Left 4 Dead 2

Left 4 Dead 2

Dead Flag Blues 2 - Reborn V1.0
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Update: 8 Jul @ 2:41pm

small improvement for map 5

-the "final nail" theme now plays after the first tank is killed and the 2nd wave begins, just like L4D1

Update: 6 Jul @ 6:11pm

minor update to map 4

-moved a rock prop away from a wall slightly so players don't get caught on it
-added 3 new lights (and lit one of them) to the telephone poles in the woods
-flipped the sideways door model in the last safehouse to match map 5
-replaced 2 displacements near the last safehouse
-turned off a ceiling light inside the small building
-re-enabled vertex lighting on many props
-re-did most detail blocking entities
-some minor nav changes

Update: 5 Jul @ 9:57pm

many improvements to map 5

-replaced the wood post props on the station awnings with brush versions so that they illuminate properly
-replaced the No Mercy saferoom music with the proper Crash Course version to match the other levels
-removed a light and fixed one that wasn't shining on the ground properly in the small barn
-added a new trapdoor in the station's ceiling to give infected more areas to attack from
-removed the radio from the starting safehouse for a more vanilla style experience
-added in the missing flip animation and spark effect to the station's generator
-adjusted the position of the survivor spawn entities in the starting safehouse
-added a new hint to the generator to better explain how to trigger the finale
-stopped infected from climbing into the fire barriers surrounding the station
-added some new dialogue in the starting safehouse and around the map
-added a new grenade and ammo upgrade spawn in the small barn
-made the edge of the map less obvious near the start of the level
-moved two grenade spawns that were too close to each other
-added a new wooden trim to the safehouse's outside door
-improved the lightmaps on the inner walls of the station
-added the missing tree spawn entities for versus mode
-fixed all displacement grass that wasn't showing
-re-enabled vertex lighting on lots of props
-many improvements to the navmesh
-added a few new infected ladders

Update: 22 Jun @ 4:14pm

a few improvements to map 4

-placed the info_lighting entity from the previous map in to the beginning saferoom for the pipe couplings
-replaced a rock prop near the bridge with a bush prop to prevent survivors from getting out of bounds
-removed an info_remarkable in the woods to prevent the survivors possibly saying the same line twice
-added in some missing clip brushes to prevent survivors from getting out of bounds
-fixed the lamp posts on the bridge not shining properly on the ground
-added a new lantern prop near the river to help guide players better
-updated the river warning message to better match a Valve one
-fixed a moth particle effect that wasn't showing
-turned off a police car light bar on the bridge
-added a few new infected ladders
-a few minor nav adjustments

Update: 18 Jun @ 5:00pm

many improvements to map 2

-replaced the clip brushes on the parking garage door with blockbullets to prevent shooting through it
-moved a rubble pile, carpet stain and tipped over bookshelf forwards a bit in the library
-changed all grass textures and detail sprites in the level to match the third chapter's
-opened up the library roof and added 2 new ladders for better infected navigation
-overhauled the design of the library roof and added some missing rain particles
-removed a monitor prop that kept clipping through a shelf (for some reason?)
-removed a section of fence and moved a van prop near the start of the level
-placed some health item spawns and an oxygen tank in the first ambulance
-removed the "X alerted the horde" warning from the truck crash crescendo
-turned on a light near the opened library gate to help guide players better
-moved around and added a few new rain dripping particles and puddles
-shortened the length of the long store's awning for a more pleasing look
-added the missing glass and rain particles to the warehouse skylight
-fixed survivor bots jumping through the windows of certain buildings
-added a new warning message when entering the parking garage
-added more detail to the hole in the warehouse freezer ceiling
-moved the blue car in the garage back slightly for more room
-added a new spark effect to the parking garage door opener
-removed some duplicate and non-functional logic entities
-made the break room fridge light turn on and off instantly
-added new survivor dialogue to the beginning safehouse
-removed collision from a wheelchair and gurney prop
-made a static construction barrel into a physics prop
-added some new scaffolding to a few tall buildings
-lowered a tree prop slightly near the warehouse
-added 2 new lamp posts to the library's garden
-added the missing clip brushes to a few tables
-added some new bug particles to a few lights
-decreased the skybox for better optimization
-added and removed some infected ladders
-re-enabled vertex lighting on a few props
-many tweaks to the navmesh

Update: 24 May @ 2:13pm

minor update to map 4:

-added the missing clip brushes, pipe coupler and floor grate to the starting safehouse
-new clip brushes added to the boxes outside the safehouse
-new survivor dialogue in the starting safehouse

Update: 23 May @ 9:12pm

many improvements to map 3:

-added new infected ladders, pipes and detail geometry to the upper sewer platforms for better infected navigation
-added brand new survivor dialogue to the starting saferoom, tank event and howitzer crescendo in the stadium
-fixed survivor bots trying to walk underneath the catwalks and trying to jump through windows in the sewer
-added some crate props to the upper floor of the stadium to give special infected more areas to hide
-replaced all of the long fluorescent lights in the stadium with better variants pulled from Dead Air
-added the missing coupling to a pipe and new floor grate in the ending saferoom
-added new stabilizer bars to the long catwalks in the sewer as per OSHA
-the tank event has been revamped to be "more sudden and frightening"
-turned on/off a few lights inside of the stadium for a more pleasing look
-filled in a few empty walls with graffiti and stains in the sewer
-set up some custom instructor hints to help new players
-many improvements to the navmesh

Update: 10 May @ 12:35pm

many improvements to map 4:

-added a spark effect to the crashed semi and adjusted the position of the ceiling lights in the first storage room
-added some pictures, a clock, the saferoom door frames and the missing bedside lamp to the final safehouse
-placed the 2 decals in the starting saferoom that were also added in the previous map
-properly mirrored the stadium stands when looking back towards the previous map
-added the missing clip brushes, blood, flies and fly sounds to all corpses
-also added the missing books and other physics props to all shelves
-added in lots of missing ammo upgrade and laser sight spawns
-added some new trash and stain decals to the streets
-added the missing clip brushes to all luggage piles
-downsized the skybox for better optimization
-decreased the spawnrate of most items
-a few tweaks to the navmesh

Update: 8 May @ 7:36pm

many improvements to map 3:

-fixed survivors trying to walk through the tank event door in the stadium while it's still closed
-removed some sections of glass railing in the stadium for better infected navigation
-re-centered the entire map in the void for better performance
-placed some new decals on the floor of the ending saferoom
-added the missing blood, flies and fly sounds to all corpses
-moved around and added a few props for a cleaner layout
-improved the downed helicopter wreckage on the field
-fixed mudman spawning inside the stadium and field
-added many new physics props to empty shelves
-downsized the skybox for better optimization
-completely remade the map's navmesh
-added many new infected ladders
-shortened the map very slightly

Update: 31 Mar @ 3:24pm

-fixed a section of invisible fence that was introduced in the last update of map 2