Left 4 Dead 2

Left 4 Dead 2

Buried Deep [1/2]
Showing 1-10 of 15 entries
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Update: 12 Nov, 2022 @ 8:27pm

General changes:

*Added Visclusters to all big areas areas in all chapters
*Widened the opening angle of all weapon rack doors from 90 to 110 degrees and added opening and closing sounds to them
*Restored the clip brushes that smoothens the movement in staircases
*Updated internal description to properly show campaign briefing, not slogan


Chapter 1:

*Added metal support beams in the road section that spans all the way to the rock ceiling
*Added survivor corner blocking volumes nearby the bathrooms in the Kitchen building of the underground road section
*Optimized the road section which was causing framerate drops due to bad visplane generation
*Subdivided long navmesh areas into smaller ones for better distribution of wandering common infected and path finding


Chapter 2:

*Added an extra room to connect the accessway of the drainage pipes in the huge well section
*Added more ghosts to the Old Tunnels section
*Added some props that may appear if the dynamic pathing blocks the Maintenance Hallways Door
*Added survivor remark speech about Saferoom nearby towards the end of the map
*Replaced the initial ghost seen in the Old Tunnels entrance door with a pure black demonic figure, which can be seen even if Shaders is not set to high
*Disabled the collision of the inner door of the old tunnels elevator to allow bullets to penetrate as it was before
*Opened the windows in the Old Tunnels where a ritual music can be heard, making the ritual currently visible


Chapter 3:

*Added func_block_charge volumes above all concrete railings in the Main Elevator Hall to prevent Chargers prematurely charging before jumping down from them
*Added a custom script during the Elevator Event that quickens the cooldown of the .50Cals turrets to make them more reliable while the event occurs
*Added a metal door that only unblocks the staircase access to the second switch of the Elevator Hall after the energy is restored
*Added func_occluders to the main hall to help with the amount of bodies being rendered at once from points they are not really visible
*Added a light at the upper hallway that passes over the defense point in the Elevator Hall
*Added a survivor reaction to the pile of bodies after opening the doors leading to the Elevator Hall
*Reduced the possible spawn spots of Bile Jar to 5 prior the Elevator Event


Chapter 4:

*Fixed the door decals in the Underground Elevator Room not appearing
*Added a loud metal scraping sound when calling the Elevator as a reason why a horde is called
*Reworked the Road section completely from the Steel Factory all the way to The Maze entrance
*Changed the explosion location, effect and sound at The Maze entrance in the Road Section for better context with the horde event
*Increased spawn time of mini hordes during The Road section from 30~90 seconds to 60~180 and flow distance from 3000 to 4000
*Increased spawn time of mini hordes during The Maze section from 10~60 to 20~90 seconds and flow distance from 500 to 1000
*Prevented mini hordes or specials to spawn if director decides to spawn a Tank during The Maze section
*A Fallen survivor may spawn in the initial areas of The Maze


Chapter 5:

*Updated couple terrain areas with a proper terrain material
*Added a metal trim to the window in the reception room ahead of the the initial saferoom
*Added a wooden detailing to the garage entrance

Update: 7 Oct, 2021 @ 3:41am

True vpk reupload.

Update: 18 Sep, 2021 @ 5:27pm

General changes:
*Applied a method to fix the issue with forklifts not updating the navmesh to OBSTRUCTED in the areas they're in when the map starts
*Converted some clip brushes into invisible brushes so physics objects will bounce off them or not go under them
*Made many staircases func_detail for better optimization
*Removed crouch attribute in all navmesh


Chapter 1:
*Applied a couple more skip/hint brushes for better PVS generation
*Made the windows in the road section breakable
*Made the fence door in the maintenance access tunnel useable
*Fixed couple ladder brushes supposed to be brush entities instead of pure BSP
*Removed clip brushes from the metal staircases as it was not doing much benefit
*Replaced a pipe model to a destroyed one between debris


Chapter 2:
*Added a fence and a usable fence door towards the manhole that leads to the Old Tunnels Access
*Fixed missing clip brushes nearby walls of newer tunnel sections to prevent Common Infected from crouching when nearby
*Fixed shelves with bad collision in the Storage Hallways section
*Fixed elevator cinematic not playing animations properly
*Fixed generator animation not playing properly during the Tunnels initial script
*Fixed a couple misaligned pipeset in second well before the end saferoom
*Made the second Crypt entrance a little larger so bots won't struggle in trying to go through it
*Closed a couple alcoves in the hallway that leads to the manhole that access the Old Tunnels


Chapter 3:
*Added water at the bottom of the well in the maintenance annex before the Train Tunnel access
*Fixed the usage of the func_block_charge at the top side of the road junction
*Fixed a generator animation not playing properly after the elevator arrives
*Fixed a blocklight brush being tied as color correction volume for no reason
*Fixed a couple misaligned pipeset in the corridor that leads to the maintenance annex between the Bunker and the Train Tunnel


Chapter 4:
*Fixed many ladder brushes supposed to be brush entities instead of pure BSP
*Adjusted the lightmap resolution of certain areas
*Added more trees in the hills of the Road Section


Chapter 5:
*Added an extra light pole in the finale area and extended all the proper wiring to connect the Cabin and the Bunker to the road power lines
*Added func_occluders to the mountains in the forest area after leaving The Maze to prevent unwanted props from rendering behind them
*Adjusted the lightmap resolution of certain areas
*Changed the placement of 2 Gas Cans

Update: 12 Sep, 2021 @ 11:09am

General changes:
*Shortened the Outro music to save space for other content and to sync better with when the rolling credits ends and returns back to the lobby
*Couple more easter eggs, secrets and references were added
*Applied Empty attribute in many nav areas atop of certain props (i.e Shelves, Crates)
*Added doors to all the weapon lockers
*Made some weapon spawners use the new weapons skins from The Last Stand update


Chapter 1:
*Extended the vent section of the first panic event gate to allow infected to drop at the staircase in the previous room
*Changed the visual of the first event gate
*Made the explosive barrels movable by shoving
*Fixed minor navmesh connections and attributes problems
*Changed the textures and lighting of a room to a bright set instead of dark for better sorting of sectors


Chapter 2:
*Extended the Old Tunnels section considerably and made it with more variance in having ominous places
*Added an entire new alternate path towards the end of the map after the Old Tunnels section
*Added blocking volumes nearby the Old Tunnels walls, so the Survivors and Infected won't be crouching when nearby them
*Added a death fall camera in the huge well area
*Added a couple more details in the huge well area
*Added a vent system and ladders in the initial rooms of the map for more flexibility of infected spawns
*Added a ceiling hole nearby the rescue closet located in the area of the Old Tunnels Elevator event and extended the Battlefield attribute to that corner
*The Old Tunnels elevator now have a small cinematic after all survivors are inside
*Fixed minor navmesh connections and missing population areas in the Old Tunnels section


Chapter 3:
*Converted the first armored door of the Main Hall from func_tracktrain to func_door, so when it closes it won't leave a visible gap
*Reworked the Reinforced Elevator Gates completely
*Added an extra objective when reaching the road section in which the players needs to go to the Watch Tower to unlock the surface access door
*Added two areaportals in the beginning and end of the elevator well to help with framerate during the Elevator Event
*Added func_block_charge volumes on the top area of the road section to prevent Chargers from charging from one side to another and falling at the road
*Fixed a wrong defined soundscape proxy towards the train tunnel
*Sorted some weapon spawn spots to specific weapons instead of completely random


Chapter 4:
*Made vegetation way more denser at certain parts of the road section
*Made the corridor of the end saferoom way longer and blocked with a fence for a better visual scale of the place
*Changed the alarm sound The Maze does when starting the Four Gates event to the same one heard in the movie
*Changed the backyard of the Steel Factory to have more props to not feel so empty
*Included more weapon options in the end saferoom weapon locker
*Tilted a little all the light poles along the road randomly


Chapter 5:
*Added dynamic lights to the Truck's headlights during the escape cinematic
*Added a 4x4 Pickup Truck nearby the Cabin in the finale area
*Added an old wagon nearby the Silos in the finale area
*Made the finale adaptative to the difficulty being played and will change the pacing and number of Gas Cans required to complete the Scavenge
*Sorted some weapon spawn spots to specific weapons instead of completely random
*Also tilted all the light poles along the road in the finale area

Update: 28 May, 2021 @ 3:17pm

General changes:
*Restored all sounds back to .wav (Dev Note: feels pretty unfair for me that Linux users can't hear all the spooky sounds in the Old Tunnels anymore)
*Created custom soundscapes for better immersion in many places in all chapters
*Added custom sounds for the gates and elevators for all chapters
*Added custom zombat music
*Added custom leaving saferoom music cue
*Added custom music when the survivors loose the round
*Added more identification decals throughout the bunker
*Doubled lightmap resolution for better lighting quality in many places
*Made all rescue closet doors eventually close after 10 seconds if the players leaves them open, so the closets can be used to respawn dead survivors again
*Fixed event music problems in all Chapters which players joining after the event starts won't be able to hear them, this also fixes the problem when using the "Take a Break" idling feature and resets the entire music system, making the event music stop playing if it was previously


Chapter 1:
*Added a new secret area that opens by using the hidden switch towards the end of the chapter, the items this switch used to spawn are now spawned in this new secret area
*Added some vent connections in the first hallways section of the map for better access of Versus infected
*Added lights in the tunnels of the Underground Road
*Added a 50/50 chance random pathing in the rooms before the Reinforced Gate Hall
*Added a line of sight block volume in the reinforced glass of the security office in the Reinforced Gate Hall, so Special Infected won't try to attack through the glass
*Added an extra hint during the Reinforced Gate Event telling the players to survive until the gate opens
*Extended the map with new rooms for exploration by using some of the locked doors along the main path
*Extended the main path a little by adding a whole new room in the Maintenance Access hallway after the Underground Road
*Extended the speech to the other survivors reply to Zoey when she asks if anyone is still alive in the hallway massacre
*Tuned the script for a better the method of how the common infected spawns during the Gate Event and the horde should stop briefly after the gate fully opens instead of delaying for 2 more minutes, the event never was an infinite gauntlet as some people assumed to be due this long delay
*Changed the klaxon alert during the Reinforced Gate event, the horn sound is still the same however
*Changed the lighting of the tunnel after the Reinforced Gate
*Changed the lighting of the starting room
*Changed the entire initial speech from just Francis mentioning the Army, to a short conversation involving Bill, Zoey and Louis
*The Reinforced Gate is completely reworked to look more like a bunker gate, and added sound while it moves
*Rotated several doors 180 degree to better align with the closest walls when in their opened states


Chapter 2:
*Added more sounds to the list of eerie sounds that plays during The Old Tunnels section
*Added a new easter egg in the initial rooms
*Changed the lighting of the Storage Hallways section
*Changed the wall textures in the Old Tunnels Section into 3 slight different sections as an extra orientation info
*Changed the behavior of the lights in the Old Tunnels Section when the scripting plays
*When starting the Old Tunnels Elevator Event, the lights and sounds scripting pause stop until the elevator arrives
*No music will play during the entire section of the Old Tunnels in exception of SI spawning cues
*Reduced max time for the lights and sound scripting play from 100 to 90 seconds


Chapter 3:
*Added an U.S Army logo on top of the Elevator Gates in the Main Hall
*Added an extra hint during the Elevator Event telling the players to survive until the elevator arrives
*Pressing the switch to restore Main Hall power will start playing the event music in a "build up" mode
*Increased Max Specials during Elevator Event by 1 for Advanced and Expert
*Tuned the event script to stop spawning commons a few seconds after the main hall power goes out and enters in emergency mode
*Fixed the ladder problem in being difficult to slide back down at the road entrance outpost
*Changed a pistol spawn point in the beginning of the map to a Magnum spawn point
*Changed the hint when entering the Main Hall to tell to restore the power instead of figuring a way to call the elevator


Chapter 4:
*Added a dim light in the tunnel nearby the Steel Industry
*Added some more decals towards the last Hallway that leads to the ending Saferoom
*Changed the sound the smaller gate does when the Maze Gates Event starts
*Changed Car Alarm sound to use the unused internal variant
*Made the initial area of Chapter 5 be visible in the ending Saferoom, including the alarm beep


Chapter 5:
*Added a perimeter alarm sound when the finale start as a reason for the horde to stay attracted while the Scavenge happens
*Increased max common infected during Tank wave in finale from 7 to 8
*Changed the door which starts the finale to a invisible brush door and attached the proper fence door to it
*Changed the lump name of the map to "bdp_bunker05a" instead of just "bdp_bunker05" to prepare for a future update with an alternative finale
*Changed the Car Alarm sound to use the unused internal variant
*Converted the Blocking Volume into Survivor Blocking Volume over the fence where the finale event starts
*Fixed the finale door not opening if too many Commons blocks it from behind
*Decreased Special Infected respawn time during Tank wave in finale from 50 to 45

Update: 26 Nov, 2020 @ 9:49pm

Hotfix:
-Easter Egg script could flood errors in console and potentially give some other random errors
-Removed a random nav attribute volume in Chapter 1 floating outside the map

Update: 26 Nov, 2020 @ 11:59am

General changes:
*Changed the way the vscripts detects versus mode to discard if mutations are being played or not
*Navmesh improvement iteration


Chapter 1:
*Added a vent shaft to allow the infected drop down in the hallway that leads to the Reinforced Gate Hall
*Changed the appearance to the door that locks during the Gate Event to an armored door and added a warning sticker to it saying it will close if the Reinforced Gate is in motion
*Added a button that opens the armored door in a similar manner to the armored door in Chapter 3 that access its Main Hall
*Reduced the amount of max active common infected by 10 during the Gate Event


Chapter 2:
*All survivors are required to be nearby the elevator button in order to activate it
*A wall will materialize in the old tunnels when calling the elevator
*Reduced the number of commons that spawns in the curve and junction zones of the Old Tunnels


Chapter 3:
*Reduced the amount of max active common infected by 10 during the Elevator Event


Chapter 4:
*Added a couple more blue lights in the area where the Gates event start
*Reiterated navmesh back to the old format in the Gates event area start to prevent director spawning the horde unrealistically too near the survivors
*Disallowed the Tanks of the easter egg from being able to be igned by gascans, molotovs or fireworks
*Fixed a rare occasion where The Maze would softlock survivors from progressing by a specific combination of wall movers in the 2 great corridors
*Converted easter egg music back to .wav to prevent it crashing linux users and cutting off right in the middle in windows


Chapter 5:
*Extended some survivor blocking volumes in the first forest area
*Properly sorted common infected population in the navmesh, previously only default common population was being used
*Shortened the Scavenge music duration to save vpk size and to stay in more harmony with the Tank version of it

Update: 21 Nov, 2020 @ 11:58am

General changes:
*SUPER SECRET ACTIVATED!!! Shoot the pixel art in every chapter
*Converted all long non-looping sounds from .wav to .mp3 for better compression of the vpk
*Reduced the spawn density of Bile Jar from 4 to 3 in all Chapters
*Swapped the total progression points for Versus between Chapter 1 and 2
*Increased the total progression points for Versus in Chapter 3 from 800 to 1000 since this chapter has the longest journey between saferooms
*Made most of the small light props not fade with distance if graphics are on low settings as they are a very important detail to where the light sources are
*Improved the Versus blockades visibility
*Improved/changed lighting in some places
*Navmesh improvement iteration


Chapter 1:
*Added a custom camera tracker for the intro cinematic, this makes the movement of the camera much more smooth
*Added a volume trigger to check if all survivors are nearby the Gate Event button before starting
*Added two infected ladders to the Reinforced Gate Hall for Versus mode
*Specials will be fully aggressive during the Gate Event (e.g Smokers and Spitters will not hide after using special attack, instead they will drop down and try to melee survivors at any cost)
*Converted the spawn point of SG552 into a M16 spawn point at the security office of the Reinforced Gate Hall
*Extended the ladder hole in the security office of the Reinforced Gate Hall in 16 units to allow survivors to jump back down without grabbing ladder
*Made the door that access the Reinforced Gate Hall unbreakable and forcibly close when starting the event, it can be opened again and broken after the event ends


Chapter 2:
*Added an extra bridge access as decoration in the huge well area
*Added a damage filter volume towards the Generator Room ladder to prevent survivors dying when falling (mostly a bot issue)
*Added the ghosts back in the Old Tunnels section with a slight different method that won't generate high ping anymore
*Extended the horde of the elevator panic event in The Old Tunnels section to last the entire duration the elevator is coming down
*Made a decoration ladder usable for consistency in the Old Tunnels section (even though it's useless and leads to nowhere)
*Disabled the collision of the wooden barricade props in the Old Tunnels section and used thin invisible brushes instead to do the collision (This allows bullets to penetrate in some of them)
*Increased spawn chance of Tank during the Elevator Panic Event from 1/3rd to 50%


Chapter 3:
*Added sparks and smoke to the Elevator hinges as visual information to the survivors that it is jammed
*Added custom more custom sounds
*Fixed a rare occasion where one survivor would spawn outside of the Saferoom when transitioning from Chapter 2
*Reworked the way the survivors leaves elevator shaft and instead of two ladders now they can just jump into a pipe to climb up, this always has been the most intuitive way
*Specials will be fully aggressive during the Elevator Event (e.g Smokers and Spitters will not hide after using special attack, instead they will drop down and try to melee survivors at any cost)
*Changed how the elevator tracks applies damage and should only be electrified once the survivors turns the power on with the Energy Control Switch
*Made the order of the switches to call the elevator linear, so they gives the false impression that they need to be pressed at the same time, now the order is Energy Switch (longest path), then Gate Control Switch (shortest path) and then the Elevator Switch (bottom floor)
*The Main Hall will start dark now and will turn lights on when the Energy Switch is pressed
*Made the initial room of Chapter 4 be visible from the end saferoom door
*Reduced Special spawn rate from 2 to 1 during the Elevator Event
*Reduced the damage the elevator tracks does when powered up from 15 to 5
*Increased limit of max specials during Elevator Event to 4 in Normal and Advanced difficulties, and to 5 in Expert difficulty (Dev Note: This event was on par of difficulty with the gates event of chapter 4, when it is actually meant to be THE HARDEST event of the entire campaign)
*Converted the .50Cal nearby the Elevator Gate Switch in the upper floor into a broken decoration instead of an usable weapon


Chapter 4:
*Added infected ladders to the external walls around the Steel Industry
*Added two extra spawn points of Pills/Adrenaline behind the Truck that is parked in a dead end alley in The Maze section
*Added sparks effect to the damaged light pole towards the end tunnel in The Road section
*Fixed a rare glitch in The Maze Gates Event where the director may stop spawning infected at all while the gates opens and only resumes after the last one opens
*Moved a pistol spawn point at the shed in The Road section to the ground as always failing at spawning anything in the shelf
*Moved a healing item spawn point in the Power Station in the The Road section to be more visible to the survivors
*Made the forest in The Road section denser by adding more bushes and extra trees
*Extended the horde of the barricade panic event in The Road section to last the entire duration the barricade is burning
*Fixed the rescue closets respawning players beneath the map
*Fixed infected ladders not working properly in the fences in the road inside The Maze section
*Changed the way some geometric movers work so they will are properly lit and moves with more precision now
*Changed the blueish lens flares in The Maze section to be more subtle and draw at longer distances
*Changed the chance the dynamic paths can change in The Maze section from 1/3rd to 50%
*Disabled the collision of the wooden beams in the Steel Industry's corridor basement for the sake of player movement in that area
*Made the weapon spawn point at the garage behind the Steel Industry be a guaranteed spawn
*Reduced the spawn density of Special Ammo/Laser Sight and Special Weapons from 1 to 0.4 for Coop mode only
*Wrapped the hill aside of the Steel Industry within a survivor blocking volume
*Removed four infected ladders from The Maze section, added a very thin staircase for faster mobility instead


Chapter 5:
*Created a custom version of the Truck's model to properly animate during the escape scene (Dev Note: The original stuttered animation was getting me on nerves!)
*Added a custom camera tracker for the escape cinametic, this will make the escape scene much more smooth
*Added custom scavenge music and custom tank music during the respective stages
*Added a graffiti painting in the floor nearby the truck depot ammo pile telling the survivors about the escape truck
*Added an entire vent system in the ceiling of the beginning areas for the infected to spawn
*Added an entire roof area in the truck depot for the infected to spawn
*Added decorations of turnstile and security checkpoint right in the beginning of the chapter to make that place look like more with a reception area
*Added more spawn points of special upgrades along the journey from saferoom to finale, including the finale area itself
*Fixed an infected ladder not working properly in the truck depot area
*Converted a special upgrades spawn point nearby the saferoom from a Incendiary/Explosive ammo spawn into a Light Sight spawn
*Moved the dead body that lied nearby the lamp in the forest entrance to nearby the truck depot ammo pile as a way to tell it was him who wrote the graffiti
*Restored Tank from spawning during journey from Saferoom to Finale
*Reduced the size of the hordes in panic waves during finale, this should make waves shorter and bring the Tank wave more early
*The Truck in finale won't stop glowing until the survivors reach a certain proximity from it
*Increased max amount of commons during Tank wave in finale from 5 to 7
*Increased max amount of commons during Panic waves from 30 to 35 in Coop mode and from 15 to 20 in Versus mode
*Decreased the time which Specials can spawn during the initial Panic wave from 40 to 30 and in Tank wave from 60 to 50

Update: 11 Nov, 2020 @ 6:05am

Chapter 1:
*Added many blocking volumes to door corners and props
*Added ladders in the back of the Military trucks to make them more accessible to survivors and infected
*Increased max Common Infected limit in the Gate Event by 10
*Navmesh improvement iteration

Chapter 2:
*Added many blocking volumes to door corners and props
*Removed Forklift from the Generator Room in the side of the ladder access
*Removed the ghosts completely, they were a nice feature while it lasted, but due to them being too costly to the game's netcode i'm refraining from adding them totally (They were only visible with Shaders on Very High anyways so they werent contributing too much)
*Navmesh improvement iteration

Chapter 3:
*Added many blocking volumes to door corners, props and the Generators Room
*Added ladders in the back of the Military trucks to make them more accessible to survivors and infected
*Reworked entirely the couple rooms around the Elevator Dock to demotivate survivors standing up there until Elevator arrives (Dev Note: The Truck that was there was entirely a God Spot, it is fixed now but still looks like players still want to stay nearby the Elevator Dock at any cost instead of the bottom floor, so the surroundings of that area are now reworked in favor of the infected)
*Added Reinforced gates to the entrances of the middle floor in the Main Hall, those will close once the Elevator Event starts
*Added blood decals in the crumbled entrance of the middle floor in the Main Hall
*Added infected ladders to make Specials reach the upper floors of each one of the Switches quicker
*Navmesh improvement iteration

Chapter 4:
*Added many blocking volumes to corners, door corners, props and The Maze walls
*Added ladders in the frontal grate of the Trucks
*Added more infected ladders
*Navmesh improvement iteration

*Chapter 5:
*Added many blocking volumes to corners, door corners and props
*Added ladders in the frontal grate of the Trucks
*Added an extra room for infected to spawn at the truck depot
*Increased number of mini hordes during the journey from Saferoom to finale
*Prohibited Tank from spawning during the Journey from Saferoom to finale, compensated by allowing a second Witch instead
*Changed Witch type from Sitting to Wandering
*Increased the break time between waves to give a window for Survivors to heal/defib or anticipate the Scavenge
*Navmesh improvement iteration

Update: 6 Nov, 2020 @ 7:50pm

Chapter 2:
*Made a melee spawn point in front of the Saferoom be a guarantee spawn since the Saferoom has no melee spawns
*Removed a couple ghosts from the Old Tunnels section, as it seems they are being the issue with the map generating high ping

Chapter 3:
*Fixed a possible issue with switches glowing after chapter restarts if the survivors die before reaching both of them
*Elevator Event will change the difficulty of the spawned mobs accordingly to the difficulty being played (e.g Smoker will spawn in Advanced/Expert modes)

Chapter 4:
*The Maze Gates Event will change the difficulty of the spawned mobs accordingly to the difficulty being played (e.g Spitter will spawn in Advanced/Expert modes)
*Added custom music in The Maze Gates Event
*Removed couple graffiti decals from a wall due to them projecting unintentionally in the ground

Chapter 5:
*Added an ammo pile in the room with First Aids before the Finale Door
*Added a Game Instructor Hint when the finale triggers to inform the players where they have to bring the Gas Cans to
*Fixed Gas Cans not stop glowing if the chapter resets
*Decreased the spawn time of Special Infected from 45 to 30 during the journey from Saferoom to Finale