Left 4 Dead 2

Left 4 Dead 2

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A good Mutation
What would you say makes a good Mutation? Mutations allow us to create our own custom game modes.
But sometimes mutations struggle with limitations. While making RocketDude i had the challange of placing the different Mushrooms in special places. Because i did not want to place them randomly i had to place hundreds of mushrooms manually which also means that there wont be any mushrooms in custom maps. I got a guide how to add mushroom positions to your custom map but that only covers new maps. Together with the difficutly of implementing a usefull timer system for multiple players, the limitation of not being able to remove solid invisible walls, thats the most annoying thing when i think about the RocketDude Mutation.

What kind of mutation would you like to see in the future?
What do you think makes a good mutation?
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Showing 1-11 of 11 comments
Fizzarolli Mar 8, 2024 @ 2:01am 
Holy sh*t I never noticed that you were the one that made RocketMan
kurochama Mar 8, 2024 @ 2:21am 
The limitation of mutation that made me decide to make vscript mods instead is that the mutation mode can't work automatically on all modes. Also, somehow SI bots become aggressive by default when using mutation, like on normal coop mode a charger can have a tactic to wait somewhere hidden, but on mutation he just rushes to attack survivors. Maybe there's a setting for this but I still can't find it.

As for mutations that I would like to see in the future, it's probably something like "Job Change System" :steamhappy: . Seeing how there's a mod like "Super Tanks" gave me some imaginations, like, "What if those kinds of abilities are applied on SI? What if SI can choose abilities after spawn, like 'Stealth Hunter' that becomes invisible when staying still or sticking to the wall, 'Assassin Hunter' that instantly kills a survivor if attacking from behind (backstabbing a survivor), 'Bomber Spitter' that can lay some acid landmines that explode like propane tank/ pipe bomb & leave acid liquid on the ground when a survivor steps on them, etc?". For survivors, job changes affect either physical endurance or proficiency in using certain type of weapon, like "melee specialist" has faster movement when holding melee & faster melee attack. "Grenadier" can pick more throwables or even carry all types of throwables. "Medic" carries more medkits, pills, adrenaline, & defib but lacks proficiency in weapon (lower fire rate), takes more damage from zombies. & many more variations.
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Based on vscript functions, such job change feature is possible to be made, but probably it would take time. But if this kind of mutation can be made in the future, the play will become more fun, even on Versus, as players who choose as SI can pick custom traits for SI they choose & make the game more unpredictable & challenging.
ᴿᴱᴻᴱ™ Mar 8, 2024 @ 2:24am 
Originally posted by kurochama:
The limitation of mutation that made me decide to make vscript mods instead is that the mutation mode can't work automatically on all modes. Also, somehow SI bots become aggressive by default when using mutation, like on normal coop mode a charger can have a tactic to wait somewhere hidden, but on mutation he just rushes to attack survivors. Maybe there's a setting for this but I still can't find it.

As for mutations that I would like to see in the future, it's probably something like "Job Change System" :steamhappy: . Seeing how there's a mod like "Super Tanks" gave me some imaginations, like, "What if those kinds of abilities are applied on SI? What if SI can choose abilities after spawn, like 'Stealth Hunter' that becomes invisible when staying still or sticking to the wall, 'Assassin Hunter' that instantly kills a survivor if attacking from behind (backstabbing a survivor), 'Bomber Spitter' that can lay some acid landmines that explode like propane tank/ pipe bomb & leave acid liquid on the ground when a survivor steps on them, etc?". For survivors, job changes affect either physical endurance or proficiency in using certain type of weapon, like "melee specialist" has faster movement when holding melee & faster melee attack. "Grenadier" can pick more throwables or even carry all types of throwables. "Medic" carries more medkits, pills, adrenaline, & defib but lacks proficiency in weapon (lower fire rate), takes more damage from zombies. & many more variations.
.
Based on vscript functions, such job change feature is possible to be made, but probably it would take time. But if this kind of mutation can be made in the future, the play will become more fun, even on Versus, as players who choose as SI can pick custom traits for SI they choose & make the game more unpredictable & challenging.

Interesting ideas there :D
Lalo Salamanca Mar 8, 2024 @ 4:34am 
Originally posted by ᴿᴱᴻᴱ™:
What would you say makes a good Mutation? Mutations allow us to create our own custom game modes.
But sometimes mutations struggle with limitations. While making RocketDude i had the challange of placing the different Mushrooms in special places. Because i did not want to place them randomly i had to place hundreds of mushrooms manually which also means that there wont be any mushrooms in custom maps. I got a guide how to add mushroom positions to your custom map but that only covers new maps. Together with the difficutly of implementing a usefull timer system for multiple players, the limitation of not being able to remove solid invisible walls, thats the most annoying thing when i think about the RocketDude Mutation.

What kind of mutation would you like to see in the future?
What do you think makes a good mutation?
In my opinion bascially anything that adds some kind of diversion and originality into game, personally I really liked tank run or only headshot mutation, I've spent few good hours with my friends on them. Would really enjoy seeing something similiar in the game.
Fizzarolli Mar 8, 2024 @ 4:52am 
Originally posted by noob:
All boomer
Raymans Custom Mutations has one like that
Johnny Casey Mar 8, 2024 @ 6:19am 
Mutation that fixes the game.

commons no longer becomes immune to bash when landing,
hunters no longer scratches survivors while stumbling,
jockeys no longer bypasses melee / bash hitrays,
etc. etc.
Last edited by Johnny Casey; Mar 8, 2024 @ 6:19am
PatchesIX Mar 8, 2024 @ 7:59am 
Originally posted by ᴿᴱᴻᴱ™:
What do you think makes a good mutation?

i made a mutation recently (and no im not going to self promotion) but i found that a good mutation forces the player to play the game in a different way than they typically would.

in the mutation i made the player was alone against specials with only a magnum and no spawn times. in this capacity the player would constantly be assaulted and could no longer risk rushing or playing too loose. i found that the best strategy often had the player being forced to retreat or change locations to fight out of the pickle they found themselves in every step of the way.

i think there are alot of ways you could certainly go in different directions but my point is that when the player is forced to adapt their play style you know youre really onto somthing. id say its certainly no easy task given like you said the limitations as you can only do so much with what you have.
Shin Navideño Mar 8, 2024 @ 8:13am 
Its easier to think which ones are the worse mutations.
Like the one where only one survivor wins and the rest dies at the rescue.

Why is it so bad? Because its just regular l4d2 and its gimmick is boring and can be ignored.

Compare that to healing gnome, the niche is used at all times and actually shakes the l4d2 formula.
ᴿᴱᴻᴱ™ Mar 8, 2024 @ 8:29am 
Originally posted by Shin Navideño:
Its easier to think which ones are the worse mutations.
Like the one where only one survivor wins and the rest dies at the rescue.

Why is it so bad? Because its just regular l4d2 and its gimmick is boring and can be ignored.

Compare that to healing gnome, the niche is used at all times and actually shakes the l4d2 formula.

True Healing gnome is so simple but such a great mutation :D
Witch Mar 9, 2024 @ 2:46pm 
In my opinion, a good mutation is one that changes up the gameplay more than just spamming spitters and boomers down your throat, your mutation Rocketdude is a perfect example of what this type of gamemode should have more of, as well as holdout, dash, and shootzones. I like it when there's something completely new in a mutation and not just a small change of what already exists.

As for what mutations I'd like to see in the future, hmm... I'm not sure, I just know I don't want to see hard mode #1449228173.
Geebanger0 Mar 9, 2024 @ 4:52pm 
the 3 main things that make a good mutation in my opinion:

1) it plays significantly differently to the base game. You need to use new strategies, develop new tactics, maybe use new weapons or items that you normally wouldnt, or traverse the map in a unique way

2) its compatible with bots, and is simple enough in concept that new players can understand it quickly. Some people like to play single player, and having a mode that the bots struggle with isnt very fun. Similarly, I dont like having to explain in depth how a mutation works to my friend before we can play it.

3) it doesnt make things harder for the sake of it, and if it does make it harder then it gives you extra tools to combat the difficulty.
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Date Posted: Mar 8, 2024 @ 12:55am
Posts: 11