Left 4 Dead 2

Left 4 Dead 2

Silent Hill 1 (1/4)
 This topic has been pinned, so it's probably important
Unknown  [developer] 6 Jul, 2023 @ 12:19pm
A short summary of all the major changes.
Hello, everyone! It's been a bit over 6 months since PopTheseFools passed the torch and I carried on untangling the mess this campaign has become over the years of no support. I can safely say that I'm done with all the major fixes. As it stands right now, the campaign is in the most stable state. The rest I want to do with campaign is related to completely changing the finales and a few gameplay sequences.
Now then, it doesn't mean that the development cycle is over. Hell no, I'll still be reading your feedback and releasing new updates as required. Here, I want to bring you a short summary of all the major changes done over the course of the development compared to other publications, including the original release for L4D1 by Leafo and a point where I took over. I'll be adding highlight changes to this list over the continued course of development.

General:
- The workshop version no longer conflicts with itself
- All chapters have starting weapons, when you start a game from a certain chapter and get removed if you reach those yourself to preserve balancing closer to the original game and how Leafo made it
- Changed keys and doors mechanics: the doors locked from the other side are now actually have to be unlocked from the other side. Picking up the keys will not immediately unlock the doors. Instead, approach the door and press USE to use the key. If you got hints enabled, you'll be informed about successfully using the key or unlocking the door.
- You'll be informed about picking up or using quest items as long as you have in-game instructor enabled
- The locked doors are now unbreakable until unlocked
- Arranged infected populations: the main infected type is default L4D1 infected, which will spawn in the Fog World. The L4D2 infected will appear in the Otherworld. (both Commons and Specials) You will also encounter various uncommon infected in relevant locations.
- Arranged Witch types. You will encounter walking Witches during Day Time and well-lit areas in general.(excluding Bride in the Church) and sitting witches during the Night and in dark areas (like sewers).
- Item spawns are mostly the same as they were in the original Leafo's publication, but with L4D2 counterpart weapons added along with melee spawns as well as some more item spawns for general balancing
- Quest items and doors got the glows, making them easier to identify.
- Basic and advanced optimization of all maps with the fixes of many critical errors. Removed many unnecessary Areaportals and other costly optimization tools. Removed most of the useless occluders across all maps, that caused entities to disappear in front of you
- Every map rotation was matched between one another, which fixed all item transitioning issues
- Restored all the missing soundtracks, and added a few other that play in the original game, but were not included in the original publication by Leafo. Arranged them to play exactly in the same sequence as they play in the OG. Separate mods with soundpacks are no longer required. This version contains all the music that works properly
- Nav adjustments on all maps, some were completely wiped and created from scratch due to technical demands. Many malfunctioning navblockers were fixed and now work as intended. Additional navblockers were added to prevent Infected spawning behind locked out areas, which also prevents Survivor bots trying to reach those areas, before they are unlocked
- Restricted boss spawns across all maps in places, where fighting them would feel frustrating or unfair.
- Patched out many exploitable and unreachable places that would allow to grief the game or otherwise cheese certain encounters
- Added many Infected ladders that help the Infected navigate through the maps better
- Fixed all the finales: some were slightly remade. The respective finale themes will persist during stats screen. The stats have been fixed and will show properly.
- Many areas received more lighting, but overall, the campaign still remains dark to preserve the atmosphere


Chapter 1:
- You can take the Keys for Eclipse map from the Levin St. House. Only the one who grabs it first will know the exact key locations
- Added a new puzzle (some people surely did not appretiate it)
- Added hints that guide to key locations (this however was appretiated)

Chapter 2:
- Improved the Golden Medallion puzzle: added corroding effect, the sequence will work similarly to how it is in the original game
- Rebuilt the checkpoint area to better match the original game: The saferoom door is no longer there and the transition to the next level will occur in 5 seconds after all survivors venture down inside the clocktower. This was a required change to fix item transition

Chapter 3:
- Rebuilt the starting area to better match the original game. This change is connected with the same one from previous chapter
- The change above also fixed a case, where some of the items would transition from the previous chapter and float in the school yard.
- Swapped Classroom and Library Reserve key locations to match the original game. Doesn't change much, I just want to stay relevant to the original source
- Reworked the boss event: The sequence of events is matched similarly to the original game

Chapter 4:
- Fixed the case, where Survivors would fall to death on start of the level, which was caused by displacement transition
- Added Infirmary location
- Created and added Cut-Rite Chainsaw store, which wasn't included in the original version by Leafo. Gameplay-wise it has very little value, but I figured people would appretiate details
- Reworked Church event sequence: The Witch was made a Bride and was moved closer to the altar to guard the key. Sneaking past her to steal it won't make her happy, so don't try it. On the other hand, taking her out silently in any way, completely disables the event and allows you to grab the key and proceed to the bridge without hassle.

Chapter 5:
- Fixed high ping issue related to witch sequence in the basement

Chapter 7:
- Fixed broken darkness in the Alt World
- Added Police Station in the Alt World. This location did not exist in any other version of this campaign, not even in the original release by Leafo for L4D1, which is a shame. It helped me to balance out the part after the event with some preciously needed supplies
- You must grab the key to Antique Store before heading out from the Checkpoint area. This was done to prevent this scenario, which I'm sure some of you have ran into, when you reach Antique Store only to realize that you forgot to grab the key and being unable to go back, effectively forcing you either to restart or noclip yourself through the door.

Chapter 8:
- Fixed broken darkness in the Sewers part
- Corrected a typo on the map's name (Good lord, after 10+ years)
- Added water to the sewers part along with water drops.

Chapter 9:
- Added water to the sewers part along with water drops.


Chapter 11:
- Restored many deleted props from L4D1 version
- Fixed a crash issue caused by Heather model (The tentacle may still cause a crash, investigating)
Last edited by Unknown; 31 Mar @ 10:38pm