In the final game, you select your Survivor in the lobby, and the game selects which Infected you will be dynamically in the middle of a match. These strings seem to refer to a menu that would let you choose a survivor or the Infected in-game. "L4D_s_team_join_state_inactive" "(inactive)" "L4D_s_team_join_subtitle" "Select an available Survivor" "L4D_s_team_join_takeover_title" "CURRENTLY SPECTATING" "L4D_s_team_join_title" "JOINING THE SURVIVOR TEAM"
"L4D_pz_class_select_title" "INFECTED CLASS SELECT" //. The class you choose may not always be available when you are ready to spawn." "L4D_pz_team_join_subtitle" "Select the class you prefer to play. "L4D_pz_team_join_title" "PLAY AS INFECTED"
This is because Left 4 Dead initially started life as a internal CS: Source mod under the working title of Terror-Strike, in which the Survivors had to plant a bomb (hence using Terrorists) then defend it from a horde of knife-bots. However, there's something unusual about them the strings that refer to the counter-terrorists have “Infected” replace “Counter-Terrorist” and the Terrorist-related strings have “Survivors” replace “Terrorists”. "Cstrike_TitlesTXT_Terrorists_Win" "Survivors win!"Īt first glance, these strings are leftovers from Counter-Strike. "Cstrike_TitlesTXT_Terrorists_Full" "The Survivor team is full" "Cstrike_TitlesTXT_Terrorist_Forces" "Survivors" "Cstrike_TitlesTXT_Game_timelimit" "Time Remaining: %s1:%s2. "Cstrike_TitlesTXT_Game_join_terrorist_auto" "%s1 is joining the Survivors (auto)" "Cstrike_TitlesTXT_Game_join_terrorist" "%s1 is joining the Survivors" "Cstrike_TitlesTXT_Game_join_ct_auto" "%s1 is joining the Infected (auto)" "Cstrike_TitlesTXT_Game_join_ct" "%s1 is joining the Infected" "Cstrike_TitlesTXT_CTs_Win" "Infected win!" "Cstrike_TitlesTXT_CTs_Full" "The Infected team is full"
Unused Text The Survivors are "Terrorists?"Īn unusual series of text strings can be found in “left4dead_%language%.txt”: The level was much darker than it is in the final, there is blue lighting instead of the final's, and the location appears to have been much cleaner-looking at one point.īlood Harvest's finale originally had the right-hand building much closer to the main building and the barn used different textures. Why the boat was switched to a building is presumably because it was too easy to defend.ĭead Air's finale appears to have had some noticeable differences at one point. The building was originally a boat itself, there was no burning city in the background, and the level had blue-tinted lighting. The latter was taken out, presumably for optimization purposes.ĭeath Toll's finale appears to have been very different at one point. No Mercy's finale shows a different skybox texture, a visible street under the building, and a more detailed lower area. These images reveal differences not seen in either the final game or pre-release footage.
The " materials/console" directory contains screenshots of the finale levels.