Left 4 Dead 2

Left 4 Dead 2

Precinct 84 (Fixed)
Showing 1-3 of 3 entries
Update: 8 Sep, 2024 @ 10:27pm

repaired some nav spots
sorted out a few ladders
rebuilt the string tables

Update: 3 Apr, 2024 @ 8:26pm

modified special infected

Update: 9 Mar, 2024 @ 8:35pm

03/10/24
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Fixed the mission script
You should now be able to play versus and survival
Swapped out the special infected and common infected for their Left 4 Dead counterparts
Custom models for the smoker and tank

Credits:
Payne/Keldorn for the campaign
SirWololo for his police special infected edits

07/02/18
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==== MAP 3 ====


- Added back the power button to open the police garage, kind of how it was like in the 2011 original map.
- Made the "self storage" building enter-able
- Added a director query to spawn first aid in the tunnel at the ambulance if players are doing very badly
- Added ammo to back of a van in the tunnel
- Added a dresser in the trailer in the tunnel for something to jump on to avoid spitter goo
- Added sky box to roof of "Richard Atlantic" warehouse as a frame rate optimization
- Added alternate staircase to air ventilation room
- Added a vent drop down in the air control room cafeteria
- Added another button control box to scaffolding in air control room for crouch cover from smokers
- Moved generators in air control room so you can walk behind them under the scaffold
- Added more Molotov to the police garage area
- Fixed the window frame in the prison area so you can jump through it.
- Added some 3D detail to the "hotel" building exterior, so it's just not a flat cube.
- Changed the navigation on small wood stairs at the safe house a bit so CI aren't being annoying attacking from the sides
- Changed survivor rescue closet in tunnel from rescuing one to all 3 survivors.
- Fixed missing navigation on semi-trailer roof at tunnel entrance.
- Decreased smoke density at tunnel entrance by 50%
- Increased size of survivor rescue bathroom stalls in nightclub to help stop getting stuck in the doors when re-spawning
- Added some extra difficulty ahead in the tunnel for those "pro players" who rush past the air control room panic exploiting the games CI limit event into the tunnel. ;)
- Fixed a very generous Molotov that was set with 5 pickups in the nightclub. Change it to 1 pickup.

== MAP 4 ===
- Increased SI spawn wait time by +5 seconds

06/11/18
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Map 1:
- Increased slightly Molotov and pipe bomb spawn chance
- Made SMG in apartment flagged to always exist
- Rearranged boxes at fire escape ladder so easier to ascend back up
- Added light to Chinese restaurant
- Added magnums chance drops
- Moved ammo near police cars slightly to be more visible when you come out the sewer

Map 2:
- Made the gun shop/pawnshop with tier 2 more visually grabbing. For some reason almost every new player doesn't look over there and skips it going it up the train stairs with tier 1 guns.
- rearranged the ladder slightly after the rooftop event .
- Added a missing cube map in the sewer that caused the concrete to be really shiny.
- Re-detailed sewer exit near safe house. Added a camping corner near the ladder.
- Added some more attack spots from windows/roofs for infected near portable toilets.
- Added director angry query to rooftop, a kit and pills will spawn in the bedroom if players are doing very bad. You will likely never see these if your a good player.
- Changed sofa in house with fireplace to a chair to make more space. (was to cramped)
- Made safe house wall more visually grabbing
- Increase occurrence of alarmed police car slightly by lowering director query anger threshold 1 point.
- Added magnum/pistol drop chance to Chinese restaurant

Map 3:
- Fixed a few cube map reflection errors.
- Added more space to stairs near air control room panic event
- Made air control room panic event start by extra 3 seconds later
- Made the roll up door in air control room more dangerous to camp on.
- Added a new vent to generator area
- Fixed the roll-up door in air control room to be breakable by a tank.
- Decreased smoke density in tunnel slightly
- Added an enter-able RV trailer near end of tunnel
- Added parking lot side area to gun shop and another window into this area from inside
- Made other end of high sidewalk near the tunnel entrance also enter-able by jumping on a van.
- Made the nightclub tank event happen a little less often.

Map 4:
- Changed special infected spawn rate from 90 to 60 seconds
- Changed common infected spawn distance from 2000 inches to 1750 inches

04/02/18
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Removed jockeys from campaign... A source of many unnecessary game overs.
Added director queries.
Director now controls some things like alarmed cars and can turn on/off.
Or might add or delete pills/items in certain locations if players are doing badly or good.
Made tanks in night club 33% chance to appear or not, otherwise you can walk through without lifting curtain
Removed panic event from night club in map 3
Moved panic event to air ventilation room in map 3
Added sewer path in the road and back apartment behind the house around after the roof top event on map 3. Gives route to escape from tanks.
Increased light brightness in couple indoor areas.
Added more lights to tunnel in map 3 and survivor rescue closet
Added more windows for specials to attack from in map 3 on the street.
Made the shotgun and sniper in gun shop on map 2 a multiple pickup.
Added hallway to interior and another exit in the building beside taxi garage on map 3.

03/16/18
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Added material for missing texture on map 2

03/14/18
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increased outdoor lighting brightness
reduced screen vignetting by 90%
deleted some big props to help the director better populate the maps
added a boundary to mark the trigger that starts the rooftop event on map 2
made the sewer lid in map 1 to now have a 50% chance to be open or closed
added a panic event horde to the Night club in map 3
added "hard rain witches" to the tunnel of map 3
added post processing blur to the tunnel of map 3

02/13/18
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The 3rd map is now daylight
Map File names are changed to not conflict with the original version in your add-ons
oops forget the sound.cache
A Map was missing cube maps
Fixed pink missing texture fixed from props_industrial/Pallet_Stack01.mdl (Bugged out official model)
Visual Update for Map 1
- Small update to map 1
- Large update to map 3
- Couple fixes in map 4 Finale
- Missing texture fix for map 2 train window
- Updates to all maps
- Removed 30MB junk custom content that wasn't needed. Unfortunately higher resolution light maps in the .bsp's took back that savings.
- Added few "empty" areas to navigation so their is more "quite time" instead of constantly shooting common zombies.
- Fixed railing area in rooftop stage of map 2 where you can get in-capped that was unreachable by survivor bots.
- Deleted unused 4mb .wav file . Makes the campaign tiny bit smaller.