here's a question for you guys... what does GLobal Difficulty Level do anyway?

#10 KloggMonkey

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Posted 30 March 2010 - 03:17 AM

Played the table, I like it a lot. Has some nice depth to it like the jet count, hunter loops, etc.
I think once you fine tune everything it will be a great original. Makes me want to try some of my own pinball designs out.

One suggestion, I would change the way the tilt works so that its not a set number of nudges(7 I think) then boom TILT.
I am a coding novice but I would try to implement nudge code so that you get like 3-4 nudges per unit of time.

For example if you do 4 nudges within X seconds you get a tilt warning
or 3 nudges in opposite directions(left nudge, right nudge, left nudge) in a less time (X-2 sec for example) would give a tilt warning
Play test for a good time(X) that approximates a plum bob swinging
Again I have no idea how to code this exactly... but it seems to be similar idea to what VpinMame does for nudge handling.





#11 Theguyoverthere

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Posted 30 March 2010 - 03:57 AM

Thanks for all your comments guys! KloggMonkey, the tilt is a work in progress, and I literally just threw something together in a couple minutes just to make sure people could nudge the table to death. We almost just released it without a tilt smile.gif

GamingLord and I are hard at work, and expect an update very soon! Keep the suggestions coming, we are listening! smile.gif

#12 Bob5453

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Posted 30 March 2010 - 04:20 AM

TGOT, remember that you don't need to invent the wheel over and over.... Look at some of the other Original tables or templates (Bendigo's are fantastic) and you'll find TILT routines based on a timer.

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#13 gaminglord

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Posted 30 March 2010 - 04:28 AM

Version Beta 1.1 is up, with various updates!

Forgot to mention by the way, that backspace WILL clear your high score in the table, so be careful.

Changes in this version include:

-Delayed game start up so start up sound wouldn't overlap with other sound effects, such as skill shot fx.
-Added various sounds and enhanced others. (Includes sound cues for extra ball lit, Rescue mode lit, etc.)
-Fixed the Boomer multiball jackpot value cap bug.
-End Bonus not being rewarded was apparently a non-issue
-Adjusted tilt system. Flippers lock in the downward position, and table objects score no points. Bonus is not given after a tilt.
-Tilt system made slightly more liberal, except for slams.
-Adjusted left smoker drop target wall slightly so Rescue mode multiballs shouldn't clog up in the bumper exit.
-Slight Slope adjustment to min 7 - max 8. Anymore, and I personally felt the table would've gone a little too fast. Further adjustments can be made by players here.
-Misc. minor graphics fixes... moved decals around so they're more visible and not blocked by the lockdown bar.
-Added text that notes Backspace clears high score.
-Adjusted Flipper shape to make thinner so as not to be so bulky looking. Slightly shortened.
-Slight adjustments to positioning of zombie toy figures (barely noticable for the most part)

I'm going to be looking into making a better lockdown/rail image on the backdrop for the cabinet look of the pinball later, along with possibly making better slingshots by following a tutorial I got linked to. Try the newest version and let us know what you think! Report any bugs! Eat your vegetables!


#14 gaminglord

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Posted 30 March 2010 - 05:28 AM

Because they got wiped out in the first post, here's the rules for Left 4 Dead in their entirety:

Left 4 Dead Table Rules:

This game is about completing objectives and modes, to reach the final mode called Rescue Mode. The following will teach you how to reach each objective and mode in order to get the most points possible

HORDE VALUE (objective)
Getting 100 bumper hits on a single ball is referred to as earning Horde Value. A sound cue will play, and the bumpers will double in value for that ball.

WITCH RAMP (objective)
The ramp is worth 500 points for the first shot, and goes up in value everytime you make a successful shot, up to 5x. Advance to the max of 5x to complete this objective.

KILL SMOKERS (objective)
The four drop targets that are in pairs on the left and right sides of the table in red, are the Smoker targets. Drop all four targets to gain one Smoker kill. For this revision, you need to kill 8 Smokers for this objective. One dead Smoker is worth 2000 points.

START TANK ATTACK (mode)
The big, muscular zombie towards the upper middle of the table is the Tank. Hit his drop target ten times during any moment in game play, and the target will drop, revealing a ball kicker behind it. You will then have roughly a minute and a half to make as many "Tank shots" as possible, each one worth 6000 points. Just starting this mode is enough to count as a completion for it, even if you don't make any Tank shots.

START DODGE THE HUNTER (mode)
The loop with the two spinners is the Hunter loop. You get points for spinning the spinners, plus an additional 300 for making the loop. Shoot the loop six times in one ball to activate Dodge the Hunter. During this mode, the loop and spinners are worth 4x their normal amounts for about one minute. However, pop up targets will alternatively appear at each of the loop's entrances for several seconds at a time, making it slightly difficult to make the shot. It is enough just to start this mode.

START BOOMER MULTIBALL (mode)
Near the obese zombie, is the Boomer lock. A drop target guards the lock, so this needs to be knocked down each time you want to lock a ball. After the third ball, all three locked balls are spat out, starting Boomer multiball. During this, the Witch Ramp's normal function is disabled. Instead, hitting it will increase the jackpot value up to a total of 66000 points, as well as awarding whatever the last Witch Value was before Multiball. This value can be built up gradually from ball to ball. To collect the jackpot, shot a ball into the Boomer lock during Multiball. The drop target will come up and trap the ball for a short while. If you hit the drop target before it goes down again, you can earn a Double Jackpot. Again, you need only start Boomer Multiball to gain it's completion.

RESCUE MODE (Wizard Mode)
Once you have completed all objectives and modes, and are currently NOT IN ANY MODE, the Rescue Mode Ready light will become lit, along with a sound cue. Shoot the ball into the nearby kicker to activate Rescue Mode. Rescue Mode activates a four ball multiball with double scores ontop of all other scoring types, while activating an infinite Tank Attack, 4x loop and spinners without having to dodge Hunters, Boomer jackpots, and maximum Witch Ramp value, along with a lengthy Ball Save. Rack up as many points as possible in this mode, for this is the highest scoring mode in the game. The one thing you can not do is increase the jackpot value using the Witch Ramp. That can only be done during Boomer Multiball. Once you're back down to one ball, or have drained all balls, Rescue Mode ends and you must complete all objectives and modes to start it again.

EXTRA INFORMATION:

-Light the Pill Lanes to gather Pills, in order to light the extra ball. Lighting both pill lanes earns one bottle of pills. The first extra ball requires five pills, and every ball after that will need an additional twenty pills.

-Rollover lanes above the bumpers advance the Bonus Multiplier, but it isn't as simple as that. Each level of bonus require multiple completions. Refer to the following:
2x Needs one rollover
3x Needs two rollovers
4x Needs three rollovers
5x Needs four rollovers
6x Needs five rollovers
7x Needs six rollovers
8x Needs seven rollovers
9x Needs eight rollovers
10x Needs nine rollovers

-Go for the Skillshot. Measure the strength of the plunger carefully, and if it's not too fast or not too slow, the ball will take a slight alternate path to the bumpers, earning a nice 3000 point bonus and advancing the Bonus Mulitplier to the next level. Locking balls in the Boomer lock gives you additional chances to go for more skillshots. Skillshots are also the easy way to advance Bonus Multiplier

-Max out the Bonus Multiplier and then some! After hitting 10x on the Bonus Mulitplier, continue to rollover the lights above the bumper. Each rollover after 10x will earn you 5000 points

Edited by gaminglord, 02 April 2010 - 04:30 AM.


#15 gaminglord

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Posted 30 March 2010 - 05:48 AM

Uploaded 1.1.1, then quickly replaced that with 1.1.2 with some changes, all minor really, but still good:

-Fixed an issue with the first ball ball save, due to the pause before ball kicks into plunger area.
-Added Rules to the Table Info.
-Made sure Hunter Loops reset after Rescue Mode
-Jackpot light now stays solid for single jackpots, and flashes for doubles.

We'll try and make the next update more substantial!

#16 gaminglord

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Posted 02 April 2010 - 04:28 AM

Told you we'd make the next update substantial...

WE'RE OUT OF BETA!

-Fixed various little bugs here and there.
-Fancified slingshots and lane plastics.
-Adjusted witch Ramp so that it gives last earned value during Multiball as well as increasing the jackpot.
-Corrected rules: Maximum jackpot is 66K, not 68K
-Little graphical things here and there
-We're working on an FS version!!!

And because like an idiot I forgot to include a credits file, I want to credit/thank the following:
my friend Harley Laux, for suggesting the idea of a Left4dead pinball in the first place.
TGOT for doing so much scripting and layout work, along with helping me brainstorm.
Rascal for various scripting help and other resources.
Noah for the VPforums.org community
And the people in this thread who offered their comments and suggestions.

now go download the table and play! tongue.gif

#17 gaminglord

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Posted 02 April 2010 - 06:32 AM

Had to do a quick update, a bit of code was left out, and the nudge system needed a little tweak while we were at it. Version 2.1 is up now.

#18 Bob5453

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Posted 02 April 2010 - 07:04 AM

Here's something I always try to do.....

I don't upload a table until I have gone 24 hours with no changes. smile.gif

I know it's hard to do when you are excited.

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#19 gaminglord

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Posted 02 April 2010 - 07:30 AM

Thanks Bob, we'll try to keep that in mind from now on ^^;

#20 rascal

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Posted 02 April 2010 - 09:58 AM

Cleaning up really nice guys. Nice team work! A little four wire JP style ramp with rings and a stopper would really deck this baby out. <only a suggestion>

It be really cool if you animated the figure behind the ramp to throw the ball on to the ramp. cool.gif

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