Left 4 Dead 2

Left 4 Dead 2

Dead Center Cleaned Survival
UndeadRyker  [developer] 11 Jul, 2018 @ 7:27pm
Bug Reports & Suggestions
I'm liking the port so far. After intentionally looking for exploits and other faults to help improve the map, I've come up with this extensive list that may be helpful to fix or include. Note that I have cl_showpos 1 (top left of the hud) which as coordinates that can be used to quickly find spots in the map editor. Here's the bugs:
  • Snack bar[kek.gg] - A god spot where a lot of infected can't reach you if positioned correctly. Here's a video[my.mixtape.moe] demonstrating how to get there.
  • Kitchen[kek.gg] - The back of the shelves clip through a wall.
  • Lobby[kek.gg] - Special infected frequently get stuck right behind the table if the survivors are positioned towards ahead, particularly where the saferoom is.
  • Saferoom exterior[kek.gg] - Trees are visibly floating.
  • Kitchen[kek.gg] - The bottom of the frying pans clip through the shelves which looks odd.
  • Banquet Hall A[kek.gg] - This door has some visual fighting with the wall and its partner doesn't. Maybe moving the door a bit out from the wall or inside more of the wall will fix it.
  • Collision inconsistencies - Some wall decorations and paintings collide with the players and infected and others don't. For example, here's a wall sign[kek.gg] that has collision enabled and here's a painting that doesn't[kek.gg]. I recommend you turn off collision for all wall decor. I find myself getting trapped on them if I walk on the edge of the walls (it also blocks your head if you stand under it). That would also fix the god spot mentioned at the top of this list.

Some suggestions:
  • Move the gas cans and propane tanks inside the kitchen. Maybe also put some molotvs in there as well. Not only would that fill up the empty feel of the kitchen, it will also give survivors a chance to prepare their own layouts rather than scavenging about.
  • Similarly, giving the security room more significance by moving all of the weapons, upgradepacks and pipebombs in there.
  • Banquet Hall A[kek.gg] feels a bit empty especially for its space. Putting some extra tables in there would help. Also, putting chairs that have physics (and collision disabled) would make it extra fancy, and it will also look cool scattered about when a boomer blows up inside the room.

What I've noticed (neither good or bad):
  • Holding out inside of the saferoom doorways seem to be the best spot by far until there are no more throwables in the room. Then holding out in the lobby seems to be the way to go. It's the placement of the ammo that make it a good spot along with huge sight-lines the survivors can use to their advantage. The second best spot feels like the Kitchen, although there's no ammo for long term. The infected funneling in the only two doorways in there can be mowed down with ease.
  • The worst spot for holding out would probably be the security room and the dead ends in the hallways (even the hallway with the ammo pile in it). Only one way in, and only one way out.
Last edited by UndeadRyker; 11 Jul, 2018 @ 7:41pm
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Showing 1-13 of 13 comments
GenericTech  [developer] 11 Jul, 2018 @ 7:39pm 
Thank you so much on what bugs are within the map, I'm working on fixing them, and using some of your suggestions.
UndeadRyker  [developer] 11 Jul, 2018 @ 8:55pm 
Awesome to see that it's getting fixed! You're a good maintainer of the map.
GenericTech  [developer] 11 Jul, 2018 @ 9:55pm 
Thanks, man, also, big fan of the Competitive-Bots+, really one of the best Improved Bot mods out there! About to post the update for the map, is there anymore bugs, or?
UndeadRyker  [developer] 11 Jul, 2018 @ 10:14pm 
Thanks! And no, no more bugs I've seen.
GenericTech  [developer] 11 Jul, 2018 @ 10:47pm 
Please tell me of any bugs in this new update if you can, please.
UndeadRyker  [developer] 11 Jul, 2018 @ 11:49pm 
A few more bug reports:
GenericTech  [developer] 12 Jul, 2018 @ 1:39am 
I'll get onto it right away!
GenericTech  [developer] 12 Jul, 2018 @ 2:38am 
Found out what was the problem, and as for the size, it was just because of some useless props I got rid of.
GenericTech  [developer] 12 Jul, 2018 @ 2:53am 
Thanks for all the help so far with the map, never really thought my first map would be good.
UndeadRyker  [developer] 12 Jul, 2018 @ 4:57am 
Glad I can help! And here's a little more I found to tidy things up:
  • Elevator exterior[kek.gg] - The light flash effect seems to have been misplaced.
  • Elevators - One of the elevators is missing lights[kek.gg], and in the elevator with lights, it's missing a light in the center where the crosshair is[kek.gg] since there is a light spot there.
  • Banquet Hall A[kek.gg] - There's a chair resting in a physically impossible position.
  • Security Room[kek.gg] - Minor collision inconsistency. All of the smaller empty chairs in the map don't collide with the survivors but this one does.
  • Security Room[kek.gg] - There are two light spots but there is only one ceiling light, and it's also not close to where the light is emitting.
  • Snack bar[kek.gg] - Similar to the Security Room bug above.
  • Lobby[kek.gg] - Another weaker god spot that only works for commons. Reached by jumping on the potted plant (just offscreen, far-right), next onto the phone booths and then the light.
GenericTech  [developer] 12 Jul, 2018 @ 4:08pm 
Just got done fixing the many bugs you found, and updating the map.
GenericTech  [developer] 13 Jul, 2018 @ 11:36pm 
BTW, would you mind me adding you, to test the map out with, and such?
UndeadRyker  [developer] 14 Jul, 2018 @ 12:15am 
Sure, won't mind at all.
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