Left 4 Dead 2

Left 4 Dead 2

An Alternative Perspective (Alpha 1.2)
70 Comments
OvercookedSushi  [author] 45 minutes ago 
Is true... I know I shouldn't but if it is a minor thing I can tweak on my end, then it's not so bad~
ํ足立レイ 1 hour ago 
i dont think you need to adjust the map to work with some players custom addons but not have the map just fail to load when someone has addons on, its gonna be a massive headache to compromise the map design for every little bug an addon can create
OvercookedSushi  [author] 7 hours ago 
No?
You can open it up with GCFScape and look yourself, there isn't even much inside it...
Fedexcito 13 hours ago 
tiene virus esto? al entrar al mapa me desconfigura los botones y me quita la consola, al preestablecer los controles me cierra el juego xD
OvercookedSushi  [author] 4 Aug @ 8:19am 
If I lower the min damage to 45, it works while the mod is active... and also does break any other damage thresholds...

I will make this change along with the rest planned in A2.0
For now, have it disabled for the map only.
Much appreciate the help finding this out, I will not forget this~
OvercookedSushi  [author] 4 Aug @ 8:09am 
I have identified the mod confliction
Super Hordes - Lite
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940934007

Not the best with code, but somewhere in there it must be affecting the damage of the 50cal, making it not reach that threshold of 50 damage minimum to hurt the required blockade...
If you remove that mod it should work...
And on my end I can see about some solutions, I'm not sure how much it it getting lowered by, but I can do some testing to see if I can find a sweetspot so you lot can keep your mod and I can keep my reguired mounted gun usage~
OvercookedSushi  [author] 4 Aug @ 7:13am 
Saw the video... Definitely should have broke... The wall only has 250 hp...

But I downloaded your modlist, and now I can't break it either... Somewhere in your mod list there must be a mod causing this issue. Must something that modifies the 50cal's damage or something... I'll take a look to see if I can find it, but that is 100% the issue.
OvercookedSushi  [author] 4 Aug @ 6:50am 
viarlishkisavelievna@gmail.com

Also if you could show me any other mods too with it, want to knock out all possibilities
Do you have an email address? I recorded the video, but still can't knock down the wooden door:onion:
OvercookedSushi  [author] 3 Aug @ 4:11pm 
I just did a bunch of testing, I have no idea how that could happen...
The wooden door and the pillars and set to have a bullet damage filter with 50 damage as the min to hurt, since the 50cal does damage...
I just made a small map and if it is affected by damage falloff, it would be at such lengths that I seriously doubt it would ever come into affect in my work.

For all intensive purposes it should not be not working...
I'm not calling you a liar, but if you can replicate it, I need to see proof and then maybe a mod list... because you would be the first to run into this issue, and if it is not an issue I can fix on my end I might need to course correct before it does become and issue...
OvercookedSushi  [author] 3 Aug @ 2:56pm 
Is thst something you can replicate?
There shouldn't be any way for it to fail, but if there is I definitely need to find solution.
The wooden door at the beginning sometimes cannot be broken by heavy machine guns:besyilong:
旋转泡泡 3 Aug @ 7:17am 
6/10
OvercookedSushi  [author] 2 Aug @ 4:19am 
Currently there is only one level...
I'm hard at work on the next one
Rebirth Spinosaurus 2 Aug @ 2:45am 
I can't get to the next level
OvercookedSushi  [author] 1 Aug @ 10:07pm 
Really?
Did I seriously forget that?... Unless I forgot to do that for vA1.2...
That should be a simple fix, unless something has changed it is just a console command on my end before packing it... I'll add it to the list for A2.0.
夜刀玖玖瑠❄ 1 Aug @ 9:51pm 
this map missing stringtable:NishikiAsumi:
薛希 1 Aug @ 11:00am 
cool
Miya>_< 1 Aug @ 10:51am 
Mira ese potencial...!
Missks 31 Jul @ 12:36am 
nice map:steamhappy:
Practice_Hard 30 Jul @ 2:47am 
맵 완성 후에 다시 해봄. 길이 없는 거 같음.
Mitaka 29 Jul @ 12:47pm 
A very creative map👍
忍冬567 29 Jul @ 7:10am 
An exceptionally outstanding imagination and innovation; my friends and I found it very impressive. Please continue! :steamthumbsup::steamthumbsup::steamthumbsup:
举报我的人是Sabine 28 Jul @ 5:30am 
Great, I hope the author can make a finished product soon.:steamthumbsup:
OvercookedSushi  [author] 28 Jul @ 12:25am 
Nothing is meant to be an attack~
Just making changes that were needed...

Hints have been broken since the EMS update, the event had panic forever not being commented out, and the tutorialization is more so I can use this mechanic more later on and to help with those who can't read english...
There is no ill will on my end~
Henrietta 27 Jul @ 11:11pm 
I feel attacked
OvercookedSushi  [author] 27 Jul @ 5:23pm 
A1.2 is available!

Biggest changes:
-Hints show for everyone now, got a work around to work
-Event has been nerfed some, no longer lacks breaks
-Survival support added
-Sun is brighter... Yes I am serious, no I am not changing it.

I will be focusing on chapter 2 for the next few weeks... once I get it playable I'll push it out, just keep in mind it will be dev textured and rough... See you in A2.0~
OvercookedSushi  [author] 27 Jul @ 10:10am 
I was hoping I would have chapter 2 ready by now, been holding off A1.2 till it was ready so it would be a substantial than just bug fixes and balance changing...
However I have deleted Chapter 2 twice now... because I hated it both times~
I think I actually have a good idea for the third attempt... does mean that when it does come out it will be dev textured and a bit sparse, but it is a public alpha~

I'll try and still push out A1.2 this weekend, so far a good amount of bug fixes, more paths to the event, hints show up for everyone now, event tweaks and fixes, and new tutorialization for the event before it happens...
No ETA yet, but I'm spending all of tonight trying to get that shit done~
Tomiato 26 Jul @ 9:14pm 
Fun and amazing! 100/10:steamthumbsup:
OvercookedSushi  [author] 26 Jul @ 7:57am 
The sun is intentionally blinding.
It acts as a line if slight blocker before the reveal, but it is also the setting sun... that shit it bright as is~

I'm half tempted to rename the campaign to "God Damn the Sun"~
◀ Random Anime-Fan ▶ 25 Jul @ 10:08pm 
Pretty interesting idea for a campaign, can't wait to see the other chapters when they're added. While I can't say I'm too much of a fan of infinite horde events, this one's still manageable and it's nice that special infected aren't spawned often during it (at least from what I noticed). It didn't help all too much though that two of the bots somehow fell to their deaths before and during the event (though tbf, L4D2's AI is just stupid like that). Also, idk if it's intentional, but the sun is very bright and almost blinding unless you're looking away from it.
初潮未来 25 Jul @ 7:09am 
地图设计很有心思,期待完成
Scar 24 Jul @ 9:15am 
The moment I looked towards the Sun, I was like "When Day Breaks". lol
OvercookedSushi  [author] 23 Jul @ 8:19pm 
I can add more paths to get around, but the terrain being difficult it kind of the point...
It is both a challenge for the player and a challenge for me as the designer because I had a find a way to make a warehouse roof interesting...

I have a few planned tweaks to the area, raising a couple vents, adding a couple more... but the area being treacherous as a whole won't change...
ํ足立レイ 23 Jul @ 8:11pm 
fixing mobility wouldn't make sense because its a warehouse upside-down and hes already made it the best hes could given the roof ventilation that you walk on?
OvercookedSushi  [author] 23 Jul @ 7:31pm 
Okay... I'm bending the knee...
I'll tone down the event, not only because EVERYONE wants me to... but also because apparently I misread some of the information on the wiki... and might have set the "peak" of the event to last up to 25 minutes... >.>

I'm working on a fix as well as tweaking the SI limits... A1.2 will def have an updated script that is a promise~
Nuclearstomp 23 Jul @ 7:16pm 
Very cool map. Really surprised me when playing lol.

The events a little rough. I think removing some invis walls and making more paths for the survivors to get around would be nice. Lack of mobility in the event room is the main issue imo.

Otherwise really cool campaign, looking forward to CH2.
OvercookedSushi  [author] 23 Jul @ 7:02pm 
I'm still trying to work on the AI...
There is only so much I can do with it being source AI navigating on prebaked squares on the ground... There are a couple skylights I might just need to convery to boards just for the bot's sake... I could always try some nuclear options, like marking the entire area nav in "Precise"... but I need to do testing to see how it affects the AI on both sides...

But this was the path I choose when I decided "difficult terrain" as a theme was a good idea...
Hunter Jumpscare 23 Jul @ 6:57pm 
Bots seem to enjoy falling through gaps and dying in the part where you have to shoot down pillars which was incredibly annoying(especially coupled with the infinite horde), but I really like this map's concept and look. Excited to see how it progresses.
ํ足立レイ 22 Jul @ 4:27pm 
i could've just been incredibly low on health when that was occurring because of the oppressive commons that the 5 damage from the tank rock downed me
OvercookedSushi  [author] 22 Jul @ 3:43pm 
I will still keep it on the list of things to watch for...
Rare bugs are still bugs~
ํ足立レイ 22 Jul @ 3:38pm 
cant seem to replicate it, its possible something else occurred during that event that im not aware of
ํ足立レイ 22 Jul @ 3:32pm 
i just remember being on the mounted gun, the building collapsed and was just incapped instantly i can give it a look again
OvercookedSushi  [author] 22 Jul @ 2:24pm 
Going down instantly at the second shack?

Is that something you can replicate multiple times?
The chucks of building when they move are set as "debris", meaning they don't collide with the player at all
The tank rock I use to knock people off the mounted gun to ensure you don't get stuck has its damage capped at 5, and I just verified that the damage is still 5 on expert.
I'm pretty sure the props that get flung are also debris or no collision as well...

There is nothing there that "should" be causing anything for an instant down, but if you can replicate it please do let me know...


And I do recognize that I overtuned the event... I'll be doing some test and playtesting to see what I can lower and tweak without going to far in the other direction...
ํ足立レイ 22 Jul @ 2:13pm 
the event on expert especially with specials dragging you to your death instantly like the smoker isnt fun where they instantly grab you, the constant common spam makes doing the basic task of shooting the pillars tedious, the one building that collapse after shooting one of the pillars instantly downing you isnt great either, the map looks overall really good tho and i like the concept and the artwork
Ænima² 21 Jul @ 12:01pm 
👀👍 GL
OvercookedSushi  [author] 21 Jul @ 11:06am 
Toning down the event is on my list, as it is only first chapter still. I will keep the suggestions in mind...

Thank you for the feedback~
Ænima² 21 Jul @ 8:59am 
you should either lower the zombie count or trigger a timed event everytime a pillar is broken, because looking for the way to proceed while being constantly swarmed is not fun
OvercookedSushi  [author] 21 Jul @ 8:35am 
@Ænima²

I know it comes done to preference... but the event doesn't work without constant pressure...
It is a two front war, against the zombies and the difficult terrain... without both being a constant pain in the ass the arena simply doesn't work...
I like doing experimental stuff, and I will say it now... I don't plan on doing a single normal event, which probably does mean I will be utilizing standing gauntlets rather often for this campaign in particular... If there is a way I can take the sting off in your eyes let me know, this is an Alpha still, everything is still up in the air to change, but if you simply don't like it then I understand and respect your stance~