Left 4 Dead 2

Left 4 Dead 2

Left 4 Dead Modified: Crash Course
Showing 1-10 of 10 entries
Update: 10 Oct, 2023 @ 1:14pm

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General
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Fixed VGUI map images using the wrong filter



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1: The Alleys
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Increased fade min/max distance of fences and cars on the bridge

Fixed some soundscapes in the building next to the howitzer



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2: Truck Depot Finale
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Fixed some soundscapes in a building outside the truck depot

Update: 10 Oct, 2023 @ 7:26am

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General
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Updated addoninfo

Navigation improvements

Clipping improvements

Soundscape fixes

Added more cubemaps

Added custom level end tracks

Replaced some left over developer textures

Removed the custom hints and replaced them with the original instructor hints

Versus support added - added a small amount of rooftop access areas (1: The Alleys) and infected ladders

Removed remaining door blockers that appeared in Versus mode

Increased pistol spawn pickup count from 1 to 5

Replaced map parameters with L4D2 versions

Brush work fixes

Increased fade min/max distance of many models on both maps

New exterior colour correction

Added L4D1 car models

Changed the Grenade Launcher and M60 spawns for each map (total of 1 Grenade Launcher and 1 M60 per map)

There are more changes that should be listed here, but during my time working on Crash Course I didn't edit the changelog as much as I progressed with editing these maps like I did with the other L4D1M campaigns.



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'1: The Alleys
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Added more background scenery to an empty road opposite the alleys

Opened up a small room at the entrance of the alleys (visible in original map image)

Fixed the alarmed cars displaying warning hints when they weren't active

Added a chance that no alarmed cars will spawn (like in other L4D1M campaigns)

Fixed multiple overlays missing brush faces

Removed invisible ladders that I placed outside the warehouse in a previous update and replaced them with invisible displacements that allow you to jump back inside

In Versus mode, the car alarm closest the saferoom will be the only one to always spawn

Replaced semi-trailers with delivery vans outside the saferoom

Added missing roll-up door outside the saferoom



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'2: Truck Depot Finale
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Replaced cargo container model with a fixed variant

Fixed a very rare occurance where if an item got stuck in a specific position under the truck lift as it nears the bottom, the game would softlock and the players would not be able to progress. (This is present on the L4D1 and L4D2 version)

New holdout areas in the truck depot - a blue warehouse, a small maintenance room and some cargo containers

Added more supplies around the finale arena

Added 2 more random finale weapon clusters - default position by the long nose truck, inside the blue warehouse and on top of the 2 cargo containers

Added an extra set of first aid kits on top of the 2 buses outside the truck depot

Added a temporary glow to the spawned ammo pile in the truck depot (similar to Swamp Fever's Plantation map)

In Versus mode the default finale weapon cluster will spawn (by the long nose truck)

Fixed orator responses for using the generator in the truck depot

Added custom instructor hints to the generator. In L4D2 the prompt to start the generator does not appear.

Added proper instructor prompt text to the truck lift (unfortunately I was unable to consistently use this with a 'Be ready to fight the horde' hint - so that does not appear)

Fixed a very rare occurance where if an item got stuck in a specific position under the truck lift as it nears the bottom, the game would softlock and the players would not be able to progress. (This is present on the L4D1 and L4D2 version of this map)

Added a clip brush ramp to the back of the armored truck, you no longer have to jump to get in to the back

Added dynamic lights to the armored truck (outro only)

Update: 27 Oct, 2022 @ 12:18pm

A quick update to apply the latest settings used in L4D1M: No Mercy until I properly update the add-on

Updated to latest VScript settings:

Decreased spawn density of common infected per nav area, infected will now be scattered across a bigger area

Corrected custom car alarm panic events, the common limit is now set to the right value

Car alarms can no longer be activated at any distance, the distance is now doubled from the default value (700 > 1400)

Update: 22 Mar, 2022 @ 7:46am

Decreased the size of the safezone at the start of the campaign

Replaced an infected ladder to a generic ladder to allow access back in to the warehouse on '1: The Alleys'

Increased the horde size for the howitzer panic event, the horde ends too soon before the fire goes out

Added a sound effect to the generator lights being turned on

Increased finale horde size by a small amount

Navigation improvements, and added some more battlestation positions to the finale area

Update: 20 Mar, 2022 @ 6:19pm

Implemented the new sounds and features from L4D1M: Dead Air

Added a new sequence to start the finale, using the unused set of models for the vehicle lift. After starting the generator you must enter the garage and pull the lever on the lift to begin lowering the truck

Added a second chance for the generator to break, it has a 1 in 3 chance of triggering a timer after restarting the generator the first time (it will not break again after it breaks the second time)

Added a new sound effect for when the garage loses power

Added an extra floodlight generator to light up a section of the garage lot

Fixed the truck sound playing twice at the same time during the outro cutscene

Fixed the guardshack by the blocked bridge on '1: The Alleys' not displaying gib models after firing the howitzer

Edited weapon spawns to use templates like the other L4D1 campaigns, be sure to search for weapons. '1: The Alleys' has 8 possible spawn clusters and '2: The Truck Depot Finale' has 4 possible spawn clusters. Weapons in finale areas will always spawn

Added temporary health items to the finale

Increased minigun spread from 3 to 5

Added a new convar that slightly increases the chances of the director converting temporary health items to first aid kits/defibrillators when players are low on health

Created a new loading screen

Removed some unnecessary custom models

Cubemaps galore

Fixed UV of the bus windscreen (need to update other campaigns with this)

Added better paper box pile model

Added temporary health items to the finale area

Navigation mesh improvements

Soundscape improvements

Lighting improvements

Area portal improvements

Fixed some textures

Fixed the IBeam_Supports01 model in the truck depot

Fixed light attachments on the armored truck, and added dynamic lights to the outro cutscene, this isn't even in the original map

Fixed armored truck glass attachment during the outro cutscene, this isn't even in the original map

Reset the spotlight to it's original length and width values for both maps

Added an invisible ladder to climb back over the fence by the alarmed car on '2: Truck Depot Finale' (there is a ladder on each side of the front of the truck, and one on the fence)

Added a new police barricade model that fixes the bottom part not being drawn

Update: 30 Nov, 2020 @ 7:52am

Changed the name of the campaign

Removed unused van materials

Implemented scripts similar to Death Toll and No Mercy

Finale panic event size set back to default of 2 waves instead of 1

Fixed an infected ladder near the howitzer

Navigation mesh improvements

Assigned 3 specific THREAT navigation positions per map, to force Tanks and Witches to spawn there instead of the terrible auto-picked positions from 'nav_analyze'

Update: 18 Nov, 2020 @ 12:56pm

Improvements to navigation mesh on Alleys

Tweaked map parameters for weapon spawns

Updated artwork

Update: 16 Nov, 2020 @ 8:04am

The orator response after firing the howtizer has been fixed

An incorrectly positioned infected ladder on the second map has been fixed

Made improvements to the checkpoint navigation mesh

Update: 16 Nov, 2020 @ 6:13am

Removed leftover 'ibeam_support_fixed' model that never ended up being used

Removed all custom infected settings from the campaign - everything is fullstock however hordes will still spawn in front rather than behind or close rooms

Update: 15 Nov, 2020 @ 2:18pm