Left 4 Dead 2

Left 4 Dead 2

Freddy Fazbear's Pizzeria
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Update: 31 Dec, 2018 @ 12:04pm

Version 3.3.

-For campaign, (hopefully) permanently fixed the issue with tanks not chasing after survivors. This should be guaranteed for players NOT using admin system, and/or not utilizing a custom server (with scripted mode enabled)
-For survival, fixed a duplicate gamemaps link console message on map load
-For survival, fixed an error that was pointing to an old texture
-For both, removed several debug messages as a means of preventing an unintended advantage
-Night 1, "rebuilt string table" as a means of reducing potential crashes to desktop, and should no longer appear in console
-Night 5, fixed a bug where commons could spawn in the basement.
-Added a short readme for those who would like to reverse engineer the scripts

Update: 28 Dec, 2018 @ 9:23am

(Same as below)

Update: 28 Dec, 2018 @ 9:13am

Version 3.2

-In survival, fixed a game breaking bug by removing the "auto spitter goo" in the basement after reaching gold standard

Update: 26 Dec, 2018 @ 7:29pm

Version 3.1.

-Tanks not automatically coming after survivors Nights 1-4 fixed.
-Ammo box exploit fixed. Ammo box now static, ammo piles still usable.
-Kitchen room closet door opens counter-clockwise, always. Allows for infected to navigate the other side without interruptions.

Update: 24 Dec, 2018 @ 12:52pm

Version 3.

NOTE: Some of these changes will contain spoilers.

New gamemodes:
-Versus-survival

Reworked gamemodes:
-Campaign
-Survival


New mechanics:

1) Camera panel:
-Peek through cameras scattered throughout the pizzeria
-Force bots, individually or as a whole, to a hallway or the office
-Toggle jumpscares on/off (they start off)


2) Jumpscares:
-All animatronics supported as a jumpscare except Foxy.
-Animatronics appear stationary, triggered upon touch and dealing damage
-A jumpscare sound and a HUD image are triggered upon touch
-"Stalking" animatronics can be "removed", through undisclosed means.


3) Checkpoints:
-New checkpoint rooms, randomly scattered throughout the basement
-Checkpoints are unstable however, as weapons may delete throughout the pizzeria as you continuously progress through each night.


4) Progress saving:
-Completed plushie side quests are saved across each map transition. Incomplete progress will reset the side quest on the next map transition.
-Remaining power amount is consistent across each map transition. Can be restored before or after the transition.
-Jumpscare activation state will be remembered across each map transition.



Reworked mechanics:

1) Power:
-Amount of total power has been slightly decreased to accomodate shorter lengths of each night (6 minutes each).

2) Plushies:
-Each plushie has new objectives
-Some plushies have been relocated

3) Campaign balance:
-Common infected are *evenly* split in each hallway
-The takeway: Night 1 starts easy. Night 2 is moderately difficult. Night 3 and onwards get progressively more challenging. (Reason for change: after two nights, players should have a good grasp of the mechanics.)

-Night 1, common infected respawn intervals take between 24 (eventually 20) seconds.
Night 2, 20 seconds.
Night 3, 18 seconds.
Night 4, 17 seconds.
Night 5, 16 seconds.
-Night 1, one hallway / both hallways (per wave) common infected amount: 10/20.
Night 2, 15/30.
Night 3, 17/34.
Night 4, 19/38.
Night 5, 20/40.

-If you cannot clear a hallway in time, the buildup of common infected eventually caps:
-Night 1, common infected total capacity: 80.
Night 2, 120.
Night 3, 136.
Night 4, 152.
Night 5, 160.
There numbers are huge on the surface, but consider their actual effectiveness if you take into account common infected amount per wave. My goal here was to be congruent with the per-wave total amount.

-The ammo door has been removed. Ammo is accesible at all times.
-On Night 1, weapons and items are laid out on the dining room table. (There are still hidden weapons and items)
-On Night 1, the pizzeria starts with the lights on. Night 2 and onwards, it remains dark.
-Removed crescendo finale sequence (technical difficulties. Other sequence in place to accomodate map's existing lengthiness.

4) Survival balance:
-The AI director runs its default survival balance.
-The night lasts 7 minutes long (silver standard).
-Total amount of power remains the same, as to accomodate the lengthier time.
-Basement is initially blocked off and the door is locked. Reach gold standard to unlock this door. Once gold standard is reached, it remains unlocked for the duration of run-time. In other words, if you reach gold standard (10 minutes) and die, you will have access to the basement even if the round restarts, for as long as the map is active.
-Complete all plushie side quests to get extra weapons and items.


Other cool stuff:
-Mysterious vending machine has actual sound effects instead of pretend sound effects via text.
-Slightly reworked phone guy dialogue
-Slight (or new) texture adjustments


Scrapped stuff:
-"Outside Escape", a.k.a., the map after Night 5, where you holdout outside until a helicopter arrives. I was unable to narrow down the issue itself after several attempts. If you could figure out the issue, do let me know.
-Versus gamemode was scrapped. There were several technical issues with a back-to-back map and versus. I do not remember the specifics, but I do remember it was simply easier to scrap it despite my several hack-ish attempts to make it work. On the brightside, versus-survival is a thing.
-Consistent weapon transitions for campaign were scrapped. The engine can not seem to handle more than 2 back-to-back maps. To compensate, I have placed resources in each saferoom. This meta-altering decision is the price to pay for checkpoints.

Update: 24 Aug, 2015 @ 8:44pm

v 2.9

Adjusted survival:

-Fenced off "checkpoint" areas in generator room for campaign (fixed exploit)
-Added weapons and items on tables in dining hall to compensate for unreachable weapons
-Compensated for remaining unreachable weapons and items by hiding them
-Gave office more reason to use by adding more nearby medkits

Update: 8 Aug, 2015 @ 3:09am

-Fixed issue with Specials gettings stuck in ceiling vents
-Updated sound.cache for previously missing sound
-Removed unnecessary brushes from previous version
-Updated .nav with minor fixes
-Restored missing textures

Update: 5 Aug, 2015 @ 7:55pm

-Edited .nav
-Re-packaged needed .vmts and .vmfs
-Miscellaneous in-map tweaks

Update: 4 Aug, 2015 @ 12:11pm

-Fixed expoit
-Fixed a console message for survival
-Removed more unused files from .vpk

Update: 4 Aug, 2015 @ 8:21am

v2.8:

-Jukebox added on showstage
-Working custom sounds
-No tanks during the day
-More medkits
-More easter eggs
-Re-wired survival:
20/20/20/20 only
endless afterwards
generator room always open
-Deleted unnecessary in-map textures
-Deleted unused files from .vpk