Left 4 Dead 2

Left 4 Dead 2

L4D1M: Dead Air - Scriptless Edition (Co-Op + Versus)
 This topic has been pinned, so it's probably important
ankou  [developer] 1 May, 2024 @ 2:22pm
May 1, 2024 Update Changelog
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General - Miscellaneous
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Updated missions.txt file

Updated addoninfo.txt file

Updated campaign description

Updated loading screen

Updated VGUI images

Updated loading screen

Navigation mesh improvements

Removed most 'Level End Music' and only left the Terminal's specific active but random with the default music

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General - Main
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The old 'Mega Mobs' version is back and improved with new gameplay features. It is available as a seperate upload linked in the description and collection.

The maps have been greatly improved for Versus mode. Heaps of infected ladders have been added around the maps and some rooms/rooftops have been opened up to allow for ambushes. Some props and alterate paths are also present.

An easter egg has been added - find Gnome Chompski on the first level and carry him through the campaign and take him with you on the plane for a surprise. Gnome Chompski has 3 possible spawn locations. (Note: not present on Versus)

Fixed a sound script typo for a Boomer vomit sound that caused it to not be precached on map load

The VScripts for this campaign have been adjusted - reducing mob sizes and changed some Director settings

Removed extended horde timer convars, game now uses default timings (hordes were every min 120 max 180 seconds now min 90/120 max 180/240 - depends on difficulty)

Removed custom director pills/pefib conversion convars

Added inferno scorch decals that get created when a molotov or gascan is detonated

Added custom convars for .50 cal mounted machine gun, giving it a buff as it is now present on the finale - faster fire rate, more damage, halved cooldown time and doubled the time it takes to overheat

Each map's navigation mesh has had some attributes changed to allow Special Infected to spawn on rooftops

Reverted custom colour correction to the game default, it now uses 'airport_main' and 'checkpoint' - you can download your own or download the custom corrections I have made for the campaign in the description

Some overlays that were missing brush faces have been fixed

Improved and added some clip brushes throughout the campaign

Added fade in to each level

Added new item spawns

Adjusted some upgrade spawns

Added new upgrade spawns

Added deployed upgrade spawns

Replaced L4D1 map parameters with L4D2 map parameters

Lowered defibrillator density

Replaced my melee weapon spawn positions with the L4D2 melee spawn positions, and added the (pre-TLS unused) scavenge melee spawns (4: The Terminal)

Added 2 Tier 1 weapon spawns to each map

Added L4D1/2 mix of RNG luggage skins

Improved fade distance of some models throughout the campaign

Added random car colours similar to L4D2 maps, but with way more variety

Added some more skyscrapers to the skyboxes, and adjusted the position of already present skyscrapers similar to how they were originally before I changed them

Recompiled my police barricade models giving them the solid property instead of grate

More changes I couldn't list, because I wasn't keeping track of most them as I've worked on this update on and off for too long over the past year



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Versus (VS)
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Added a LOT of infected ladders

Added orange infected ladders that lead you up to a burning window and will ignite you. You can use them for kamikaze attacks. (ideal for Boomers) There are 6 on '3: The Construction Site', 3 on '1: The Greenhouse' and 1 on '2: The Offices'. They don't appear on '4: The Terminal' or '5: Runway Finale'.

Added Versus specific props and map changes

All random weapon templates will spawn on every map, even the finale



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1: The Greenhouse
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Introduced a failsafe to remove a Tank that can very rarely spawn before the no-bosses script executes upon map load

Added some details to make the greenhouse look 'lived in' as the Survivors had been camping there for some time

Replaced the metal greenhouse door with a saferoom exit door

Adjusted the navigation mesh to allow some infected to spawn in the greenhouse and exterior rooftop

Adjusted positions of 2 plant tables in the Greenhouse

Added spotlights to the Saint Lidia fishing boat seen from the greenhouse rooftop

Added a Tier 1 weapon spawn by the refrigerator in the first apartment building

Added 3 wooden doors to the first apartment building (2 double, 1 single)

Added a medical cabinet with 1 pain pills to the bathroom after the no-return drop

Added a Tier 1 weapon spawn to the closet in the kitchen outside the hotel (same as L4D2 campaign)

Added window trim models to ALL windows on the Harbor View Hotel building




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1: The Greenhouse (VS)
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Added infected ladders to nearly every building

Added infected ladders to fire escapes (mainly for Hunters)

Added infected ladders to street lights

Removed the greenhouse throwable spawns

Added plywood and cardboard boxes to the greenhouse to allow infected to spawn behind them

Added two orange infected ladders to a window below the wooden planks connecting the rooftops

Added an orange infected ladder to a burning window on the rooftop opposite the greenhouse

Added some AC units to the warehouse roof to allow infected to spawn behind them

Added wooden planks connecting two rooftops (similar to TLS update)

Added a plywood ramp by the yellow ladder to allow another chance for death charges

The car alarm will always be active on Versus mode



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2: The Offices
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Fixed all the fire extinguishers using the wrong entities for their I/Os when damaged

Added a 'background' of the previous level visible through the saferoom door

Flipped the position of the freezer door outside the saferoom

Added shelves and some item spawns to the freezer room outside the saferoom

Added an opening to the fence of the dumpster one way drop to allow players to return to the saferoom

Added an instructor hint to the fire escape ladder

Added window trim models to ALL windows on the Harbor View Hotel building

Added the small infected room by the fire escape from the L4D2 campaign - contains 1 throwable spawn (not guaranteed)

Added a Tier 1 weapon spawn by the vending machines in the hotel

Added a medical cabinet containing 2 pain pills to the hotel maintenance closet

Adjusted infected breakable walls so all infected can now break them

Added a wooden door to room 50 in the hotel

Added a small zone for players to be present in before being able to activate the crane event

Added a plank of plywood containing a few throwables, temporary health and deployed upgrade packs by the crane

Added two felled gates to the fences surrounding the crane

Fixed the crane cable holding the dumpster from breaking when shot

Added the infected spawn room opposite the crane from the L4D2 campaign

Improved fade distance of some roof AC unit props

Added a Tier 1 weapon spawn to the stairway after entering the office building

Added NPC clips to ALL the office cubicles to stop common infected from getting stuck

Added a random path blocking the front exit from the office building

Added back the vibrant lighting emitted by the police car outside the Safe Storage building

Fixed missing saferoom overlay outside the Safe Storage building



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2: The Offices (VS)
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Added infected ladders to nearly every building

Added infected ladders to fire escapes (mainly for Hunters)

Added infected ladders to street lights

The fire escape ladder is lowered on Versus mode

Added a plywood ramp outside the hotel window by the crane to allow for death charges

Added a fire escape platform and a spawn room for infected next to the rooftop exit window (mainly for Smokers and Hunters)

Added the small rooftop section from the L4D2 campaign to the crane area, with some modifications

Added some fire escape platforms to two sides of the office building

Added a plywood ramp outside the lawyer offices to allow for death charges

The front exit to the offices will be blocked on Versus mode

The car alarm will always be active on Versus mode



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3: The Construction Site
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Added func_precipitation Particle Ash to the whole level. The original map in L4D1/2 doesn't have it and I have no idea how it took me 15 years to notice.

Added a few area portals around the map

Added a 'background' of the previous level visible through the saferoom door

Added the open apartment room (for infected) above the Safe Storage saferoom from the L4D2 campaign

Fixed some cables that were floating in the air

Added the missing crane to the stand in the construction site

Added a small zone for players to be present in before being able to activate the barricade event

Added a Tier 1 weapon spawn in the alley by the fire barrel

Added back the vibrant lighting emitted by the police car outside the power plant

Retextured the columns outside the airport terminals

Added a fire hurt trigger to the blue sedan outside Terminal B

Moved the van blocking the stairs on the A level in the garage, the door can now be unlocked from the other side

Added a Tier 1 weapon spawn to floor A in the garage by the fire barrel

Added RNG paths to the garage controlled by the Director based on how well you're playing

Added a destroyed ledge on the garage rooftop

Moved some cars around in the garage

Added more cars to the garage

Added windows to the back of the garage, now you can see the power plant

Added breakable brushes to the skybridge



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3: The Construction Site (VS)
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Added infected ladders to nearly every building

Added infected ladders to fire escapes (mainly for Hunters)

Added infected ladders to street lights

Added the open apartment room above the Safe Storage saferoom from the L4D2 campaign

Added 2 orange infected ladders to windows outside the saferoom

Added around 1000 infected ladders to the construction site

Added fire escape platforms to the building by the barricade (similar to TLS update)

Added infected ladders on pipes connecting areas between the wooden barricade

Added an orange infected ladder to a building between the alley and entrance to the power plant

Added a van to floor C in the garage to allow infected to spawn behind it

Added a van to floor D in the garage to allow infected to spawn behind it

Added a luggage pile to floor D in the garage to allow infected to spawn behind it

Some windows and handrails in the skybridge will be removed when playing Versus to allow for Smoker pulls

Added plywood and cardboard boxes to the skybridge to allow infected to spawn behind them



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4: The Terminal
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Added fog to the airport control tower

Added more rescue closets

Added a Tier 1 weapon spawn the terminal conference area

Hanging advertisements in the terminal now swing when damaged

Added the destroyed ceiling from the L4D2 campaign by the offices exit

Added a small zone for players to be present in before being able to activate the van event

Improved tool brush work and clipping by the van barricade

Added a two-way vent system for infected connecting the terminal to the luggage conveyor area

Added 7 random possible suitcases filled with pistols and money, including 2 with a random SMG

Converted the luggage conveyors to models

Converted the stairs in the conveyors area to models

Added more lost luggage to the luggage conveyors

The metal detectors now have a chance to either produce a normal panic event or the L4D2 onslaught when triggered. This is controlled by the Director on how well you're playing

Added a Tier 1 weapon spawn by the Atlas statue

Added a medical cabinet containing 2 pain pills to the Burger Tank kitchen by the Atlas statue

Improved fade distance of chair models in the boarding area

Fixed height of distant skybox buildings visible from the runway



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4: The Terminal (VS)
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The collapsed ceiling by the saferoom will be present

The collapsed ceiling by the offices exit is now present

Added more infected ladders around the terminal

Added fallen trusses to the terminal to allow infected to climb onto them

Added a two-way vent system for infected connecting the terminal to the luggage conveyor area

The stairs handrails in the conveyor area are removed

The metal detectors will always trigger an onslaught

Added a small construction zone outside the saferoom to allow infected to set up an ambush



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5: Runway Finale
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Changed environmental lighting

Completely overhauled the finale area, extending out by the C130 adding many new explorable holdout areas

Revamped the plane crash event - it can now happen on a random timer or at specific stages during the finale

The plane used in the crash event now has damage triggers covering it. Players or infected hit by the plane when it crashes will be killed.

Tweaked plane pilot response times

Added the crashed airliner from Swamp Fever with some minor changes

Added 5 random weapon cluster spawns to the finale -
1. The original position by the fuel truck
2. By the army truck next to the C130
3. By the catering truck next to the crashed airliner
4. In the triage tent by the fuel truck opposite the crashed airliner
5. By the army truck next to the 'Air Teel' passenger jet

Added 6 possible footlocker spawns similar to the ones found in The Passing, modified to include bile bombs and spawn in random colours

Added fog to the airport control tower

Added new infected spawn areas

Added a temporary glow to the spawned ammo pile (similar to Swamp Fever's Plantation map)

Fixed the Spitter acid extinguisher in the back of the C130

Added logical custom hints to finale activation and rescue

Added more area portals to storage areas

Added a ton of new possible item spawns

Added a ton of new possible upgrade spawns

Added an extra set of first aid kits (found in the third triage tent at the corner of the map)

"Pills here!"



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5: Runway Finale (VS)
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Added infected ladders to nearly every object

Added infected ladders to the boarding ramp frames (mainly for Hunters)

All weapon clusters are spawned

The stairs handrails on the small airliner are removed

Added more luggage piles around the map for infected to spawn behind
Last edited by ankou; 4 May, 2024 @ 7:31pm