Left 4 Dead 2

Left 4 Dead 2

sfproject (San Francisco Campaign) (Alpha M1V38-M2V21)
 This topic has been pinned, so it's probably important
Jakapoa  [developer] 23 Jun, 2024 @ 12:02am
Feedback
Well. This went public earlier than expected. Whoops.

Regardless, feedback is always welcome and appreciated. Is something too hard/easy? Were you confused by something? Did something feel fun? Let us know. It all helps to make a better map in the end.


Current Major Feedback Areas
Right now, feedback on map 1 would be most helpful, though feedback on any other part is helpful.

Upcoming changes
Current confirmed changes for the next update.
sf_m1 (v037)
  • Adjusted infected spawn rates across the first half of the map
  • Fixed multiple clipping exploits
  • Full clipping around survivor spawn area
  • Adjusted starting weapon placement/amount
  • Lowered Adreneline spawn chances
  • Removed starting hunting rifle, magnum is random spawn
  • Adjusted starting propane tanks position and spawn chance
  • Fixed oxygen tanks not spawning in the item pool
  • Fix for `prop_physics` engine bug
  • Adjusted spawn chances of special infected on first ramp (double check this later)
  • Adjusted placement of trucks on first dropdown to stop sprinting players from falling too fast
  • Disabled minigun car pushing
  • Prevented barricade gas can from being shot from long range
  • Removed ladder from bus dropdown
  • Fixed hint for barricade gas cans
  • Adjusted fire hurt area next to the barricade
  • Adjusted infected entry points for barricade area
  • Fixed timing and spawn rates for barricade event
  • Clipped off underside of multiple CEDA trailers
  • Added hint for breakable planks
  • Fixed weapon/item inconsistancy between m1 and m2 saferoom
  • Fixed parenting issues on various vehicals
Last edited by Jakapoa; 18 Jul, 2024 @ 3:04pm
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Showing 1-15 of 19 comments
Mundfish 30 Jun, 2024 @ 6:18am 
Found a ERROR model past the destroyable barricade on map 1.
Skip Wiley 2 Jul, 2024 @ 12:57pm 
As someone who grew up going over the Bay Bridge countless times the first chapter really nailed the look and feel, especially the section going up onto the second deck and the SF skyline is right there.

The skybox you guys have is really cool, using the actual map as a base. The only landmark I would suggest adding to it for the first chapter is Oracle/AT&T/Pac Bell Park since it's near the BB and would be in sight.

It's obviously really early in development and you guys are actively working on it so I don't know how much feedback would be useful at this stage. I am also seeing the ERROR.mdl right after the barricade event. Cheers guys, I'll be keeping an eye on the progress here.
Last edited by Skip Wiley; 2 Jul, 2024 @ 12:59pm
Skip Wiley 3 Jul, 2024 @ 4:18pm 
GamerKM added me as a Steam friend (thanks!) so I played the first map a couple more times and I have some more feedback for you guys:

- The silver hanger cables for the BB seem to vanish from view when up close to them (could be a FOV thing, it's most notable right at the chapter start)

- There's z-fighting on these green girders: https://i.imgur.com/Qvhe4R6.jpg

- For Oracle/AT&T/Pac Bell Park it should be visible over here (my personal idea is to have it look like it was trashed and/or on fire, like it was an evac center gone wrong): https://i.imgur.com/RRCDMft.jpg

- This area of the BB right before the safe room is completely empty: https://i.imgur.com/vWsPFxz.jpg
Last edited by Skip Wiley; 3 Jul, 2024 @ 4:19pm
Jakapoa  [developer] 3 Jul, 2024 @ 7:05pm 
Originally posted by Mundfish:
Found a ERROR model past the destroyable barricade on map 1.
Noted, weird prop error that should hopefully get fixed next update.

Originally posted by Skip Wiley:
- There's z-fighting on these green girders: https://i.imgur.com/Qvhe4R6.jpg

- This area of the BB right before the safe room is completely empty: https://i.imgur.com/vWsPFxz.jpg
Noted. I noticed the zfighting a bit ago, was just low on the list of things to fix.

Thanks for your reports!:skyesmile:
Mundfish 11 Jul, 2024 @ 4:39am 
There are bot logic issues on map 2. Such as acting as if they reached the safehouse when map 2 starts, so you need to go away from them in order to spawn next to you and also other pathing issues, mostly in interiors
Jakapoa  [developer] 11 Jul, 2024 @ 1:13pm 
Originally posted by Mundfish:
There are bot logic issues on map 2. Such as acting as if they reached the safehouse when map 2 starts, so you need to go away from them in order to spawn next to you and also other pathing issues, mostly in interiors
Yep. The version up right now is pretty recent and I haven't had time to fully debug the navigation yet. It really hates the elevator joining the bridge to the roof, so it ends up splitting the single saferoom into two. That will probably be fixed later this week.
Mundfish 12 Jul, 2024 @ 2:04am 
MAJOR BUG: If you start map 2, it will auto finish the chapter.
Last edited by Mundfish; 12 Jul, 2024 @ 2:13am
GamerKM  [developer] 12 Jul, 2024 @ 3:29am 
Originally posted by Mundfish:
MAJOR BUG: If you start map 2, it will auto finish the chapter.
Interesting! We ran into that bug and attempted a fix. It seems that that hasnt been fixed fully, we will look into it some more!!
GamerKM  [developer] 12 Jul, 2024 @ 4:23am 
Originally posted by Mundfish:
MAJOR BUG: If you start map 2, it will auto finish the chapter.
try again when you have some time, i think the issue has been resolved.
GamerKM  [developer] 12 Jul, 2024 @ 4:24am 
Originally posted by Skip Wiley:
GamerKM added me as a Steam friend (thanks!) so I played the first map a couple more times and I have some more feedback for you guys:

- The silver hanger cables for the BB seem to vanish from view when up close to them (could be a FOV thing, it's most notable right at the chapter start)

- There's z-fighting on these green girders: https://i.imgur.com/Qvhe4R6.jpg

- For Oracle/AT&T/Pac Bell Park it should be visible over here (my personal idea is to have it look like it was trashed and/or on fire, like it was an evac center gone wrong): https://i.imgur.com/RRCDMft.jpg

- This area of the BB right before the safe room is completely empty: https://i.imgur.com/vWsPFxz.jpg

All of these have been addressed now except for the z-fighting! thanks for reporting!
GamerKM  [developer] 12 Jul, 2024 @ 4:25am 
Originally posted by Mundfish:
Found a ERROR model past the destroyable barricade on map 1.
should be fixed now :D I did find another error in map 2 of the same kind however.
Mundfish 12 Jul, 2024 @ 4:48am 
Originally posted by GamerKM:
Originally posted by Mundfish:
MAJOR BUG: If you start map 2, it will auto finish the chapter.
try again when you have some time, i think the issue has been resolved.
No. The bug persists. I just loaded it from menu and it still ended the chapter. However, if you play from the beginning of the campaign (chapter 1), it won't happen.
Also there aren't any items in the safe room when you load 2nd chapter from menu. When loaded after completing chapter 1, the table will be missing, leaving the ammo pile to float in the air and other items from second table will be misaligned.
Last edited by Mundfish; 12 Jul, 2024 @ 5:06am
Mundfish 12 Jul, 2024 @ 5:07am 
Since you moved the destroyable barricade, you need to move the instructor hint as well since it will appear over the old spot.
Jakapoa  [developer] 13 Jul, 2024 @ 2:19pm 
Originally posted by Mundfish:
Originally posted by GamerKM:
try again when you have some time, i think the issue has been resolved.
No. The bug persists. I just loaded it from menu and it still ended the chapter. However, if you play from the beginning of the campaign (chapter 1), it won't happen.
Been working on that, but it might take a bit to fix. The intended survivor path was so long that the director just gave up trying to compute it and started acting real funky. This then re-broke the elevator nav, so the starting area might just get a redesign so the director doesn't freak out as much anytime the map gets edited.
Jakapoa  [developer] 17 Jul, 2024 @ 7:32am 
Alright, hopefully the autocomplete issue on map 2 is fixed, along with a handful of navigation issues. Map 1 is next and should hopefully fix the barricade event and a good amount of bugs.
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