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地图四关且偏短,半个小时就搞完了。黑色水流,第二关伤害机关没太搞懂,还有人机不会避开地上的熔岩区域。小僵尸刷的还挺多的,最后救援守点就一个入口,入口离得还远,还送把镭射ak,也就最后双麻薯麻烦了点。
Consider making all the 180 degree archways out 8 segments instead of 4 to make it look smoother.
More tier 1 guns on map 1 please.
Rescue Closets. Add some (or more). Defibs don’t cut it when people die in pits or on lava floors.
Consider putting brush entity func_nav_blocker on each of the death floors, lava floors, etc, so the bots don’t just walk onto them and die. You can use a trigger_multiple to disable them with the UnblockNav command OnStartTouch (when any survivor is touching the trigger), and enable them with BlockNav on EndTouchAll. Send the func_nav_blocker the UnblockNav command when the map starts so it will work. That way the bots won't walk on them unless the players do, or they get dragged there by a charger/smoker/jockey.
Map Egypt22 missing stringtable dictionary, don't ship this way!!!
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But after that I don't think you should make any more changes.
Actually there's a random idea to "nerf" this perfect camping spot. If you want, you can add some holes on the ceiling near the rescue gate so zombies can jump down from there too. This way, if survivors camp around the rescue gate, they still need to watch for zombies coming from the holes near the rescue gate.
The finale goes to the area where the rescue vehicle is (but not inside) and where the finale trigger is. All Players must be in the finale zone otherwise it wont work thats even on valve finale (pressing a radio) all players must be in the zone.
Battlefield is where you want zobs to spawn even using Func_Nav_Attribute marking it as battlefield, when you use Z_bug 1 you can see that hammer already marks these nav meshes for you. so they are required.
So, probably it's not the routes that trigger "no zombie" bug, but it's more to the zombie spawn location or nav. Or probably something else, like, the quiet moment before starting a finale? (on that recorded video, I felt like in the prolonged quiet moment before starting the finale). Usually, a finale stays quiet without zombies until a survivor presses the button to trigger the hint indicating the start of the finale, but on that video, it was still quiet as if zombie nav was blocked around the finale area.
1. NavMesh Generation:
When adding multiple routes, you'll need to ensure the NavMesh covers all potential paths that both the survivors and infected AI might use.
The NavMesh must be built properly to connect all routes. If you add another route without properly linking it to the NavMesh, you risk AI (both survivors and infected) getting stuck or unable to navigate the area.
You can generate the NavMesh in the Hammer editor (via Nav_generate or Nav_build) to ensure AI pathing works properly on the new routes.
im going to close off the route and test it, this route will be only for common infected. i think the way it works is most vanilla finales theres one route for the finale to work creating 2 routes the finale will trigger but it bugs out.
The ramp or the hole in the wall? I think I get u mean cuz I remembered I entered a hole then arrived the final gate. Btw is it cannot go back to the saferoom? Or I just lose the way lol
I will try again another way, it's so funny
But it seems has few problems or bugs:
1. The trigger gate of the safe door in the last of Map 3, when turned on the trigger, there has only one wave zombies then no more zombies spawn, just stand in front of the gate and wait it open.
2. While Map 4 start, one person will suddenly die in Map 4 saferoom, even can't see the person's deadbody.
3. The final rescue trigger(the one needs to wait 7 mins) is same problem with the Map 3 trigger, when turned it on then no zombies spawn. But i saw ur replied about that "it has something to do with going the alternate route", what's the mean about "alternate route"? is likes two ways can arrive final? But I only find one way to get down :O