Left 4 Dead 2

Left 4 Dead 2

Short Harvest
Showing 1-5 of 5 entries
Update: 14 May, 2023 @ 10:12am

Added back the train/foot-bridge collision event. (You can choose to NOT stop the horde by avoiding the unsafe-room to its left by jumping on the rocks, only crossing the front door's frame will stop the horde, crossing the exit door won't ;)

Reduced a clip brush (invisible wall) at the start of the rope-bridge on the left that was preventing falling off it.

Moved the car alarm from before the foot_bridge to right after the rope-bridge behind a bush near the star area. (It was there only to compensate for the missing newly added event)

A wood log has been re-added back to its original place where the car alarm was.
Added a forced bile spawn before the new event somewhere around the train yard.
Added back a vocalisation line about the newly added event.
Rebalanced the weapons/items spawns around the map (more bile spawn chances too), especially in and around the little house near the foot-bridge for more loot before starting the newly added event.

Slightly moved a tree to allow passage between it and the wagon garage.
Increased the drawing distance of the map around the detachable wagon and improved the way the light pole next to it was lit.

Improved the lighting of the white wooden fences located right before the first unsafe-room.
Ajusted a displacement to close a gap between a rock and the floor near those same whites wooden fences.
Chances for a witch or a tank to spawn has been added right after the barn.
The alternative pathway behind the Richardson Atlantic Train Station is now open for exploration again !)
Spawn location for a witch or a tank has been moved a bit further after the bridge crows event near the climbable wagon.

Tweaked a texture on the newly added unofficial rescue closet.
Added some forced zombie spawns in the cornfield that will spawn during the field crows event. (The event didn't bring any zombies for some reason..)

Added missing finale escape vocalisation lines for all actors (Run to the truck!)
Edited an error in the addoninfo.txt (There was written Death Harvest instead of Blood Harvest for some reason)
Modified the outro title to emphasize more on the different size of the words.
Tweaked a few more things like displacements heights, vocalisation entity locations, navigation improvements, items angles, props drawing distance, events horde rates, optimization etc...

Update: 26 Mar, 2023 @ 1:10pm

Added a forced item to spawn near the starting area behind a big tree.
Changed the angle of more item spawns to avoid adrenalines spawning upward.
Deleted a few doubled static props before the tunnel and removed collision on some others.
Fixed a misaligned displacement in the tunnel right after climbing the fuel wagon to the left.
Aligned some train rails a bit before the foot-bridge.
Moved both car alarms a little closer to the main survivor's pathway and added a bush in front of one.
Replaced all clip brushes blocking some trees by physics blocker entities to save on brush ressource.
Blocked more trees by physics blocker entities to avoid getting stuck in them.
ADDED A RESCUE CLOSET behind the wagons just before the finale area.

Update: 18 Mar, 2023 @ 3:43pm

Fixed a navigation bug in the trailer where bots tried to walk through a wall to obtain pills or adrenaline spawning in the toilets.

Fixed a navigation bug where the bots would fall to their death when trying to use the new red ladder leading to the tunnels.

Fixed a bug that prevented players from picking up items that could drop at the bottom of that same ladder.

Fixed a misaligned displacement in the tunnel right after climbing the fuel wagon to the right.
Fixed a couple of floating black textures near the wooden foot-bridge.
Fixed a navigation bug where zombies would sometimes climb a wooden pole right after the same foot-bridge.

Fixed a navigation bug where zombies would sometimes spawn on high rocks near the unsafe-room before the barn.

Made the support of the big "RICHARDSON ATLANTIC" sign render from farther.
The train bridge birds event now starts a few meters closer to the start of the bridge, almost as soon as you step on it.

Aligned some train rail textures properly after the unsafe-room wagon.
Moved up the fuel wagon a little to align its wheels clipping through those same rails.
Added a pine tree near the finale fence (the one that the rescue vehicule runs over) to hide a hole in the map.

Fixed a floating wooden beam near the same fence by making it longer to touch the floor. (bug is still in the original map)

Optimized a little bit the same fence by making some visually unreachable brush faces transparent. (using the nodraw tool texture)

Blocked a tree log and a metal sign from being climbable near the same fence to avoid an exploit that prevented zombies to spawn.

Update: 12 Mar, 2023 @ 3:42pm

Added a little more items and guns starting from the trailer home until right before the train bridge.

Changed the angle of numerous item spawns to avoid having some adrenalines spawn upward.
Added some forced spawns for melee weapons, laser sight and incendiary/explosive ammo and pistols here and there.

Fixed some soundscapes that were misplaced or in excess number resulting in the wrong ambient sound playing.

Blocked the ability to jump on a wagon where zombies or bots couldn't reach you.
Slightly moved up a cable that was cliping through a wagon in the tunnel.
Added a chance for one of each super-weapons to spawn, the grenade launcher and the M60 are hidden and hard to reach somewhere in the map.

Fixed a clip brush slightly blocking the navigation right after jumping off the last wagon of the tunnel.
Moved the train bumper situated in the wagon garage away from the wall to ease navigation around it.
Reduced the number of pain pills from four to three in the medical cabinet situated in the room near the broken wooden foot bridge.

Deleted a useless tiny "illusionary" brush in the "unsafe-room" before the barn. (Still present in the original campaign's safe-room lol)

Deleted a doubled melee weapon spawn in the "unsafe-room" before the barn.
Deleted a doubled clothing pile prop in the "unsafe-room" before the barn.
Deleted a doubled overlay (entity that renders stains/blood or writings, etc..) on the wall in the "unsafe-room" before the barn.

Improved the navigation when avoiding the "unsafe-room" by jumping over the rock to the left of the said "unsafe-room" before the barn.

Moved an item spawn that was unreachable, it was inside a rock to the right after the "unsafe-room".
Added a shovel and a pitchfork around the barn, they are forced to spawn so they will always be there.
Added missing collision to a couple of piece of wood on and around the broken foot bridge.
Resized a clip brush blocking navigation between a rock and a tree near the ledge in front of the "unsafe-room" before the barn.

Deleted a large doubled displacement brush and a doubled cubemap (surroundings reflection entity) near the second car alarm.

Added a forced ammo pile and a weapon upgrade (explosive ammo or laser sight) in the main room before the train bridge.

Fixed several invisible textures around the map, preventing to see through walls.
Added two forced bile jar spawns around the main room before the train bridge event, consequently deleting all other random bile jar spawns from the entire map except in the finale.

Fixed an unreachable item random spawn under a metal desk in the small building before the train bridge by moving it in front of the said desk.

Fixed a graffiti that only partially rendered on one of the exterior wall of the small building before the train bridge facing the balcony.

Made a train rail longer because it was cut too short and it looked weird.
Fixed a ladder on a wagon before the train bridge which bots failed to climb on some occasions.
Fixed four train rail brushes overlapping on each other and aligned their textures properly.
Delayed the horde spawn by one second after the birds fly off the train bridge at the gauntlet panic event, also the horde will continue to spawn for ten more seconds if the "unsafe-room" wagon isn't reached until then.

Added a few clip brushes around some trees to prevent getting stuck in them.
Modified the finale navigation parameters to start as soon as you drop in the cornfield and not at the tractor anymore, hopefully preventing random hordes to spawn if going back in the field before starting the finale.

Optimized the map a little by increasing the lightmap scale of some textures on large displacements around the finale area.

Aligned the finale ammo pile clipping in the table it spawned onto.
Added a clip brush against a natural mound wall displacement facing the cornfield to prevent an exploit.

Resized some clip brushes blocking the newly created sceneries inside the finale house (piano in the hallway and dressers/tv cabinet in the big bedroom)

Made a few other minor changes like turning on self-shadowing on some props or blocking some grass sprites from rendering, etc..

Update: 4 Mar, 2023 @ 11:15am

Short Harvest
The fifth map of the Short Series, released for L4D2 13th birthday (17 Nov ;)

Enjoy !