Left 4 Dead 2

Left 4 Dead 2

OBO: The Gamemode - Dead World V2
Showing 1-10 of 69 entries
< 1  2  3  4  5  6  7 >
Update: 25 Mar, 2022 @ 7:22am

-Removed the experimental "feature" that removed glow around objects at distance, as this had the unintended effect of removing the glow around objectives too, and thus requiring players to have played the map before to know what buttons need pushing. Thanks to "jethejet" for reporting this.

Update: 5 Feb, 2022 @ 2:53am

Welcome to Part 1 of what may be considered a Revival Update to a mod that's been left unfinished for far too long. Changelog follows.
(Change notes split into two parts because of character limit.)

*Reworked ammo reserves to be more reasonable. Near-infinite ammo isn't fun.
-Reduced reserve SMG ammo to 600 from 750.
-Reduced reserve AR ammo to 400 from 600.
-Reduced reserve Tier 1 and Tier 2 shotgun ammo to 120 from 200.
-Reduced reserve Hunting Rifle ammo to 180 from 200.
-Reduced reserve Sniper Rifle ammo to the vanilla value of 180 from 200 (bolt-actions and Military Sniper).
-Reduced M60 reserve ammo from 500 to 200.
-Reduced Grenade launcher reserve ammo from 40 to 32.

*Reworked Common vision and agression variables to remove some silly behaviour like unreasonably distant, or occasionally instantaneous, Common aggroing.
-Reduced "far" vision range to the vanilla value of 2500 from 3250.
-Reduced "near" vision range to the vanilla value of 200 from 300.
-Decreased "near" time-to-aggro to the vanilla value of 0.5 from 0.75.
-Decreased time-to-aggro variance randomizer time to 0.3 from 0.75 (vanilla=0.25).
-Decreased normal vision range to 550 from 750 (vanilla=500).
-Some smaller tweaks to miscellaneous variables such as obscured vision range.

*Reworked Common numbers/density/horde cooldowns to be more in line with vanilla.
-Reduced total Common limit from 60 to 36 (vanilla=30). This should hopefully tone down some of their more ridiculous numbers and bring it closer in line with vanilla. Might tweak this further after some testing.
-Reduced wandering Commons spawn density to 0.05 from 0.14 (vanilla=0.03). This means they will spawn a bit more spread out.
-Reduced maximum Common spawn range drastically to slightly higher than vanilla.
-Disabled the "z_must_wander" variable so Commons can sit/lie down again. Ideally, I want to remove lying down and keep leaning/sitting behaviour, but removing all such behaviour makes Commons a bit boring and less unpredictable.
NOTE: Some of the old values were heavy-handed and resulted in the odd Infected population problem of Commons spawning in a dense cluster, followed by empty spaces, followed by another dense cluster and so forth. This will hopefully make the Infected spawn more uniformally.

NEW STUFF:
-NEW: Inspired by the Realism mode, the "far" glow around items has been removed while the "near" glow is left intact. This will require slightly more thorough searching as you will need to be close to items to see the glow.
-NEW: Weapons that spawn close to one another will no longer be considered part of a "cluster." A cluster means that they will be guaranteed to be of the same tier and contain no duplicate types. This is now disabled, allowing Tier 1 weapons to spawn alongside Tier 2s and duplicates are possible, which should make for some interesting and difficult choices in the field.
-Doubled the damage infected deal to other, Bile'd infected to 20 (vanalla=10).
-Reduced the size of the Charger charge attack's impact to the point of not existing, which should leave the "bowling over" effect of direct hits intact. This is mainly to test if removing the knockback/damage through walls is better or not.
-In the vanilla game, Survivors can only shove a certain amount in a short time before a shove delay sets in. Increased the min/max shove count to 6-9 from 5-8, giving desperate Survivors a slight defensive boost.
-Modified Common damage to downed survivors per difficulty. Prior, this mod only changed the Easy multiplier to 0.5 from the vanilla 0.1, which I felt was fair due to my removal of accuracy/reload penalties while downed. New values are as folows. Easy: 0.2, Normal: 0.9, Advanced: 1.0, Expert: 1.5. On Expert, covering downed teammates is now more important, but downed Survivor self-defence remains buffed over vanilla.

Update: 5 Feb, 2022 @ 2:52am

Welcome to Part 2 of what may be considered a Revival Update to a mod that's been left unfinished for far too long. Changelog follows.
(Change notes split into two parts because of character limit.)

CHANGES/TWEAKS:
-Slightly increased delay bot Boomers wait before vomiting on spotted Survivors.
-Reduced Chainsaw attack cone to vanilla value of 30 degrees from 35.
-Reverted Chainsaw noise attact Common distance to the vanilla value of 500 units from 250. Noisier Chainsaw equals more meat for the cutting.
-Increased Special time to respawn back up to the vanilla value of 45 seconds from 40.
-Reduced Grenade Launcher damage to Specials and Witches to 700 from 990. Damage to Tanks remains 1000 (vanilla=750) to account for increased Tank HP. Rebalanced Friendly Fire and self-damage as well; will still hurt yourself more than friendlies, but the difference is smaller.
-Reduced Tank HP to 5000 from 5500 (vanilla=4000). NOTE: Tank HP scales with difficulty. Normal=1x, Advanced=1.5x, Expert=2x.
-Increased Tank run speed to 208 from 200 (vanilla=210, which is equal to healthy Survivor speed).
-Reduced the fire rate of the Mounted HMG from 10 to 9.167r/s to match the likely real-world fire rate of the weapon (vanilla=8r/s).
-Rebalanced the overheat variables of the Mounted HMG. Cooldown time once overheated remains much more forgiving than vanilla but time until fully overheating was shortened a bit to encourage firing in controlled bursts, to make the weapon more interesting to use and to match the real-world finicky nature of the weapon.
-Drastically reduced time that must pass in order to find rescuable, respawned Survivors from 150 seconds to 90 (vanilla=60). The idea was to increase time until respawn, but remove the distance traveled restriction. Rescues can still only occur ahead of living Survivors, but time is the primary factor, and then finding a respawn closet.
-Reduced Survivor move speed when in limp "yellow" health from 125 to 105 (vanilla=85).
-Reduced chance for Riot Infected having Tonfas back to the vanilla value of 3% from 10%.
-Increased Smoker tongue strangulation damage back to the vanilla value of 10 from 9.
-Increased the HP of the Smoker's tongue from 10 to 70 (vanilla=100).
-Increased the range of the Smoker's tongue lasso attack back to the vanilla value of 750 units from 700.
-Increased Survivor accuracy penalty while Smoker tongue lasso'd from 0 to 0.0665 (vanilla=0.133), half of the vanilla penalty. It's become clear that no penalty trivialized Smokers. Might need more testing.
-Decreased delay between bot Tank rock throws to 10 seconds from 12 (vanilla=8).
-Increased Common damage to downed Survivors to the vanila value of 10 from 7.
-Reduced Common attack range back to vanilla values, both min and max (Min 10 from 12, max 20 from 25).
-Slightly increased Common attack range while running to 30 from 25 (vanilla=35).
-Increased the cooldown of the Charger charge attack to 10 seconds from 6 (vanilla=12).
-Increased Charger damage to charged/gripped Survivors per "ground pound" from 12 to the vanilla value of 15.
-Increased the delay between director Special spawns to the vanilla value of 10 seconds from 9.
-Removed some redundant or useless variables.
-Increased the number of min and max times a Boomber can be shoved before detonating to 5-6 from 4-5.
-Increased Smoker HP to 240 from 200 (vanilla=250).
-Reduced the range that Commons react to gunfire sounds to 500 from 800 (vanilla=200). I still like the idea of using melee weapons for a little bit of stealth when entering rooms with an unknown number of Commons inside, but the old value was far too overtuned. Might be adjusted further later.
-Increased Hunter HP to 272 from the vanilla value of 250.
-Minor tweaks to Jockey riding movement control variance. Remains far more random than vanilla, but the minimum Jockey speed should be lower now. Might see further tweaks.
-Increased Jockey Leap cooldown after being forcefully dismounted to 8 seconds from the vanilla value of 5, but also increased the range bot Jockeys Leap to 167 from 100 (vanilla=200).
-Reduced delay between bot Jockey missed Leap attempts to 2 seconds from 2.5 (vanilla=1.0)
-Reduced Mounted Minigun fire rate to 1600r/m (26.67r/s) from 2250 r/m (vanilla=1500). Damage per second remains the same, just less bullets. This was to make each bullet deal a round number in damage, without decimals.
-Reworked Common HP depending on difficulty. Turns out, I made a calculation error back in the day and Commons on Advanced had slightly LESS health than on Normal. HP values are now as follows. Easy: 45HP, Normal: 66HP, Advanced: 75HP, Expert: 100HP. These don't mean much if you're using the vanilla weapon scripts but they're set to specific breakpoints for my own mods, and will almost definitely see tweaks as I update those weapon mods.
-Increased damage of Hunter's pounce per interval back to the vanilla value of 5 from 4.5, and reverted interval time to the vanilla value of 0.5 from 0.45.
-Added a split-second cooldown to missed Hunter Pounces. Also restored damage-based pounce interrupt.
-Reduced the delay between the Spit attacks each subsequent spread across the floor to 0.35 from 0.5 (vanilla=0.2)
-Increased Spitter HP to 120 from the vanilla value of 100.
-Reduced limit of max alive Spitters to the vanilla value of 1 from 2. All L4D1 Specials retain the new limit of 2 while L4D2 Specials are left at 1.
-Reverted Witch "relax rate" to the vanilla value of 0.5 from 0.67 (she calmed way too fast). Also buffed the Wandering variant's hearing range but nerfed her sight-based aggro range (still higher than vanilla).

-And some other smaller stuff that wasn't worth listing. I hope you enjoy. :)

Update: 4 Oct, 2019 @ 2:17am

-Toned down the number of Commons per horde a tad, for regular and Mega Mobs.
-Slightly reduced how tightly together ambient Commons spawn and increased the total distance away from Survivors they can spawn, hopefully resulting in a more evenly distributed feeling.

Update: 4 Oct, 2019 @ 1:27am

-Reduced total Grenade Launcher ammo from 45 to 40.
-Slight tweaks to Boomer AI variables aimed at making them slightly less perfect on Expert and Advanced, such as not vomiting the instant a Survivor enters their line of sight, and making them slightly more clumsy when seeking cover.
-Reduced Pipe Bomb fuse length from 7.25 seconds to 7 (vanilla was 6).
-Tweaks to special ammo spawn density.
-Slight tweaks to Survivors' respawns mid-game.
-Tweaks to Survivor AI variables, aimed at making them sharper. Should hopefully make them deal with Commons endlessly attacking them while they ignore it.
-Tweaked friendly fire variables, making it slightly more forgiving on Advanced and Expert.
Increased amount of temp HP you have when helped up after an incap from 50 to 60, giving the player more time when out of medkits before having to limp.
-Reduced Smoker tongue total range from 833 to 700 (vanilla was 750) to help make them a bit more survivable when alone.
-Increased Charger HP from 450 to the vanilla default of 600. With my modded weapons, they felt a bit too fragile. They're already slower, thanks to this mod.
-EXPERIMENTAL EDIT: Changed up how a Jockey's ride works, vastly increasing random variance over the amount of control the Jockey has over the victim's movement. Also increased Jockey HP from 185 to 220 (vanilla was 325).
-Tweaks to the Tank; Very slight HP buff (5400 to 5500), very slight move speed buff (195 to 200).
-Tweaks to Common detection of Survivors. Before, they had a lengthy detection period and also a large variance factor, making all Commons detect at a different speed, leading to some that saw Survivors immediately and others seeming absurdly daft. Now there will still be some morebelievable variance, but will now be alerted significantly faster in general at extremely close ranges.
-Reduced Mega Mob frequency slightly but made them contain more Commons.
-Increased Common run speed from 210 (Survivor healthy run speed) to 220 (vanilla was 250), to make running backwards away more reliable, because you can time your shove against encroaching pursuers better. May need further tweaks, but they felt too slow before.
-Increased the HP Survivors are rescued from closets with from 50 to 60.
-Reduced theoretical total Witches per map from 3 to 2. Reduced Witch Calm speed from 0.75 to 0.67 (vanilla was 0.5).
-Various miscellaneous tweaks, some minor, some less so. :)

Update: 28 May, 2019 @ 11:28am

UPDATE:
Increased mob spawn density (how tight they're clustered on spawn, not amount spawned) by 25%. This should hopefully group them together more like vanilla, and less like scattered ambients attacking from all sides. Will test further.
Reduced max distance Commons can spawn from Survivors to 2000 from 2250 (vanilla 1500). To avoid having too many Commons spawn closer as a result, I reduced total Common total possible living cap to 60 from 65. This should help keep Commons more present, less distant. More intense. Will test further.
Reduced Survivor revive HP to 50 from 70 (vanilla 30). Keep in mind that in my gamemode, you can only be safely downed once, unlike vanilla's twice. Also reduced Survivor respawn HP (resuce or Defib-resurrect) to 50 (vanilla value) from 80.
Reduced Pills and Adrenaline spawn rate from 6.48 to 4.4 (fewer, but limited by actual item spawn points). This should fix everyone having pills all the time.
Reduced Defib spawn rates by 50%.
Reduced Medkit spawn rates back to vanilla.
Reduced Molotov, Bilejar, and Pipe Bomb spawn rates by 50%. Should fix endless throwable supply.

Update: 26 May, 2019 @ 2:11am

Lots and lots of tiny adjustments, including Specia/Bossl HP, speeds, tweaks to Special abilities, spawn numbers/frequencies, and a host of other little tweaks.

Update: 19 Nov, 2018 @ 10:11pm

Tweaked Common infected spawn density again. If you played the last update, you'll have noticed that the density was too high and was spawning all the Commons too close to the player and leaving empty sections. This has hopefully been fixed, but I will be testing to make sure.

Update: 18 Nov, 2018 @ 11:50am

Nerfed Hunter HP to vanilla value.

Update: 18 Nov, 2018 @ 12:54am

Further tweaks across the board. Nerfed Charger and Jockey, and Smoker HP. Buffed Spitter HP slightly, back to vanilla amount. Nerfed Hunter move speed a bit, still faster than vanilla. Buffed Tank HP and reduced move speed very slightly. Slightly reduced Common move speed to be equal to healthy Survivor move speed. Increased Common spawn density (how close Commons spawn together in clusters, not how many).

And more little tweaks. This, coupled with the last update, brings L4D2 much closer to the Dead World I envisioned, and makes things far more fun, at least for me.