Left 4 Dead 2

Left 4 Dead 2

The Apple Inn (2025)
Showing 1-8 of 8 entries
Update: 11 Jul @ 7:38am

Version 1.70 (170)
- Fixed a ladder which infected would get stuck on in the room that Nick starts in
- Fixed up some trigger sequencing if survivors take a shortcut through the vent in the stairs
- Added a thin ledges which allows jumping between the windows in the south-west rooms
- Change the lighting a bit in the South corridor rooms

Update: 10 Jul @ 5:04pm

Version 1.60 (160)
- Added music
- Improved finale area. Added large hanging posters off atrium glass to block tank rocks. Makes the second floor area more fun to play against a tank on.
- Added new level areas. Another roof area added above the pool table room, also closest area added near vending machine
- Added more items to level

Update: 30 Jun @ 6:38am

Version 1.5 (150)
- Fixed a bug where the water heater steam in the security room didn't actually shut off.
- Adjusted timing of hoardes/tanks in finale.
- Adjusted timing of rescue vehicle arrivival.

Update: 28 Jun @ 5:19pm

Version 1.40
Main changes
- Endless hoardes removed from atrium/finale area. The bookshelf door will close and then zombies are quieted down until the radio is pressed a second time. One hoard of zombies will randomly come with the tank. The second may now have tank no zombie hoard at all.
- Added a counter to the generator showing how many cans left to fill
- Added another tank position to the finale that is picked randomly
- Added more nag dialoge to the radio
- Added a third gas can that must be collected for the generator
- Increase the hoard ambient in the level to be like the dead center mall. Since the Apple Inn is such a short level , it helps make it a bit harder.
- Added "some forgiveness" to the boiler steam to help surivor bots pass through it.
- Added light on the firescape near the generator pointed at the door to help players see this door way.

Update: 12 Jun @ 5:23pm

Version 1.3
- Changes made to finale. All players have to be on the ground floor before the radio can be used.
- Exit closes when radio pressed
- Ladder added to balcony so incapaciated players can be rescued on the second floor of the finale
- Radio button more improved. More dialoge added
- Hoardes now pause and stop when radio pressed first time and then resume randomly on the second press.
- Removed the cutscreen showing the generator when a gascan is first picked up.

Update: 25 May @ 5:13pm

Version 1.2 (120)

- Fixed serious error with infected ladders at fire escapes.The specials could not climb them
- Made two doors which will lock dynamically basd on how angry the director is, they will be breakable only by explosions, melee, or infected, to pass. They will be colored dark red when locked.
- Improve the finale radio some more
- Added extra tank shortcut path to roof above security room
- added ceiling vent to for infected in northwest corridor near the roof access windows to make it less secure for camping
- Made the moat arouund the northwest of the building look more dark and abnormal so players don't think they should jump into it.
- Changed rochelle camera intro location to the grass tree area
- Added playerclip in the court yard along the ledge and a func_push to push players off the shrub

Update: 23 May @ 8:49pm

Version 1.1 (110)

- Modified Rochelle's second intro camera location.
- Added dynamic green light to electrical room button.
- Added Playercliping to ledge in courtyard. Surivors could be charged through a window and land on it.
- Added cubemap to room to fix reflections
- Changed finale radio button to not glow when its not usuable between the first and second press.
- Fixed the radio from repeating some dialoge it should not be playing during the finale.
- Changed a window in the pool room second floor northwest corridor to non-breakable
- Changed a window to non-breakable in the inferno room on the northwest third floor ledge (These were not meant to be alluded it can be entered)
- Added a clear room trigger to the security room on the long route, sometimes specials idle here out of the action for far too long.
- Added some player clipping to a tall fence on west end fire-escape that could be ledge grapped if falling.
- Changed generator onslaught to begin from 5 seconds to 2
- Fixed glows not turning on soon enough on long route.
- Fixed east ward balcony. The surivors would sometimes ledge grab when jumping down near the neon hotel sign
- Removed reference to non-existent sounds "city_battle* 1, 10,11, and 13 .wav From soundscape.
- Fixed north ward street physics car intersecting partly in the road.
- Changed atrium gate to see a through fence texture with a small hole near security room so players can interact and see with the room in a limited capacity.

Update: 22 May @ 4:18pm

Version 1.0 (100) Released