I'd like to add that they should have used the survey function to get more data on the campaign rather than trivial stuff about watching some zombie tv show.
They could have gotten nice data from that. Although I like to think they get loads of data from people just playing the campaign. On Tuesday, May 8, 2012, Jake Commadeur <yinb...@gmail.com> wrote: > My thought is that in general, it was a good idea. Cold Stream is a solid > campaign and it seems to have come along nicely. Matt should definitely be > pleased with the outcome of his hard work. > > I don't think developing from the dev textures stage wouldn't have worked > at all. If that's all we (i.e. the community) started with, everyone would > be expecting something different, feedback would be all over the place. How > it did start, with mostly detailed maps open to modification, I thought > made sense. From there we could offer feedback on what we could see. > > However, I feel that there should have been more regular communication from > Valve. Maybe give more direction on what to give feedback on from week to > week, what's being worked on or changed, etc. I think structuring the whole > event a bit more would have made it work better. It has taken quite a long > time, and I would have liked to know what the holdups are at any one time > through the development. Getting more insight into the development for the > community. > > The campaign has come out pretty well (if somewhat slowly), but I just feel > it missed a bit of the community engagement that I thought it was going to > be more about. Still, well done to all involved. Of course I'd love to see > more of this in the future > > On Wed, May 9, 2012 at 12:37 PM, Dan Jordan <daniel.ross.jor...@gmail.com >wrote: > >> You're right that fans probably wanted a new, canonical campaign from >> Valve. Not necessarily a sequel to The Parish, as I'd argue that The Parish >> doesn't really need a sequel -- it's a suitable ending, and The Passing >> proved that there's room for adventures between the 5 original campaigns. I >> think that's one of the frustrating parts. That's certainly no fault of >> Matthew's. It's a solid campaign more akin to Swamp Fever, which has always >> seemed like a mildly-derided campaign as well. I don't think anyone really >> expected a major modification such as what Life's a Beach is attempting. >> >> There did feel like some miscommunication in terms of the state of Cold >> Stream throughout the beta. I was given the impression that the campaign >> was largely complete, possibly even before Valve stepped in to help, and >> that this was mostly a matter of fixing bugs, improving minor issues of >> flow, and optimization. Isn't that what Valve was suggesting/planning? I >> was generally surprised by the late overhaul of the finale. Was Valve >> indeed open to much larger modifications? A simply-blocked, dev-textured >> version *would* have made that open-to-major-changes status more apparent. >> >> --- >> The Rabbit >> >> >> On Tue, May 8, 2012 at 9:22 PM, Jesse Oak <wazanato...@gmail.com> wrote: >> >> > I thought it was a great idea just the wrong campaign for it. I mean no >> > offense to the creator of it, it just wasn't what was needed I think >> > considering what was to happen with it (official custom map to be ported >> to >> > xbox). I hope the following explanation helps: >> > >> > To start I would like to point out that L4D2's campaigns were more about >> > story then L4D's were. People were expecting a sequel to The Parish, >> > instead they got a custom campaign that had no relation at all to the >> > story. The campaign itself was alright but it felt lacking. There wasn't >> > many side paths to go down to search for extra guns and supplies, >> > everything was just kind of given to you and laid out upon the path. If >> you >> > look at Swamp Fever even though it is based on a swamp it still had lots >> of >> > side buildings to explore. >> > >> > Another thing that really stuck out to me was that I didn't really feel >> > like I was in a forest. When I looked at the skyline it was quite clear >> > where the trees stopped and the skybox began. >> > >> > Overall the campaign felt as if it was made for versus right from the >> > start. This is okay but you have to think about the other players who >> play >> > single player and co-op, especially when it is to be ported to the xbox >> > where most people will play co-op splitscreen with a friend. >> > >> > To conclude I would like to talk about what should have happened in my >> > opinion. >> > >> > First off forget the 8 survivors that everyone knows. What should have >> > happened is 4 new survivors should have been introduced that way people >> > wouldn't care that it has nothing to do with the story of the others. >> Look >> > at what the team behind Life's a Beach are doing, they realized if they >> > would have to go the extra mile and make new ones in order for their >> > campaign to really stand out. >> > >> > Instead of selecting one person and going with their idea it should have >> > been turned into a competition that would end with the community voting >> for >> > the best. This gets the community involved and it gives incentive for >> > people to make really high quality campaigns as they are directly >> competing >> > with others. >> > >> > Honestly I would rate Cold Stream on a 10 point scale about a 7 (again no >> > offense to the creator) for the reasons I mentioned. I would have much >> > rather have seen campaigns like Suicide Blitz2 or Blood Tracks being >> ported >> > to xbox then cold stream. >> > >> > On Tue, May 8, 2012 at 2:42 PM, ics <i...@ics-base.net> wrote: >> > >> > > I agree with Dan. The beta testing wasn't a success. Maybe it was due >> to >> > > so long development cycle between any noticeable changes or just lack >> of >> > > updates (in Cold Stream an-- > -Yinbar > _______________________________________________ > L4Dmapper mailing list > L4Dmapper@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > -- Eugenio "Motanum" Roman https://sites.google.com/site/motanumproyect/ eugenio.motanu...@gmail.com http://twitter.com/#!/MotanumR http://steamcommunity.com/id/Motanum http://www.youtube.com/user/motanium _______________________________________________ L4Dmapper mailing list L4Dmapper@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper