Left 4 Dead 2

Left 4 Dead 2

Day Break (Campaign)
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DannBo  [developer] 22 Jan, 2021 @ 1:06am
Update (Version 4) In The Works!
Hello everyone! A new update is in the works.

It's been a while since I last worked on the campaign, but with the release of the Last Stand update, I've started working on an update for Day Break to account for some of the new stuff that was introduced in the Last Stand, as well as present myself with an opportunity to do some optimization, game balancing, and quality of life updates based on your feedback over the years.

I will be editing this post with the changelog as I work on it, leading up to version 4's release. Anything marked with a "[*WIP*]" is something that I am still working on. I do not have an estimated release date. I'll be taking as much time as I need to make the necessary changes and release the update as a whole when it's done. The changes listed below will not appear in the workshop version until this update is finished. Until then Version 3 will remain the version on the workshop.

The changes worked on so far are as follows (Last edited: 5/22/2021):

All Maps:
General gameplay changes/balancing:
  • Added pitchfork, knife, and shovel to melee spawns & made which melees spawn more relevant to their spawn location.
  • Added MP5, SG552, Scout Sniper, & AWP Sniper to weapon spawns.
  • Adjusted primary weapon spawns to have consistently 4+ pick-ups instead of 1 in some places.
  • Adjusted item densities to accurately reflect playable area of each map so that certain items aren't over/under abundant.
  • Added BLOCK LOS brushes to vehicles/props/displacements for improved hiding/spawning places for infected and special infected in versus.
  • [*WIP*]Boss spawning on each map now controlled by custom vscript rather than by the Director, allowing for more consistency and control over where/when witches & tanks can spawn, while still being consistent between rounds in versus.
  • The boss controller vscript is a trimmed-down version of Competitive Boss Spawner System by mod devs Wolphin/Daroot Leafstorm/NF (featured in "Dark Carnival Remix"), with the chat notifications and various visual indicators removed to retain the traditional style of versus play.
  • Boss spawning probability now the same between coop and versus.
Quality-of-life fixes/improvements:
  • Added a variety of new custom community vehicle props to Maps 1-4 (School Bus, various Sedans, SUVs, Trucks, Hatchback, Station Wagon, Hummer).
  • Improved a few reflections/textures on existing custom vehicles with more realistic phong effects.
  • Improved/added/removed various survivor dialogues.
  • Updated Easter Eggs with some new custom audio.
  • Improved Infected Population types & uncommon infected placement.
Other Optimization:
  • All panic events (aside from map 1 alarm cars) now run off of custom onslaught-style vscripts which control the quantity of common infected/mobs rather than logic_timer-controlled forced zombie spawns, which led to some pretty nasty latency/lag spikes and frame rate drops. This also improves where mobs spawn and which direction relative to the survivors they approach, depending on the event, as well as adding a cool-down period where the mob sizes gradually reduce, rather than being abruptly cut off.
  • Optimized prop fade in/out distances so that less is rendered at a time.
  • Optimized Entity Management and Garbage Collection to reduce active edicts, improve stability, & fps. Cleaned up and consolidated a lot of unused/poorly-rigged entities. This should reduce the probability of players getting the "ED_Alloc: no free edicts" crash while playing with mods or on servers with mods.
  • All survivor dialogue now handled by a single master vscript rather than dozens of logic_coreographed_scene & logic_case entities. In addition to reducing entity/edict count, dialogue also runs more smoothly.
  • Optimized visleaf rendering logic to improve stability & fps.
  • Removed mode-specific entities from modes they are not used in to further reduce edicts. Easter egg locations & related entities only spawn in coop now so that versus and other modes are as optimized as possible.
[*WIP*]Pre-Release Preparation:
  • Rebuilt sound cache to reduce chance for missing tank music, etc.
  • [*WIP*]Gathered promotional materials (screenshots, etc.)
  • New content updated and packaged in VPK file.
  • QA Testing (v4 release candidate 1).
  • QA Testing (v4 rc2).
  • QA Testing (v4 rc3).
  • QA Testing (v4 rc4).
  • [*WIP*]QA Testing (v4 rc5).

Map 1:
(99% done)
General gameplay changes/balancing:
  • Versus completion score increased by 100.
  • Tank & Witch will no longer spawn in the Hotel.
  • Tank will spawn in 50% of coop and versus games in one of 5 possible designated spawns across the map.
  • Witch will spawn in 85% of coop and versus games in one of 11 possible designated spawns across the map.
  • Reduced item densities of first aid kits, pills, pipe bombs, molotovs and bile bombs, with a few must-spawn exemptions by the barrier event.
  • Added a dresser in front of one of the top-floor windows to make it more difficult to death charge out it in versus and also provide a potential spawn point for specials.
  • Clipped the neighboring rooftop to survivors below the starting area so that they could not get knocked/trapped/exploited into an otherwise inaccessible location.
  • Added scout sniper spawns next to a few tier 1 spawns.
  • Added infected ladder to front of crashed plane.
  • Swapped out ambulance autoshotgun spawn for a scout sniper and swapped a hunting rifle spawn on the right side of the overpass for an AWP sniper.
  • Swapped out ammo pile in park shed for tier 1 shotgun spawn. Added an open medicine cabinet that can sometimes have health items in it.
  • Added infected ladders to sides of small apartments towards the end of the map.
Quality-of-life fixes/improvements:
  • Soundscape now properly transitions from exterior to rooftop ambience during camera zoom intro.
  • Fixed soundscape not starting properly in survival mode.
  • Increased maximum exposure time so to make it slightly less dark for survivors, both for realism's sake and general visibility.
  • Improved prop/texture detailing in hotel/apartment bathrooms.
  • Nav-blocker at event barrier now properly blocks pathing so that a) npc zombies do not try to walk through it when closed but instead crawl over it, and b) npc zombies run around it entirely when fire is active instead of blindly running through it.
  • Added some additional detailing to apartment complex exteriors, replacing some old low-res textures with higher ones, adding 3D details, etc.
  • Replaced various 2D overlay windows/door frames etc with custom 3D props to further improve visual relief of buildings.
  • Added parking space lines and other detailing to parking lot towards the middle of the map.
  • Added a custom post-apocalyptic style modded school bus with some item spawns (incl. possible m60, chainsaw, or grenade launcher) later in the map.
  • Prohibited fall damage from ladder in ending safehouse.
Additional Optimization:
  • Optimized messy geometry around Palace of Fine Arts.
  • Tightened up 2d skybox enclosure to optimize visleaf rendering calculations.
  • Propified some func_details to reduce brush/brushsides count.

Map 2:
(99% done)
General gameplay changes/balancing:
  • Versus completion score increased by 100.
  • Tank prohibited until survivors reach the highway overpass. Both Tank & Witch additionally prohibited during Fort Point event.
  • Tank will spawn in 50% of coop and versus games in one of 5 possible designated spawns across the map.
  • Witch will spawn in 86% of coop and versus games in one of 12 possible designated spawns across the map.
  • Added stairwell exit in the sewer in between the two manhole exits to provide a third alternative that is less of a separation hazard and more of a spit/charge hazard.
  • Added ladder to get back onto bus from the drop side next to the small apartment complex so that it is a less punishing obstacle early in the map.
  • Removed SMG spawn in the grass outside first apartment at bus crossing. It was hard to see and infrequently used/needed. If survivors are in need of ammo at that point they can go inside that apartment.
  • The survivors can now hop out of the windows of the 2nd apartment building. Also unblocked the little walkway on the side in coop/versus. Added some item spawns there.
  • Added proper nav blockers to barricades/props in survival and scavenge game-modes that infected will properly hop over.
  • Consolidated playable area for Survival mode to the Beach House, since previously horde could potentially spawn very far away from where survivors were holding out, creating large gaps with no horde and tanks spawning very far away. Survival event now triggered by radio similar to Map 4's Survival mode.
  • Unclipped the walkway around the pond for infected.
  • Made SUV and Muscle car at the beach hittable by tank. Removed beach SUV in survival.
  • To increase challenge of beach event, removed ammo pile and changed randomized tier 2 in beach house to scout sniper, auto-shotgun, and smg spawn. (Hunting rifle still spawns on the balcony). Changed tier 2 by beach event to scout sniper, and tier 1 smg & shotguns.
  • Tier 2 spawns will still sometimes spawn in the overrun apartment before the beach area, providing survivors some more incentive to risk going inside. Survivors still get tier 2 weapons before the Fort Point Event (moved these closer to the APC for visibility).
  • Added large boulders/rock formations to wooded areas to facilitate better mob spawning by beach.
  • Added more retaining walls with infected ladders alongside some of the steep dirt/grass hills to make it more easily traversable by zombies and more realistic looking.
  • Added better clipping to some clusters of vehicles that the special infected could get stuck on easily.
  • Removed unclimbable infected ladders on barbed wire fences by fort point.
  • Improved and propified stairwell railings at Fort Point with less gaps to fall through.
  • Widened Fort Point stairwells to make them less cramped/spit prone.
Quality-of-life fixes/improvements:
  • Prohibited fall damage from ladder in starting safehouse.
  • Increased maximum exposure time so to make it slightly less dark for survivors, both for realism's sake and general visibility.
  • Fixed some buggy looking lighting with some of the hedges at the beginning of the map.
  • Added some additional detailing to apartment complex exteriors, replacing some old low-res textures with higher ones, adding 3D details, etc.
  • Replaced various 2D overlay windows/door frames etc with custom 3D props to further improve visual relief of buildings.
  • Remade an unrealistic looking 2 story arch-shaped building after the beach. Building is now 3 stories and you walk through an interior lobby instead of an exterior arch. Added some additional detailing to the exterior.
  • Updated bridge appearance/skybox to reflect map 3's redesign.
  • Added a little more detailing to Alcatraz Island in the skybox.
Additional Optimization:
  • Removed the exploding barrels in Fort Point as these were causing a significant frame rate drop in combination with the horde for many players.
  • Fort Point event now also runs off a custom onslaught-style vscript which maintains an optimized level of horde without spawning too many to create latency spikes like it did with the laggy logic_timer-forced zombie spawns.
  • Optimized messy geometry around Fort Point & Palace of Fine Arts to improve fps & stability.
  • Propified some func_details to reduce brush/brushsides count.

Map 3:
(99% done)
General gameplay changes/balancing:
  • Tank will spawn in 40% of coop and versus games in one of 4 possible designated spawns on the upper floors of the cruise ship. (Still no tanks on the bridge itself.)
  • Witch will spawn in 100% of coop and versus games in one of 18 possible designated spawns across the map.
  • Improved and propified stairwell railings at Fort Point with less gaps to fall through.
  • Widened Fort Point stairwells to make them less cramped/spit prone.
  • Narrowed break in the railings at Fort Point to make the early death charge more challenging/rare in versus.
  • Widened opening to lower elevator platform for easier access/less getting stuck, added some more realistic detailing.
  • Spit & fire now gets extinguished when the elevator door closes so it doesn't glitch out as the elevator starts moving while survivors are trapped inside.
  • Moved pipe infected ladder by elevator to front of bridge leg for better visibility, & less buggy zombie pathing. Top of that infected ladder is closed off with railing so that it is no longer a fall/edge-cling hazard for survivors.
  • Elevator now opens onto the bridge on its sides rather than the front, allowing for two modes of exit and entry onto the bridge itself. One route goes around to the weapons in the military trucks while the other shortcuts forward along a new pedestrian walkway. 2nd set of gates at the top that remain closed until elevator reaches top.
  • First break in bridge near military trucks closed up a little bit with the arch structure underneath filling up most of the gap, leaving a little left as a potential side hazard.
  • Added route on left side of bridge via a pedestrian walkway that circumvents second break in bridge, but has a potential death charge back into the first break in the bridge.
  • Added more space on right side of third break in the bridge after the semi crossing. Survivors can make a quick but dangerous crossing over the thin strip of road left or they can take the more circuitous route to the right which is a bit safer but gives specials more opportunties to spawn ahead of them.
  • Added a route on the left side after the third break in bridge around the crashed bus, allowing for a safer approach of the fourth break but risks a potential death charge back into the third break.
  • Added an easy-access weapon spawn in the center before the fourth break that includes a hunting rifle and tier 1 weapon in the back of a moving van.
  • Moved tier 2 weapon and ammo spawn up from the flaming tanker truck to the army humvee just before the fourth break in the bridge, slightly off the center path.
  • Substantially widened path around the fourth break so that survivors can walk around the left of the tall truck so that the entire path isn't a death charge/cliff hang hazard. Daring survivors can still jump across on the right side of the truck if they want to get to the other side quickly.
  • Added new route around the brief under-the-bridge break that allows survivors to circumvent the hazard, though breaks in the bridge still provide an opening for them to fall through to the section below.
  • The under-the-bridge route that takes the survivors down onto the bridge's truss beneath is now more higher-risk-higher-reward. It's a faster route and has guaranteed laser sights, but there are only two truss beams to cross on and getting smoked/jockeyed off them is relatively easy.
  • Moved ambulance with healthkits further down into where the cars are piled up on the truss in the under-the-bridge break.
  • Made openings in bridge before the collapsed ramp smaller and less hazardous.
  • Large collapsed "ramp" leading down to the forklift event and cruise ship now more rounded out and better navigation-pathed so that bots are less likely to have fatal accidents. (If they do have an accident they should now cling properly to the edges in a rescuable location.)
  • Made the front deck of the cruise ship only accessible on the latter 2 exterior stairwells, the first one is now collapsed with an infected ladder.
  • Added some hiding spots for items and special infected on the front deck of the cruise ship.
Redesigning entire bridge to more closely resemble the real Golden Gate Bridge with added detail and better-optimized geometry. The general layout of the bridge hazards will remain similar to before, but with the following cosmetic and optimized changes in addition to the balancing changes above:
  • Replaced generic red concrete texture with a variety of new custom metal textures to better match the details of the bridge.
  • Added a few custom signs found on the bridge, as well as the plaques found around the tower.
  • New pedestrian walkways on the sides separated from the main road by a railing with breaks and openings to create new paths on the sides.
  • Entire bridge widened so that six lanes of traffic can realistically fit between the pedestrian walkways, and to add additional playspace to the map making it less chokepoint-heavy in versus, allowing space for more paths.
  • Wide, red central divider removed. New traffic divider/barrier prop used designed based on the real GGB's new adjustable median barrier.
  • Outer railing changed to new prop based on the real GGB.
  • Legs of bridge realistically widened and given better detailing where they meet the pedestrian walkway. Also bridge's legs are now more accurately connected underneath bridge via arch & truss system.
  • Elevator placed more realistically against leg of bridge with guiderails, rather than just dangling in the air by cables.
  • Redesigned bridge suspension cables with a smoother realistically parabolic curve.
  • Redesigned bridge suspension to use newly detailed wires that realistically stretch to the bottom of the bridge.
  • Redesigned the truss on the underside of the bridge with better detailing, better optimized geometry, and more closely reflects reality.
  • Completely rebuilt and redesigned the large collapsed bridge/ramp section with better optimized geometry for both better looks and stability.
  • Added cheap debris props, puddles, and overlays for more realistic detailing with negligible performance hit.
  • Rebuilt skybox model to accomodate changes.
Other Quality-of-life fixes/improvements:
  • Rather than being awkwardly clipped off, a player-controlled special infected can now jump over or stand on top of elevator, but will be crushed/killed when it reaches top.
  • Added an additional trigger_push region at the elevator entrance that gives a push to npcs standing just outside the elevator when the button is first pushed.
  • Added a number of safeguards to protect against survivors clipping through/out of the elevator while still allowing full mobility. If any survivor starts to clip out of the elevator they will get teleported back in.
  • Adding infected ladders up the collapsed road portions rather than the railings on the sides for less buggy ladder connections.
  • Fixed nav-blocker at the event so that it properly blocks pathing for npc zombies so they dont try to climb over the mail truck and get stuck because of interpenetrating entities.
  • Fixed mismatched audio jet sounds and explosions for the event.
  • Added some additional detailing to the front deck of the cruise ship. Propified the stairs to reduce brush/brushsides count.
  • Fixed buggy pathing around tables on cruise ship's front deck. Survivor bots and zombies should be able to maneuver on top of and around them properly now.
  • Fixed buggy items spawning in sideways on cruise ship's front deck.
  • Improved inconsistent lighting/texturing on the side of the cruise ship by replacing old propified model with simple bump textured windows.
  • Improved appearance and functionality of barricades within cruise ship, providing more cover for infected to actually spawn and replacing overused copy and pasted desk props with various other cruise ship props.
  • Improved prop/texture detailing in cruise ship bathrooms, fixed oversaturated lighting, floating props.
  • Improved cubemap placement so reflections on vehicles and metal surfaces reflect surroundings more accurately.
Additional Optimization:
  • Replaced some of the cruise ship's open windows & doors with nodraw-sealed brushes where survivors only see them from a distance to reduce render load.
  • Significantly Optimized messy geometry around Fort Point and Cruise ship to improve fps & stability.
  • Optimized rebuilt bridge geometry and func_details around breaks in the bridge. Swapped out some func_details for better looking and better optimized displacements.
  • Reoptimized viscluster regions so that bridge geometry obscures rendering properly rather than having everything rendered at once.
  • Optimized & propified a number of messy func_details in the bridge's geometry.
  • Added LODs to custom details props for optimization (so lower level-of-detail model displays at a distance).
  • Remade old cruise railing props.

Map 4:
(99% done)
General gameplay changes/balancing:
  • Tank prohibited until survivors leave the bridge. Both Tank & Witch additionally prohibited during CEDA bridge onslaught event.
  • Tank will spawn in 72% of coop and versus games in one of 5 possible designated spawns across the map after the bridge.
  • Witch will spawn in 87% of coop and versus games in one of 13 possible designated spawns across the map.
  • Added a few small breaks in the outside railing early in the map for realism but they also offer a challenging spot for a survivor to get death charged or jockeyed onto the edge.
  • Moved first ammo pile and weapons on bridge from outside the ceda trailers up to the cop car with the lights on for better visibility.
  • Moved ammo pile in the middle of event to the back of a police car in the middle for better visbility.
  • Removed random logic_case-dependently-spawned M60/Chainsaw that was inconsisent in versus. Added other Director-controlled potential M60/Grenade Launcher/Chainsaw spawns.
  • Spit & fire now gets extinguished when the elevator door closes so it doesn't glitch out as the elevator starts moving while survivors are trapped inside.
  • Moved/added/fixed some infected ladders around the cliffside.
  • Fixed 2 blocked infected ladders in the tunnel.
  • Deepened and extended the infected-accessible portion of the cave further back and to the side to promote more hidden space for mobs to spawn.
  • Added small room in lower tunnel by lighthouse where horde can spawn more easily.
  • Added interior to side of lighthouse with broken stairwell to give zombies a place to spawn and additional means to get into the lighthouse.
  • Added breakable sections to roof lighthouse where zombies can drop in from above to make it a more challenging place to hold out in Survival mode.
  • Fixed bug where zombies/tanks would sometimes spawn in the easter egg portion of the map in Survival mode.
  • Consolidated playable area for Survival mode to Lime Point lighthouse and nearby road, since previously horde could potentially spawn very far away from where survivors were holding out, creating large gaps with no horde and tanks spawning very far away.
  • Hordes during secret Easter Egg event toned down a bit, and quieted after event finishes.
Carried over the redesign of the bridge section from map 3.
  • Updated old red concrete textures with the new red metal ones.
  • Added new pedestrian walkways.
  • Bridge adjusted to new width.
  • Wide, red central divider replaced with the new road barrier prop. Barrier-divided a few of the middle lanes with CEDA paraphanalia across the running event in the place of the elevated divider. Replaced copy & pasted wire prop with adjustable wire entities.
  • Old outer railing replaced with the new one.
  • Added CEDA tents and further detailing to the area surrounding the break/ramp down onto the highway below where the survivors leave the bridge.
  • Rebuilt small collapse onto the underpass at the end of the bridge to accomdate new changes.
Additional Quality-of-life fixes/improvements:
  • Improved appearance and functionality of barricades within cruise ship, replacing overused copy and pasted desk props with various other cruise ship props.
  • Added middle platform at base of cruise ship ladder to make it less tall/incap prone
  • If a survivor glitches through the roof of the elevator for whatever reason while it is descending, they get safely teleported back into the elevator.
  • Fixed wonky texture of wide infected ladder on rockwall on the left after underpass.
  • Fixed a few broken infected ladders on the rock wall.
  • Moved Boat-Saferoom kit bin to the floor for easier access/visibility.
  • Increased maximum exposure time so to make it slightly less dark for survivors, both for realism's sake and general visibility.
  • Fixed buggy/inconsistent lighting on bridge props and on cliffside.
  • Added some rock ledges by underpass collapse that are accessible to survivors with items. Reclipped the area for better maneuverability for infected.
  • Added some trees/foliage.
  • Clipped some more of the rocks around cliffside and by the lighthouse so that its harder for players/npcs to get stuck.
  • Fixed some buggy lighting/textures on the lower interior of the Lime Point Lighthouse.
Additional Optimization:
  • Improved messy/buggy geometry of the cruise ship to improve fps/stability.
  • Replaced old lifeguard chair prop with better looking/more realistically sized/placed custom prop.
  • Replaced messy/old brush-based bridge supports with newly updated/optimized/more realistic cable supports.
  • Replace messy/old brush-based truss system with the newly updated/optimized/more realistic truss props.
  • Reoptimized viscluster regions so that bridge geometry obscures rendering properly rather than having everything rendered at once.
  • Changed all traffic cones and a few other props from physics props to non-solid static props to cut down on edicts.
  • Updated skybox props with changes/better optimized model.
  • Adjusted cubemaps for more accurate reflections on cars.

Map 5:
(99% done)
General gameplay changes/balancing:
  • Tank is now prohibited while the survivors are still on their way to the finale.
  • A witch will spawn before the finale in 83% of coop and versus games in one of 10 possible locations heading up to the finale.
  • Added a few must-spawn item spawns including an AK-47 towards the beginning of the map.
  • Added easily accessible must-spawn weapons/item/ammo pile to ground floor of prison in the middle of the longer cell block (near disabled metal detector).
Prison Witch Nerf:
  • Witches no longer spawn in the same jail cells as cans.
  • The number of taped-off cells holding witches will now only be between two to four instead of fifteen, and they are now always avoidable, though will sometimes still pose a potential hazard if cans spawn in a nearby cell or two over.
  • One witch will always spawn somewhere in the left cellblock, and one will always spawn somewhere in the right cellblock. In coop, this is random, and in versus, they will always spawn in the same locations.
  • Two witches will sometimes spawn near optional loot on the ground floor in coop. They always spawn there in versus.
  • Witches in cells are now audible before the door opens.
  • Some taped-off cells now spawn bot boomers, smokers, hunters, and chargers instead of witches, but these only appear in coop, not versus.
Improved Finale/Prison Layout. Navigating the prison is now safer for survivors and is more easily traversible by both survivors and infected, with more routes up and down the cell blocks:
  • Closed up break in ceiling/roof next to fuel pump, to create a safer area to put gascans in. Moved roof ammo/guns/kits/melees, and added pain pills & adrenaline.
  • Added a rooftop access staircases to both left and right cellblocks on either side of the fuel pump.
  • Widened platforms & stairwells to make things less cramped.
  • Shortened 2nd floor railings around the jail blocks so that you can easily hop over them without getting squished into crouching over them.
  • Added survivor ladders to middle of each cell block to make it less time consuming to navigate between floors.
  • Grouped cans together in pairs more, closer to stairwell/ladder access. A couple can pairs now have randomized spawns like in Dead Center Atrium.
  • Improved clipping on jail cell beds so that players don't get caught on corners of bed when entering jail cells.
  • Fixed buggy jail cell door collision so that they now realistically block/deflect bullets/cans after being opened instead of acting like tissue paper.
  • Widened holes between floors so that bot and player special infected don't get stuck on infected ladders.
  • Added infected ladder on the right cellblock on the side closer to the fuel pump.
  • Fixed collision on sandbags that made them difficult for tanks to traverse without getting stuck.
  • Roof Windows no longer breakable, more easily traversible by zombies w/ infected-ladders, & also more effective at blocking vis. Survivors can no longer awkwardly get knocked into them by tank and get stuck.
Quality-of-life fixes/improvements:
  • Fixed items from map 4 appearing floating in the air outside next to the boat saferoom.
  • Moved Saferoom kit bin to the floor for easier access/visibility.
  • Improved clipping on watchtower so that players/bots falling off ladder accidentally happens less frequently.
  • Replaced some cluttered "debris/rubble" props with better looking displacements so that survivors & cans don't clip through the non-solid debris props as much.
  • Increase can count for Scavenge* mode to 24 to account for larger playspace (more cans nearby to put in = more time, larger variety of scavenge scores, cans less spread out from each other). (*Can count still 13 for coop & versus.)
  • Fixed soundscapes not starting in spawn areas for Scavenge and Survival modes.
Additional Optimization:
  • Propified stairwells to reduce brush/brushsides count.
  • Removed brushes with "invisible" texture which were previously providing cell doors solidity but cutting visleaves unnecessarily.
  • Removed several dozen generic light entities so that there are only spot light entities in the cell rooms, reducing engine load on rendering lighting. Also fixed lightbulb props not being set to "on" skin.

Note that the above changelog is not finalized yet and is subject to change.

To reiterate, this changelog is not yet reflected in the currently released workshop version, which is still Version 3. Entries will be added (and possibly removed) as changes are made.
Last edited by DannBo; 22 May, 2021 @ 10:26am
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Showing 1-7 of 7 comments
Dashinix 22 Jan, 2021 @ 2:40am 
Hell yeah let's go!
elifor 12 Feb, 2021 @ 11:43pm 
Survivor bots in level 3 dont attack zombies
A guy named Guy 29 Mar, 2021 @ 12:43pm 
Wow, the fact that you still update this almost 8 years old custom campaign is so freacking awesome! Keep the good work dude!
Bane 29 Mar, 2021 @ 7:51pm 
Thank you! I loved this campaign and used to do the prison finale on expert until suddenly there were witches in the same cell as every gas can. I stopped playing the map after that, but seeing as you're changing it back to having an appropriate amount of witches, I will definitely dl the update
Xanaguy 13 Apr, 2021 @ 12:00am 
I can't wait to see the final product, though admittedly, is there any chance that two easter eggs in particular can be... nerfed in terms of zombie spawns? They seem a little difficult to complete even if players can withstand the color correction changes.
Trunten 18 Apr, 2021 @ 12:45pm 
glad to see you still dedicated.
don't forget about the "Game Maps" upload either.
just had a troll reply to a 5 month old comment of mine.
you might want to keep comments here and there moderated .
GamerAntyBraixen 28 Apr, 2021 @ 7:19pm 
Awesome!
Super Excited!
:D
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Showing 1-7 of 7 comments
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