Left 4 Dead 2

Left 4 Dead 2

Finale Tests
目前顯示第 1-8 項,共 8 項
更新:3 月 8 日 @ 下午 6:03

Except for changes that I forgot, this update includes:
- More changes to the setup for Tank Run, now also aiding the players on one part as well. I hope it don't break anything else
- Add another death fall cam, and reposition the other existing one
- Blacklist the glimpse music (the short music that play when you approach a big and wide area) during some chapter 2 music

更新:3 月 5 日 @ 下午 1:20

Except for changes that I forgot, this update includes:
- Some infected-only ladders without nav mesh scattered around the forest trail, for Versus Infected players
- Make it more friendly for the custom mutation Hide and Seek in chapter 2, which include not requiring everyone to be in a single area to continue. Other custom mutations based on this mutation not included
- Some directional signs pinned on some light poles in the forest trails (but rarely) that point in the right direction (you have skill issue, Looky)
- Removed, changed, and added some cubemaps
- Many cat pics in the odd house. Check who they are by looking in materials/decals of this vpk
There is also a script that precache a lot of models, though I doubt it improve performance for the valleys area

更新:2 月 25 日 @ 下午 6:57

More changes, more fun:
- Some slight texture changes for the wooden hut in the forest trail
- More cubemaps. No further explanation needed
- Removed the playerclip for the top of the small under construction house. Instead, it was replaced with weak trigger_push. If you manage to keep yourself on there, that's great, otherwise, don't stand up there
I also planned to nerf the Special spawning for the initial ch2 a bit, but I think it would be a bit easy

更新:2 月 24 日 @ 下午 3:42

More minor changes, I might forget some stuffs:
- Add playerclip for the office's metal vent to prevent Survivors from standing up there and make bots (except Common and AI Tanks) struggle to reach them
- Even more cubemaps for chapter 2, I might still need more and/or move them around a bit
- Mainly nerf the Special and Common spawning during Tank waves a bit to make it more fair (but still not too easy)

更新:2 月 23 日 @ 下午 4:44

Except for very minor changes, this update include:
- Patching some god spots, and if you try to go behind the fences next to the ravine you'll just slide right down into the ravine
- Make the playerclips on the fences that is between the meeting point and ceda outpost into func_brush, so that when you're allowed to continue, these clips will disappear, allowing you to go over it
- Cubemaps support for both chapters. It's not perfect and you might notice some odd or unsuitable reflection on brushes, props, and your items (like incorrect color), but it should no longer give you flaming hot glow

更新:2 月 21 日 @ 下午 2:38

After all this time (around 8 months or so), the major improvements has finally finished. Feature second chapter that is much more advanced than chapter 1, more gamemode supports, old and new (current) version, L4D and L4D2 Survivors and Infected, messy mess, and much, much more

更新:2024 年 6 月 8 日 @ 下午 6:48

- Added 2 more holes on the wall for infected spawning
- Added func_charge_block around the top of the platform so charger don't charge wildly at the platform at ground floor. He will most likely still charge at the platform if the target stand at the white part of the platform, though
- Add the ability to make the Infected to stand still, with Common facing the gate, using an infected goal entity and two nav blocker
- Most importantly, added in the support to play the campaign like a L4D1 campaigns, with the original Left 4 Dead survivor and Infected. You can now play this shit campaign with either group that you can choose

更新:2024 年 3 月 30 日 @ 下午 4:31

Published this as unlisted for archive purposes