Left 4 Dead 2

Left 4 Dead 2

Dead Series V5 (latest)
Showing 1-1 of 1 entries
Update: 25 Jan, 2015 @ 12:13pm

V5 ------------- 09/09/13
========================

Map1)

- Made the moon dynamic (now setting in the horizon).

- Added searchlights on the high building in the horizon.

- Added 3 first aid kit in the back of some parked trucks in Coop only.

- Moved the smoking fire place to near the house.

- Enlarged the front courtyard.

- Added a chainsaw outside the house to ease the bell event (the one in the tree-house as been removed).

- Inverted locations of the hunting rifle and the pump shotgun.

- Made it easier to toggle the lights of all stove-hoods.

- You can now pick up the gnome (you will need him to activate some secret buttons).

- Added a rescue closet in the house.

- The bell is now in a different room (changed the crescendo rush path for a better flow).

- Added a lattice texture under the vines to make the escape path more obvious.

- Added doors to the cellar entrance instead of planks to break.

- The back gate is now blocked (go around it).

- Replaced some big rocks with 2 houses instead.

- Added a secret button which spice things up in Coop, find it ! (Gnome Required;)

- Added more saferoom hints throughout the map.

- Enlarged the area behind the train for better infected flow.

- Blocked a few props as infected were unable to see survivors standing on them.

- Added a large clip brush (invisible wall) around the house to prevent shortcuts exploit in coop only.

- Widened the river area for better visibility/direction.

- Removed the Witch from the woods (created confusion as to find the right path).

- Changed lanterns and directional hints location (now less confusing).

- The path is now blocked by a fallen tree (climb the tree-house).

- The tree-house as been reworked for better flow (textures and brush alignment/optimization).

- Replaces the chainsaw with the military sniper in the tree-house.

- Replaced the 50cal gun by the L4D1 minigun.

- Added a lantern in the train tunnel has a visual hint.

- Cliped the pipes and wagons to ease navigation in the tunnel.

- Changed some saferoom visuals.

- Fixed the infinite versus weapons (T1) in saferoom.

- Changed the location of some weapons, ammo and items inside the saferoom.

- Updated navigation meshes.

- More details.


Map2)

- Removed the breakable plank to go through the tunnel in Versus only.

- Added a secret button which spice things up in Coop, find it ! ;)

- Fixed the text when setting up the dynamites (it was inverted).

- Deleted an infected ladder.

- Removed the forced tank spawn and made the witch wandering around the farm.

- Tanks and witches can now spawn randomly around the farm area (adding to the forced witch spawn).

- Created a dynamic path (the conveyor can now be blocked, if yes then a barrier is open to cross the corn field).

- Changed the location of the point of no return (done by a broken barrier, now also from the manure conveyor if chosen by the director).

- Added a couple infected ladders.

- Made the weapon near the abandoned mobile home available in Versus as well.

- Removed the irrigation prop that was blocking the path under the manure conveyor.

- The first dynamite (within the fridge) is now on the other side of the abandoned mobile home.

- The second dynamite stick have now 2 different randomized locations even in versus ;)

- Brightened the barn with a more natural light.

- Added a directional light in the barn to make the ladder more obvious.

- Increased the fade on all overlays for optimization.

- Changed the Well geometry/animation (thx to Bunny).

- The dynamite explosion is now facing the other side (180° turn).

- Updated the caves texture with a "wet/bumpy" effect (added a normal.vtf file).

- Added a "danger" overlay near the deadly hole trap near the first fireflies.

- Flooded the caves a little more.

- Added a skeleton and a First Aid Kit in the caves, thx to "The Surgeon" (L4D2 YAMA Campaign) for the speleologist hard hat.

- Blocked a path in the caves (Go around it).

- Moved a few fireflies lights in the caves.

- Changed the location of the first point of no return in the caves.

- Added an infected ladder at the last point of no return in the caves.

- All ceilings are now higher (except for the canteen floor).

- Added an overlay on many walls saying "surface access" to make it more obvious that we're in some secret underground facilities.

- Shouldn't be able to hang on top of the elevator shaft ladder anymore.

- Shouldn't be able to pass on top of the shelves blocking the stairs anymore.

- Shortened the vent passage.

- Added a directional light near the safe room.

- Updated navigation meshes.

- More details.

Map3)

- Modified the environment lighting (should be more natural).

- Added a few more health kits throughout the map.

- Fixed the glitchy doors texture in staircase.

- The metal detector alarm can now be disabled if triggered by pressing the keyboard.

- Added a survivors ladder in the warehouse to able coming back up.

- Moved the garage ammo pile to near the giant dead tree outside.

- Added a rescue closet in the toilet outhouse.

- Added searchlights on the high building.

- Made the navigation easier around the fallen barricade near the black skycrapper.

- Added an infected ladder on one of those same barricades.

- Created a dynamic path : the second door of the old saferoom can sometimes be closed, if open, then the side street is blocked by a foodcart.

- Made the auto-shotgun in the cop car trunk spawn also in Coop.

- Lowered a displacement in the skybox that was hiding the background city.

- Fixed a non solid wall near the crashed airplane (thx to argeon).

- Reworked some lights, sounds and glitchy geometry in the foundry.

- Added a few arrows overlays on the floor for better direction.

- Changed all 4 foundry cranes visuals (thx to Bunny).

- Fixed the non-stop glowing button if it was not pressed after crossing the fire pit (stops glowing when reaching the crane).

- Changed the foundry buttons hint texts.

- A tank will now spawn in Coop along with the horde if the second foundry button is not pressed in time.

- Created a dynamic path : the road can sometimes be closed, if not, then the small street on the right is blocked by a gate.

- Added a secret button which spice things up in Coop, find it ! ;)

- Inverted the way the metal guardshack's door opens.

- Made the ammo pile in the wooden guardshack available also in coop.

- Added a melle weapon in the wooden guardshack.

- Turned off the directional pick-up headlights near the crane for optimization (and wasn't visible enough).

- Removed a police barrier (under the bridge) and moved a police car.

- Removed a car that allowed crossing a low wall (use pallets on the other side).

- Made the crane lever glow red for a better visibility.

- Added a lit traffic barrel near the crane (removed the flare).

- Hid another gnome Chompski somewhere behind the containers pile (find a way to it).

- Now the horde will stop when the saferoom has gone down (except if a player is still on the crane or the crane's ladder).

- Created a dynamic path : only one ladder is randomly climbable to reach the highway.

- Added 3 infected ladders and some pallets near the end saferoom to get back on the road faster.

- Cliped some areas under the bridge to prevent from getting stuck.

- Fixed the saferoom rarely not going all the way down (also removed all adrenaline shoots inside).

- Infecteds will now be killed if they go near the moving saferoom.

- Deleted dozens of props (objects) for optimization.

- Updated navigation meshes.

- More details...

Map4)

- Modified the environment lighting (should be more natural).

- Created a dynamic path : the first bridge can sometimes be blocked by a bus (jump on the mattresses below)

- Added a secret button which spice things up in Coop, find it ! ;)

- Made the falling cement truck unhittable by player controlled tanks anymore.
Find the rest on GameMaps, not enough place here,thx Valve