Left 4 Dead 2

Left 4 Dead 2

Tank Run Testing Initiative
73 Comments
DARG 30 Mar @ 9:44am 
Sounds good! Me and my friends run many of the popular custom campaigns as well as many lesser known ones.
ͲҒ Jack Bauer ︻デ▬——  [author] 30 Mar @ 9:38am 
Yes, your help would be very much appreciated. I'm about to start working on the repo's rebase to polish and add historic attribution. After this hurdle, there will be a few more pushes of pending updates. A new version will, thus, come soon.
Jugger  [author] 30 Mar @ 9:08am 
@DARG we are still tweaking some stuff for the next update to the mod which will rework a bunch of stuff according to feedback we did get, feel free to send me a friend request if you're interested in helping
DARG 30 Mar @ 8:40am 
Was checking the GitHub repo and noticed some changes for multi stage finales. I use this addon for many custom campaigns but, many of their finales don't work correctly. Was wondering when those updates would come to the workshop so I don't need pack it up and send it to my friends to test as a beta branch kind of thing?

Wouldn't mind helping test and report for custom campaigns if needed.
Jugger  [author] 4 Jan @ 5:17pm 
@K you're welcome, Initiative is just on a little break for now but more tweaks will be made in future version of the mod
K 4 Jan @ 3:25pm 
Thank you for your help! :)
Jugger  [author] 4 Jan @ 2:43pm 
@K If you know how to decompile mods you can remove the c4m2_sugarmill_a_tankrun and c4m3_sugarmill_b_tankrun files from the vscripts, the changes to the elevator are definitely a controversial change, we will look into that.
K 2 Jan @ 2:26pm 
If it's possible, is there a mode to turn such a thing off? Like a cvar or something? There have been times people have pressed the button and left everyone, and I'm not sure how to bring the elevator back down lmao. That's honestly the main reason I've stopped using it, despite all the other changes being good.
Jugger  [author] 2 Jan @ 2:21am 
Any feedback about that and other changes is highly appreciated
Jugger  [author] 2 Jan @ 2:20am 
@K it's one of the experimental changes in Chapter 2 and 3 of Hard Rain, we're still experimenting some stuff with both of those chapters
K 1 Jan @ 8:42pm 
Not sure if it's a bug but the hard rain elevator in chapter 3 can be used before everyone has gotten on, even when no one has been downed.
Jugger  [author] 17 Oct, 2024 @ 8:21am 
@inXsify could you list what conflicting files you're getting in the Bug Reports discussion?
K 7 Jul, 2024 @ 6:13pm 
I hope they do add the holdout time change someday. People tend to leave before a finale seeing that it's 10 minutes, and they definitely leave if there was like a minute left and everyone died lmao
Jugger  [author] 16 Jun, 2024 @ 2:28am 
@inXsify Yea some Holdout Finales can be really tedious depending of many factors like amount of space, resources and verticality which is why in the Dark Carnival Finale we made it so Tanks can spawn faster! It's a finale that has a lot of everything so it worked quite well and while a 10 second difference might not sound like a lot it actually makes a big difference.

2) Easy and Normal being easier than the rest is understandable since they're the lowest difficult setting, loot for killing Tanks sounds kinda odd compared to other additions.

3) Alternative versions of the mutation might be released here in the workshop eventually, but for now we are focusing on the main version.
inXsify 16 Jun, 2024 @ 12:44am 
Is there a way to make it compatible with 8 player modded lobbies? I get conflicting files if I try now.
inXsify 9 Jun, 2024 @ 5:25pm 
Nice job folks. Looking forward to seeing what else y'all provide! I'm a tank run vet and i have some input as well.
1) Holdout finales need a big change. Most players prefer to skip. Killing tanks doesn't knock off enough time, its still long and boring for most experienced players. I would prefer a shorter and more intense finale with the tanks. 3-5 minutes of crazy action.
2) Difficulty tweaking. Easy and normal are too similar and as a team can easily shoot their way through both. Easy, normal, and advanced should all get a bump in difficulty. And in return have tanks drop minor loot like to give players an incentive to kill them.
3) Small stuff. Bleed-out option would be nice. Interactables, like other workshop items such as explosive cars, shootable electric boxes, map layout RNG, and randomized car alarms. Melee weapons need a buff as well.
I appreciate all the work thats been done and cant wait to see whats in store next. Thank you!!
ͲҒ Jack Bauer ︻デ▬——  [author] 29 Mar, 2024 @ 12:39pm 
By the way guys, does it make sense to add a call button to the bottom floor of the Hard Rain elevator? And should it be done?
Jugger  [author] 29 Mar, 2024 @ 10:33am 
New update avaliable! A bunch of new stuff including changes to events, finales, items and more!
Jugger  [author] 29 Mar, 2024 @ 10:32am 
👀
Boogerstastelikechicken 12 Jan, 2024 @ 6:09pm 
I feel like it would be better to not have any traincar doors + traincar tank and the church guy tank.

Instead shorter whitaker dialogue just remove the door and button, there's scenarios where you need to pass through last second.

Other than that thank you for making this! The MUST ADDs are that slow speed water/walk-only tank and explosive ammo.
Beel 6 Jan, 2024 @ 2:37am 
Yes
ͲҒ Jack Bauer ︻デ▬——  [author] 5 Jan, 2024 @ 1:03pm 
Does it break even outside tank run?
Beel 5 Jan, 2024 @ 12:23pm 
When playing with this mod on, my Left 4 Bots 2 breaks, I hope that can be fixed:health:
ͲҒ Jack Bauer ︻デ▬——  [author] 26 Dec, 2023 @ 12:41pm 
Interesting, could be true. The version I'm working on will probably fix any issue like that.
sara 24 Dec, 2023 @ 3:27pm 
I think this mod SORTA breaks ions vocalize, bots won't wait or laugh like that.
Jugger  [author] 20 Dec, 2023 @ 7:16am 
@Sayori Left 4 Bots 2 is in Alpha Phase and as such can oftenly be buggy and provide inconsistent result, but even with that being taken into consideration none of those AI Improvement mods ia made with Tank Run in mind.
senzawa 19 Dec, 2023 @ 5:43pm 
Note that this would break Left 4 Bots 2, bot's won't pick up items, weapons, kits, etc. for any reason (fastest way to see this would be to load up Swamp Fever)
Jugger  [author] 7 Dec, 2023 @ 8:54am 
Whitaker is no longer going ruin your chances of progression because of bad dialogue rng! In the latest version of the mod we made it so now he will only use the shortest dialogue options, all of them have almost the exact same duration.
Jugger  [author] 20 Nov, 2023 @ 1:39pm 
Additionaly custom maps now can easily make tweaks for specific levels like determining the spawn interval for Tanks, how much time it takes for the rescue to arrive, etc.

Just make a file "mapname_tankrun" including the changes, you can use the ones included in the addon as a example
Jugger  [author] 20 Nov, 2023 @ 2:12am 
We will take a look at the sewers of the Third Chapter of the Parish in a later update to the mod
Jugger  [author] 20 Nov, 2023 @ 2:11am 
New version of the mod is now avaliable:

•Improved Tank model customization for maps.

•Players no longer need to wait for incapped Survivors in order to progress at areas like elevators.

•Made the Train Car Tank more special by making his model unique in the chapter and giving him 25% more health.

•Made the Train Car and Church Guy Tanks force spawn even when Tank Cap is filled.

•Restored The Passing 2 spawn interval of 20 seconds after the start of the first tunnel gate.

•Increased spawn interval for Double Tanks in the Hard Rain Final to 50 seconds(was 40).
K 18 Nov, 2023 @ 10:13pm 
The music fix is really awesome too. It was always a little sucky turning off so early
Klight 17 Nov, 2023 @ 8:15pm 
@Jugger Alright, I didn't mean to oppose this modification. Here, our players have respawn intervals of 15 seconds or less, and adding water slowdown for Tanks easily leads to Tank accumulation in the waterways. Additionally, when a Tank knocks down a survivor on level ground, if there are others in front, it will only continue attacking the downed survivor.There won't be a situation where one Tank knocks down four people (unless it's a narrow path, but in that case, the result remains the same regardless of whether there's a delay or not). So, in my view, if you want players to have a better experience in Tank Run, strengthening survivors' ability to help each other is key, and this doesn't affect the difficulty requirements for solo players.
Klight 17 Nov, 2023 @ 7:53pm 
@Jugger Uh... Adrenaline was necessary in previous C5M3 because walking in water would definitely be caught up by the Tank behind. However, adding water slowdown for Tanks introduces another issue. When the Tank respawns in the sewer, you need to wait for it to come up. If the waiting time is extended, you can still be caught up by the Tank from behind. Worse still, if someone goes down in the sewer, due to the slowdown, the original Tank's time to walk from one end to the other increases, roughly around 10 seconds. Meanwhile, the survivors need about 15 seconds to pass through the sewer. With 10 seconds of waiting time plus 15 seconds of passing time, it exceeds the Tank's 20-second respawn interval. This way, there will always be a Tank blocking the survivors' path in the sewer.
Klight 17 Nov, 2023 @ 7:20pm 
@[TF] Jack Bauer ︻デ▬—— The issue isn't present when you are using the old tankrun script.
ͲҒ Jack Bauer ︻デ▬——  [author] 17 Nov, 2023 @ 8:39am 
By the way guys, we have several options to balance The Passing 2: increase respawn interval after some point, increase abundance of adrenalines (though this might be a bit harder to implement, we'll have to see), force tanks to spawn behind survivors after some point, make the Tanks even slower in water (but still faster than survivors of course), do a combination of these, and make each tweak difficulty dependent.
Jugger  [author] 17 Nov, 2023 @ 8:21am 
@右手腕骨折了的Klight in relation to the sewers in C5M2 that part doesn't really rely on adrenaline tbh, it's rather just luck of a Tank spawning.

For the Hard Rain Finale it's entirely out of qiestion to remove water slowdown taking into consideration the backlash from before, so wed rather make the time that needs to be spent in that small space more bearbale and quicker.

The bigger delay after punching a survivor was to reduce the amount of time players get stunlocked by a single Tank, not to make it easier to revive someone. I explained the reasoning behind the changes in the pinned thread.

We will be removing the longer delay im The Passing in the next update.
ͲҒ Jack Bauer ︻デ▬——  [author] 17 Nov, 2023 @ 8:01am 
Regarding the Tank spawning in line of sight of players, does anyone know if the issue isn't present in those workshop mutations that offer the old Tank Run version? Because maybe it's not a problem with the script, but something else with the game.
ͲҒ Jack Bauer ︻デ▬——  [author] 17 Nov, 2023 @ 7:57am 
Thanks for the feedback guys! We'll keep adjusting the changes to try to make them appealing to everyone.
Klight 17 Nov, 2023 @ 7:56am 
There's another issue I don't know if you guys have noticed. After the last update, Tanks spawn right under your nose, very close to you. For example, if there's an obstacle in your right front that only partially blocks your view, the Tank can spawn there.Sometimes, the Tank even spawns in open areas directly in front of you.
That's all. If there's a chance, we can add each other as friends for further discussion. I know almost all the core Tank Run players in China. Thank you very much.
Klight 17 Nov, 2023 @ 7:43am 
In Easy and Normal modes, Tanks should throw rocks at players upon encountering them. Deceiving the rock throw and then running past the Tank is the fundamental strategy in Tank Run.
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C1M1,C4M2,C5M2,It's advisable to optimize mechanisms that require everyone to be present, ensuring that stragglers won't impact the entire team.
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Speeding up the revive process, and add the revived health to 50.Rather than weakening the Tank, focus on enhancing survivors' teamwork abilities.
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Tank Run isn't versus, and many balance issues often stem from players not finding the right approach (some new players may not use items, and others might not know they can run directly after dodging rocks). Waiting to die after being downed is discouraging for these players (they can't even see others' perspectives to learn), and the lack of guidance is Tank Run's major issue.
Klight 17 Nov, 2023 @ 7:43am 
Shorter Finale for Hard Rain:This makes no sense at all; the focus of Tank Run is on the "Run," not the "Kill Tank." In this level, removing survivors' slowdown in water allows them a chance to utilize the terrain to slip past the Tank.
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Church Guy becomes a Tank:This fits the storyline and adds an interesting twist. However, it reminds me of a map called "hehe". the Tank has 1200 health, allowing it to survive a clip of shots. This introduces the risk of players being caught off guard. In multiplayer, if an unsuspecting player falls near the safe room door and others are unaware of the Tank's health, the situation could become quite dire.
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Tanks now take a bit longer to punch again after hitting a Survivor: Players often leap over downed teammates or use them to absorb Tank damage. This change doesn't address that situation. How about speeding up the revive process instead?
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Klight 17 Nov, 2023 @ 7:43am 
I've finished experiencing this mod. Here's my opinion.
Explosive Ammo slows down Tanks: That's great! It also enhances the practicality of the M60. I suggest adding a knockback effect when the grenade launcher uses high-explosive rounds, considering there's only one shot.
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Tanks moving slower on water & 2nd Chapter of the Passing :Tanks take longer to spawn after alarm:I don't want these changes in Expert; they significantly lower the difficulty and teamwork aspect. In C5M3, players won't need adrenaline to go through the sewer. In C6M2, a player can entirely solo instead of teamwork (one person passing adrenaline or using TP). Especially in C6, the map itself is the most challenging in Tank Run, and the exploration process is what makes it interesting.
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Jugger  [author] 17 Nov, 2023 @ 7:35am 
In relation to the issue of not being to progress in elevators or start certain events/finales when a incapped player is left behind, that's something we're aware of and a solution is being worked on! So keep a eye on future updates to this mod
Jugger  [author] 17 Nov, 2023 @ 7:28am 
No @寂寞de残影 the backlash wasn't solely because of The Passing, it was because of water levels in general and how that remove any need for adrenaline and the alternative routes in Hard Rain and Swamp Fever, which is why we're taking a differenct approach that doesn't affect gameplay as much.

While i agree that just reducing the duration of The Finale in Hard Raid won't solve the problem entirely it should make it more bearable since it's 2 minutes less that you need to survive! If anything we might increase the delay for Double Tanks a bit as well in this level, but removing water slowdown even if it's just for a specific level is out of question.

We will keep testing stuff so please keep a eye on it, any feedback is appreciated :)
Jugger  [author] 17 Nov, 2023 @ 7:20am 
Also please don't use exploits to validate your argument since if the only way to beat a level is ever just by using exploits then that just proves that there are serious balance issues that should be looked at... Thankfully that isn't the case of The Passing, and removing the increased delay caused by the alarm is already something that we were considering to remove since there's the new slowdown mechanic to help a bit
Jugger  [author] 17 Nov, 2023 @ 7:20am 
@右手腕骨折了的Klight i play Tank Run a ot myself, so i can guarantee you that every change made here was extensively playtested on Expert Difficulty and both Solo and Multiplayer! All of them being tweaked multiple times until a balance that keeps the overall difficulty the same was found.

In relation to Tanks moving slower in water for example, they still move faster than you! The difference now is that you can use water to your advantage in case you manage to keep the Tank in water, which allows you to move a bit further from them.

Thanks to that using the alternative routes or adrenaline are still a requirement even if Tanks are a bit slower in water, that also helps a bit in custom levels as long as they implemented water correctly.
寂寞de残影 17 Nov, 2023 @ 4:03am 
取消水中减速被抵制是因为严重影响了The Passing,可以单独的为Hard Rain的终章取消水中减速,因为该关卡地形确实不适合这模式
The reason why the cancellation of underwater deceleration was resisted was because it seriously affected The Passing. You can cancel underwater deceleration separately for the final chapter of Hard Rain, as the terrain of this level is indeed not suitable for this mode
寂寞de残影 17 Nov, 2023 @ 3:49am 
我知道The Passing非常依赖肾上腺素,因此如何在躲避tank的过程中寻找肾上腺素将是该图的核心,甚至在solo的时候需要煤气罐+投掷物的组合来省下肾上腺素。如果觉得困难应该玩别的地图多练习,而不是直接修改数据。
正如我之前说的,将刷新间隔和难度相匹配,这样也能达成延长刷新间隔的效果,打不过还选专家那只是自己的错
I know that The Passing relies heavily on adrenaline, so how to find adrenaline while avoiding tanks will be the core of the figure, and even a combination of gas tanks and missiles will be needed during solo to save adrenaline. If you find it difficult, you should practice using other maps instead of directly modifying the data.

As I mentioned earlier, matching the refresh interval with difficulty can also achieve the effect of extending the refresh interval. However, choosing experts is just my own fault
Klight 17 Nov, 2023 @ 3:26am 
In the 2nd Chapter of the Passing, just do some teamwork, two adrenalines or use TP, It's not difficult in multiplayer mode; rather, the challenge is what makes this map interesting.