Left 4 Dead 2

Left 4 Dead 2

Sweet Providence (Playtest Build)
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Update: 12 Apr @ 7:52am

THE STATION
Detail work on the tattoo parlor
Detail work on the ending area.
Detail work on the second floor.
Removed the hidden path - almost no observed playtesters seemed to take it, and it only caused issues for the Director.
Added preliminary skybox.

THE SIEGE
Detail work on the saferoom.
Detail work on the burning building.
Detail work on the convenience shop.
Altered the layout of the convenience shop.
Detail work on the mechanic shop.
Detail work on the construction site.
Detail work on the apartment entrance.
Added curbs to some streets.
Increased the width of the first left hand sidewalk.
Added an instructor hint to the crescendo.
Fixed some nav issues with the crescendo.

THE WELCOME CENTER
Detail work on the final street before the saferoom.
Removed the lake and replaced with a cliffside.

GALA FINALE
Detail work on the saferoom.

Update: 24 Mar @ 5:23pm

THE STATION
- The crescendo now spawns more zombies while the fire is active, allowing for a more consistent carnage.
- Removed accidental advertisement.
- Added detailing in the pre-crescendo.

THE SIEGE
- Added poles

Update: 22 Mar @ 11:38am

Fixed the final two maps being fullbright.

Update: 20 Mar @ 7:34pm

Version 0.15

ALL MAPS
- Added map icons.

THE STATION
- Added detail and adjusted lighting on the starting area.
- Added a column and second pool table to the biker bar.
- Removed duplicate graffiti.

THE SIEGE
- Blocked one of the paths to force players to go through the construction site.
- Removed one of the car alarms due to it no longer be in the way of survivors.
- The director can now instead spawn a car alarm in the parking lot.
- Increased the size of the func_precipitation boundaries in the building on fire.
- Detail work on the building next to the construction site.
- Minor detail work on the two story building.

THE WELCOME CENTER
- Detail work on the welcome center.
- Detail work on the picnic area.
- Added glass railings to the second floor of the welcome center.
- Reduced the depth of the swimming pool.
- Decreased the size of the lake.
- Cleaned up the foliage preceeding the crescendo event.
-Changed the layout of the playground.
- Added an invisible wall to the garage roof to prevent a softlock until a more elegant solution can be found.
- Added ladders and item spawns to the playground.

THE VILLAGE
- Made the saferoom significantly less open.
- Detail work on the labrynth house garage.
- Turned the gym showers into actual showers.
- The director now has the ability to block the path in the gym showers.
- Added lighting to the backyard party.
- There are now two potential car alarms that can spawn.
- Fixed additional pathing issues in the labrynth house.
- Fixed various nav issues when it came to ladders.

GALA FINALE
- Replaced the radio on the roof with a signal flare.
- Added safety rails to the rooftop.
- Added placeholder details to the wine cellar.
- Fixed navmesh issues in the acid room and helicopter landing area.

Update: 13 Mar @ 1:42pm

Gala Finale
The acid door now automatically melts if the helicopter arrives, preventing a soft lock on Tank Run.

Update: 13 Mar @ 1:08pm

THE STATION
- Fixed a missing brush.

Update: 13 Mar @ 10:28am

THE SIEGE
Added additional infected ladders.
Added decorative buildings.

THE WELCOME CENTER
Detail work on the titular center.
Cleaned up some nav mesh issues.
Added the hazmat uncommon infected back in.

Update: 9 Mar @ 8:55pm

THE STATION
Added soundcapes
Added stairs.
Added escalators.
The gate that you're required to crouch under is no longer orange.
Preliminary art pass on the bar.
Preliminary art pass on the food court.
Turned a previously empty corridoor on the second floor into a tattoo shop.
Turned an empty room on the third floor into a clothing store.
The crescendo barricade is no longer orange.
Added a missing playerclip by the bus crash.
Blocked off an area in the food court that did not contain anything interesting.
Changed the model of KC's corpse.

THE SIEGE
Detail work on the starting alley way, shop, apartments, and two story building.
Detail work on the crescendo.
Adjusted the lighting on the apartment building to prevent it from being mistaken for a saferoom.
Removed 'Save Me Some Sugar' to more appropriately fit the new tone of the room.
The first car outside the shop now has a chance to be an alarm car.
Added a burning cop car to provide guidance.
The initial ramp is no longer orange.
Fixed a bug that was causing additional medkits to spawn.
Added additional info_remarkables.
Adjusted the fire coloration.

THE WELCOME CENTER
Moved the entire map down due to a collision with the grid boundary. This necessitated rebuilding the nav mesh from scratch, and may result in some bugs.
Detail work on the saferoom.
Fixed floating grass in the saferoom.
Minor visleaf optimizations.
The Gnome drill can now be taken with you.

THE VILLAGE
Detail work on the saferoom.
Added additional props to the backyard party.
The plane cockpit's fire now has a trigger_hurt.
Fixed survivor bots not being able to reach the crashed cockpit.
Fixed another issue that caused survivor bots to get stuck in the labyrinth house.

GALA FINALE
Vastly opened up the acid room and added a new way of acessing it.

Update: 1 Mar @ 7:08am

THE STATION
Fixed a clipping issue when a melee weapon spawns on a bench in the first area.

THE VILLAGE
The Director now actually for real has a chance to spawn a tier 2 shotgun by the witch ring.
Fixed an issue that caused survivor bots to get stuck in the garage.
Fixed a missing texture on the pre-crescendo stairs, replacing it with a placeholder texture.

GALA FINALE
Removed an accidentally placed chainsaw spawn from the beginning.
Added a table with three throwable spawns near the rooftop chokepoint.
Added gasoline can spawns near the generator.
Added an additional fireworks crate on the rooftop.
Added a defib near the rooftop radio.
Tweaked the special infected spawn rates.
Fixed the rooftop radio floating above ground.
Fixed the bar molotovs being infinite.

Update: 27 Feb @ 8:37pm

**All Maps**
- Replaced all the placeholder dev_measuregeneric textures with a placeholder dev/reflectivity texture for better visibility.

**The Station**
- Adjusted weapon spawn rates.
- Added another car to help illuminate the "NOBODY IS GOING TO SAVE US" graffiti.
- New custom graffiti provided by some friends of mine.
- Added a map icon.

**The Siege**
- Added a saferoom arrow before the burning building.
- Adjusted fog.

**The Village**
- Preliminary art pass on the labyrinth house's first floor.
- Added textures to gym.
- Added grass textures and displacements to backyard.
- Removed playground from the backyard.
- Added a tennis court after the gym to fill out previously empty space.
- Remade the 180 degree turn with proper roads using prefabs sourced from the MapLabs discord.
- Added proper displacements and remade tree placement near the hill the house.
- Slight remodeling of the hill house
- Started remodeling the house preceeding the crescendo.
- Refined the crescendo area itself.
- The crescendo now has a one way drop into the arena.
- The director can now spawn a tier 2 shotgun outside the witch ring.
- Added an AreaPortal to the gym exit door.
- Fixed a missing nav_ladder by the road ramp.
- Fixed the gym wall being breakable by survivors.
- Added a missing playclip by the labrynth house's neighbor.
- Added an instructor hint to the crescendo trigger.

**Gala Finale**
- Added an additional light source at the start.
- Added some light decoration to the starting area.