Left 4 Dead 2

Left 4 Dead 2

Silent Hill 1 (1/4)
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Update: 9 Dec, 2024 @ 10:44am

- Emergency hotfix to teleport on the 4th chapter

Update: 8 Dec, 2024 @ 10:43am

Update: 8 Dec, 2024 @ 10:36am

Chapter 3:
- Added hints at classroom doors
- Nav adjustments

Chapter 4:
- Fixed spawning under floor at the start of the chapter after transitioning from the previous one

Chapter 7:
- Implemented a suggested fix for the crash caused by Military Sniper Rifle (I have no way to test this, feedback will be greatly appretiated)

Chapter 10:
- Increased clown zombie spawn ratio, you should encounter more clown zombies from now on

Update: 18 Feb, 2024 @ 1:25am

- Emergency hotfix to resolve high ping issue in chapter 8 caused by newly added gameplay sequence

Update: 17 Feb, 2024 @ 7:19am

- All the func_door_rotating can no longer be opened via touching to resolve bot pathing issues
- Further eradication of exploit and out of bound issues
- Corrected some of the spelling mistakes on in-game instructor messages
- Further nav adjustments on all maps

Update: 2 Feb, 2024 @ 10:37am

Kept you waiting, huh?

A promise is a promise. Today is a one year anniversary since I took over this awesome campaign. I want to thank everyone for all the supportive comments, achieving 5 Stars on this campaign and for playing this version in general. Specials thanks to Goo Ball for reporting most of these issues. Had it not been for him, this update would have been much less ambitious and retain all the many cheesy strats that are no longer possible. And Roku, for helping me out with stuff, that I could not sort out on my own. Here's a long list of changes done in the update:

General:
- Changed keys and doors mechanics: the doors locked from the other side are now actually have to be unlocked from the other side. Picking up the keys will not immediately unlock the doors. Instead, approach the door and press USE to use the key. If you got hints enabled, you'll be informed about successfully using the key or unlocking the door. Enabling the in-game instructor is now strongly recommended for a better response on your progress.
- Same goes for quest items: you'll be informed about picking up or using one.
- The locked doors are now unbreakable until unlocked
- Arranged infected populations: the main infected type is default L4D1 infected, which will spawn in the Fog World. The L4D2 infected will appear in the Otherworld. (both Commons and Specials) You will also encounter various uncommon infected in relevant locations from now on.
- Arranged Witch types. You will encounter walking Witches during Day Time and well-lit areas in general.(excluding Bride in the Church) and sitting witches during the Night and in dark areas (like sewers).
- Added rusty weapon skins. You will find alt weapon skins in the Otherworld chapters and default weapon skins in the fog world
- Added more hints about puzzles as well as more hints in general to increase interaction with the world.
- Added more sound effects from the original game.

Chapter 1:
- You can now take the Keys for Eclipse map from the Levin St. House. Only the one who grabs it first will know the exact key locations (The in-game instructor must be enabled in multiplayer options for this to work)
- The cafe door and the alley gates can no longer be opened via touching, which should resolve the bot pathing issues
- Converted some props from dynamic to static
- Prevented boss spawns inside Levin St. House
- Nav adjustments

Chapter 2:
- Improved the Golden Medallion puzzle: added corroding effect, the sequence will work similarly to how it is in the original game
- The Piano will be disabled once you solve the puzzle, ensuring you know when you got it right
- Blocked off many spots that could be exploited or meant to be unreachable
- Sealed access into the pit inside the saferoom to prevent game breaking exploits.
- Nav adjustments

Chapter 3:
- Swapped Classroom and Library Reserve key locations to match the original game
- Fixed being able to skip the horde event in Teacher's room
- Fixed being able to pick up the Library Reserve key after plugging the pipe instead of turning the valve
- Fixed a case where another Boss could be spawned inside a Rescue Closet in the Boss area
- Sealed access into the pit to prevent unpleasant scenarios


Chapter 4:
- Fixed many spots that allowed cheesing certain encounters
- Fixed being able to go out of bounds in a certain places
- Fixed being able to fuel the chainsaw more than once
- Item spawn adjustments
- Nav adjustments: fixed many cases of Special infected getting stuck behind garages in the alleys

Chapter 5:
- Fixed being able to go out of bounds in certain places
- Fixed being able to block the witch using hospital gate (sort of...)
- Fixed a few broken textures in the hospital
- Restored missing tree models outside the map

Chapter 6:
- This chapter will no longer spawn bosses
- Added a check that unlocks the doors on the 4th floor in case if it gets locked for whatever reason (I wasn't able to test this properly, so if this fix doesn't cut it, let me know in the comments. I have another solution)

Chapter 7:
- You must grab the key to Antique Store before heading out the Checkpoint area from now on.
- Increased push force inside altar room.
- Prevented infected from spawning inside the altar room.
- Fixed certain spots that allowed going into unreachable places
- Fixed being able to tap into the void for cheesy strats
- Fixed a few more god spots in Alt World
- Fixed a few broken textures in the hospital
- The platform above in the Mall with Military Sniper Rifle and Health Kit is now reachable by infected
- Sealed the void in the Other Church
- Sealed the void on the way to the Police Station
- Minor item balancing
- Nav adjustments

Chapter 8:
- Complete overhaul and advanced optimization: a huge chunk of map has been rebuilt to match source engine optimization standards. Visually and gameplay-wise, there will be no changes. There might be insignificant improvement in frame rates
- Corrected a typo on the map's name (Good lord, after 10+ years)
- Added water to the sewers part along with water drops.
- Fixed some lighting issues, most notably in Police station
- The fence door to the sewers is now opened away from the sewers direction to prevent cheese strats
- Removed the delay on the fade from effect on level start (the effect still doesn't work as intended)
- Converted some props from dynamic to static
- Added some surprises :3
- A few texture fixes
- Minor item balancing

Chapter 9:
- Added water to the sewers part along with water drops.
- Fixed being able to grab some of the items from the safe without opening it.
- Fixed infected getting stuck behind Lighthouse
- Fixed a stuck spot in the Indian Runner
- Fixed the positioning of ammo on the boat
- Fixed being able to go out of bounds in certain places
- Blocked off some of the cheesy spots

Chapter 10:
- Fixed being able to go out of bounds
- Nav adjustments
- Minor item balancing

Chapter 11:
- This chapter will no longer spawn bosses
- Further rework of the Zodiac Puzzle: you can only press one number at a time on each panel. If you get the solution wrong, you'll be informed. Upon solving the puzzle, the buttons are disabled (Thanks to Roku for helping me out with this)
- Item spawn adjustments

Chapter 12 (ending 1):
- Fixed fps drop issue inside the rescue area
- Fixed the infected spawning inside the rescue area during finale
- Removed those weird teleporters

Chapter 15 (ending 4):
- Fixed being able to go out of bounds
- Fixed being able to get up on the cow
- Nav adjustments

Update: 31 Jul, 2023 @ 7:39am

A hotfix to a few overlooked issues.

Update: 30 Jul, 2023 @ 3:04am

General:
- Added remaining hints about doors

Chapter 1:
- Plugged the last hole into the void. (why no one reported it ><)

Chapter 7:
- The tank in the mall will immediately attack the survivors upon being spawned
- Fixed mall music not turning back on, if the survivors get killed during the mall boss

Chapter 8:
- Smoothed out transition to the sewers sequence: the screen fades to black before teleporting everyone to the location. Transition is now possible only when everyone is ready to go.

Chapter 9:
- Transition to the alt world sequence adjustments: the whole sequence was redone in a similar way how it works in the original game. Transition is now possible only when everyone is ready to go.

Chapter 15 (ending 4):
- Escape sequence change: the Survivors will be abducted by UFO on escape.
- The game should properly count who escaped and who didn't from now on
- Further reduced delays related to escape sequence. You will be able to escape almost immediately as the UFO arrives
- Nav adjustments: fixed multiple cases where bots couldn't use ladders. The bots navigation was improved significantly, so this finale will be notably harder now.
- Fixed the positioning of weapons in the weapon cabinet inside the garage
- Fixed the escape vehicle ready spam message
- Made the ladders prop_static to prevent them from being moved (why the hell would you make ladders prop_physics Oo Guess we'll never know)
- Removed those weird teleporters
- On rescue, the Survivors will be teleported out of bounds, so that the Infected cannot reach them.
- Deleted useless occluders
- UFO theme will persist on stats screen

Update: 10 Jul, 2023 @ 3:44am

- Another attempt at fixing malfunctioning transition to the next level of the 7th map.

Update: 8 Jul, 2023 @ 1:24pm

- A few lighting and nav adjustments on chapters 4, 5 and 7.