Left 4 Dead 2

Left 4 Dead 2

Silent Hill 1 (1/4)
Showing 31-38 of 38 entries
< 1  2  3  >
Update: 13 Feb, 2023 @ 3:38pm

Update: 13 Feb, 2023 @ 2:57pm

Chapter 2:
- Complete overhaul and advanced optimization: a large portion of the map has been rebuilt to match source engine optimization standards. Visually and gameplay-wise, there will be no changes. This has been done, because the map was horribly optimized and would take ages to compile. There should also be insignificant improvement in frame rates. However, some things were broken and I had to fix them manually. Do report, if you find something that I may have missed.
- Added a few infected ladders, where specials could spawn, but couldn't get out of there.
- Fixed item transition from previous chapter
- Added weapon spawns in the starting area, which will appear, if you start a new game from this chapter (not otherwise)
- Blocked off cheesy spot near the trap in the alley.
- Added hints on what you need to do in school.

Chapter 5:
- Fixed item transition from previous chapter
- Added weapon spawns in the starting area, which will appear, if you start a new game from this chapter (not otherwise)

Chapter 6:
- Added a hint on the underground gate in the basement
- Nav adjustments

Chapter 12 (ending 1):
- Added navblocker to finale door

Chapter 13 (ending 2):
- Sealed off a door in hospital section that would show the void
- Fixed missing hospital section music.

Still putting off the removal of occluders on the first map, since it will require as much effort as I've put into the second map on which I've focused primarily during the making of this update. The item transitioning will be fixed for all chapters eventually, but will take some time, stay tuned.

Update: 5 Feb, 2023 @ 12:51pm

Update: 5 Feb, 2023 @ 12:19pm

Update: 5 Feb, 2023 @ 7:50am

General:
- Added L4D1 special infected

Chapter 3:
- Fixed classroom doors not unlocking after picking up the key

Chapter 6:
- Added gradual "deletion" of the 4th floor
- Fixed the storagekey trigger not deleting after picking up the key
- Minor item balancing
- Nav adjustments

Chapter 7:
- Nav adjustments: fixed a rare case where bosses would spawn inside otherchurch and prevented boss spawns outside of antique shop in alt world.
- Added navblocker to antique shop.

Chapter 8:
- Basic optimization
- Added fade out effect when transitioning from the previous level
- Fixed cheesy spot before the 1st key door area
- Fixed floating medkit/defib
- Nav adjustments

Chapter 9:
- Nav adjustments: fixed "god spots" inside indian runner.

Chapter 12 (ending 1):
- Created suspense progression during finale
- Minor item balancing

I'm scrapping deletion of occluders on the 1st map, until the next update since this map is horribly optimized. It will take some time to get it right.

Update: 2 Feb, 2023 @ 4:39am

Update: 2 Feb, 2023 @ 4:24am

Update: 2 Feb, 2023 @ 3:37am

Release date

The following changes were done on the publication originally created by PopTheseFools and then me taking over and continuing from there

General:
- Fixed the tank music not looping.
- The workshop upload should no longer conflict with itself

Chapter 1:
- Made the chapter harder: added a new puzzle: for those of you, who played original sh1 this will be nothing out of ordinary. The rest will have to scavenge some more, but shouldn't be too troublesome.
- Removed unintended weapon spawns
- Added new sprites in Leafo's style to give you a hint on what to do
- Adjusted music settings. They should guide you, when you approach the area containing the keys or quest items that will help you to progress. Keep an eye out for any tips you can see and learn the map you got at the beginning of the chapter and check another one inside the dog house. You start at Bachman road.

Chapter 2:
- Added a few "surprises".
- Minor item balancing

Chapter 3:
- Basic optimization
- Nav adjustments: added more navs blockers to prevent the infected spawning behind locked doors
- Adjustments to tank scene.
- Fixed double doors on the 2nd floor near the locker room not unlocking after getting behind them.

Chapter 4:
- Minor item rebalancing
- Minor nav adjustments
- More music from original sh1 game

Chapter 5:
- Minor item rebalancing
- Minor nav fixes
- Added more music from sh1 along with the suspense.

Chapter 6:
- Major item rebalancing: added an extra ammo pile. Used to be only one for the whole chapter that is located behind locked saferoom door, which was clearly unfair.
- Added a few "surprises"

Chapter 7:
- Basic optimization
- Fixed pushing force in Other Church starting too early, preventing Survivors from getting inside the room. If the bots refuse to follow, try looking at them while inside the altar room. They should follow into the tunnel and will be forcefully pushed inside.
- Nav adjustments: fixed some cases in which the infected would be stuck and unable to get to survivors
- The panic event in alt world can no longer be skipped
- Fixed the case, where the gates during panic event would not open after restarting the map.
- Fixed three infected ladders near the garage area that were causing the infected to be stuck into the fence.
- Prevented boss spawns inside scripted boss sequence areas
- Fixed the siren continue playing in some places after transition to the alt world
- Restored fade in/fade out effect on transition to Alt World
- More music from original sh1 and added one easter egg

Chapter 8:
- Prevented unfair boss spawns in the vicinity of teleport area near the sewers entrance
- Major item rebalancing
- Adjustments to music to create suspenceful envienronment in the dark
- Nav adjustments

Chapter 9:
- Prevented unfair boss spawns in the vicinity of transition to alt world area
- Adjustments to music
- Minor item rebalancing

Chapter 10:
- Prevented unfair boss spawns inside scripted boss tank area sequence.
- More music/sfx from sh1

Chapter 11:
- More music from sh1

Chapter 12 (ending 1):
- Basic optimization
- Fixed the finale. The finale will now start automatically in 15 seconds after teleporting to the finale area.
- Removed occluders that obscured vision in the finale area
- Minor item rebalancing