Left 4 Dead 2

Left 4 Dead 2

Dead Flag Blues 2 - Reborn V2.0
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Update: 1 Sep @ 5:34pm

a few improvements to map 3, 4 and 5 + updated chapter icon for map 1

map 3

-moved the ammo pile from inside the decontamination booth to one of the stadium's locker rooms for gameplay reasons
-added more fire and smoke to the crashed helicopter and decreased the size of the broken roof slightly
-fixed broken geometry on the destroyed stadium wall and adjusted the position of the fire glow
-replaced some textures at the top of the stadium stairwell for a more pleasing look
-blocked the saferoom exit door leading to map 4 with props similar to map 2
-added steam to a pipe in the stadium's first bathroom for more immersion
-added a new magnum pistol spawn to one of the stadium lockerooms
-added and removed collision and shadows from some physics props
-changed a light fixture in the sewer to match the other pipe entrances
-added a few new grenade, health and ammo upgrade spawns
-added a new destroyed door to the tank event in the stadium
-added 2 new lights to either side of both large stadium doors
-added many new physics props scattered around the level
-added and changed a few decals and overlays
-changed the spawn position of certain doors
-added a few new melee weapon spawns
-a few nav adjustments

map 4

-blocked the saferoom exit door leading to map 5 with props similar to map 3
-added a new health item spawn to the small barn near the ending safehouse
-changed the color of the light shining in the small building in the woods
-added a propane tank spawn to the back of the pickup in the woods
-added in the missing broken power lines near the ending safehouse
-enabled wind on some power lines near the ending safehouse
-moved around and added a few ammo upgrade spawns
-improved the look of the background trees
-added some fire hydrants to the streets
-added a few new physics props
-added a single new tree prop
-a few nav adjustments

map 5

-replaced a static car axle prop with a physics version in the small barn
-blocked the saferoom door leading to the previous level for continuity
-added a single tree prop to the train station yard for more immersion
-enabled wind on some power lines near the starting safehouse
-enabled and disabled collision from many physics props
-added a few new physics props around the level
-increased the speed of the rescue train a bit
-added 2 new corpses to the station seats

Update: 29 Aug @ 2:48pm

minor optimizations and other fixes to maps 1 and 2

map 1

-removed shadows from many physics props for better optimization
-added another hole in the fence on the big apartment roof
-made two static construction barrels in to physics props
-enabled and disabled collisions on some physics props
-added a few new fire hydrant props to the sidewalks
-fixed some floating glass bottles on some tables
-a few nav adjustments

map 2

-blocked the saferoom exit door leading to map 3 with props similar to map 1
-removed shadows from many physics props for better optimization
-added a new dynamic path to the entrance hallway in the library
-added new lights to the crashed truck's fire to make it look nicer
-enabled and disabled collisions on some physics props
-added a few more physics props throughout the level
-added a few new fire hydrant props to the sidewalks
-fixed the sandbox gravel that you could see under
-fixed some floating glass bottles on some tables
-changed a few textures near the small park
-a few nav adjustments

Update: 26 Aug @ 9:19pm

minor improvements to map 2 and 4

map 2

-raised the tables and chairs in the Chinese restaurant patio because they were slightly in the ground
-replaced a static apartment sign with a hinged version for more immersion in the first alley
-added many new physics props throughout the level
-added some trash can props around the streets
-added a few new graffiti decals and overlays
-added fog to the streets for more immersion
-added the missing sprites to a streetlight
-a few navmesh adjustments

map 4

-fixed a manhole cover overlay not rendering on top of the street overlay
-added a spark effect to the broken street light near the bridge
-removed a leftover brush that wasn't needed near the bridge
-added fog to the streets and bridge for more immersion
-removed a portable toilet near the large dumpster
-added the missing trash cans to the streets
-some navmesh improvements

Update: 22 Aug @ 10:47am

VERSION 2.0 UPDATE!

visual overhaul and other improvements to map 5 + new chapter icon + improvements to map 1

map 5

-added the missing road texture and a few new background props near the starting safehouse
-added a unique engine, boxcar and survivor model to the rescue train courtesy of Sirwololo
-touching the front of the rescue train while it is moving is dangerous now, watch out!
-made the vending machine turn on with the station's generator for more immersion
-moved the same lamp and table in the first safehouse to match the previous level
-added some new clip brushes to prevent survivors from leaving the finale area
-fixed a melee weapon spawn that was calling for a non-existent weapon
-moved some moth particles to prevent them from clipping through walls
-added a new ore car to one of the train tracks outside the finale area
-simplified the brushwork on the small booth outside the station fence
-blocked off a few more windows in the station for gameplay reasons
-made the boxcar survivor shoot at infected when the doors open
-added a missing pole on the farthest station platform (lol)
-added a few new luggage props to the empty platforms
-added a new awning above the house's saferoom door
-improved the clip brushes under the station awnings
-made the rescue boxcar glow when the doors open
-decreased the spawn rate of many items slightly
-improved the design of the trees in the skybox
-added a few physics props to an empty shelf
-changed the texture of some window boards
-added a new pistol spawn to the small barn
-added some new props inside the boxcar
-added a few new detail blocking entities
-added a horn to the train when it arrives
-improved the lightmaps in many areas
-added a few new overlays and decals
-a few improvements to the navmesh
-re enabled collision on a few fences
-added roaches to a few areas
-added a few new tree props

map 1

-improved the design of the last room leaving the tunnel so that the concrete doesn't go all the way to the ceiling
-added a unique newspaper model to the intro to closer match the original campaign courtesy of SirWololo
-moved a few props around and added a new dynamic path to the tunnel near the beginning of the level
-added a few more infected to the intro and adjusted the camera angles for each newspaper
-fixed a section of interior fog that wasn't working correctly in the big apartment building
-replaced an incorrect lamp prop with it's correct counterpart in the first apartment
-changed the sprite texture on the crane's cab lights to better match it's headlights
-muted the soundscape that was playing tunnel sounds during the intro cut scene
-replaced a small lamp prop with a larger one in the last apartment building
-moved some moth particles to prevent them from clipping through walls
-stopped wandering infected from spawning during the intro cut scene
-replaced a few frying pan spawns with generic physics prop versions
-improved the lightmaps on the floor in the middle apartment building
-made 2 physics prop ashtrays static in the large apartment building
-removed collision from a sleeping bag prop in the ending saferoom
-fixed a grenade spawn that sometimes spawned adrenaline
-fixed several luggage physics props that were unmovable
-changed a few ceiling textures for a more pleasing look
-added a new dead body on the middle apartment roof
-added many new physics props throughout the map
-added a new order window to a wall in the diner
-added the missing light sprites to a traffic light
-added new fog effects to the streets
-a few navmesh improvements

Update: 9 Aug @ 9:09pm

minor fixes to map 4 and removed the old sewage texture from the addon files

-moved a tree prop that was floating down
-removed 2 unused logic entities

Update: 9 Aug @ 10:05am

small update to map 3

-reverted the L4D1 sewer water texture change (for players who wish to use their own water texture mods)
-added a dynamic path to the roll down doors near the end of the sewer
-removed a duplicate ceiling pipe near the beginning of the level
-added a few new grenade and health item spawns

Update: 8 Aug @ 9:22am

lighting overhaul and other improvements to map 4 + new chapter icon

-removed sound from the doors on the opened CEDA trailer (the default sound doesn't match the door type)
-adjusted the position of a moth particle so that it doesn't clip through walls in the final safehouse
-added a new dynamic path to the fence leading in to the woods and adjusted some tree props
-opened the other door on the ceda trailer to stop infected from banging on it too early
-added a few new bushes and a tree prop to the out of bounds side of the bridge
-replaced the wood texture on the graveyard sign cross with a cheaper version
-adjusted the position of the electric fly swatter's light near the end safehouse
-removed 4 (yikes!) duplicate opened CEDA trailers from inside each other
-added in the missing detail blocking entities behind the last safehouse
-added a new lamp post to the end of the street near the stadium exit
-made the fridge light turn on and off instantly in the last safehouse
-enlarged the breakable wall texture on the stadium storage area
-removed a floor lamp and folding chair from the last safehouse
-fixed a big rock not laying flat on the ground near the bridge
-removed some hidden props from behind the last safehouse
-added a crooked lamp post to the road near the graveyard
-turned on a lamp and moved it's table in the last safehouse
-improved some stretched textures on the bridge hill
-added a few new grenade and health item spawns
-shortend the fence to the right of the stadium exit
-removed some leaves from a few displacements
-improved the design of the bridge in a few areas
-decreased the spawnrate of boomer bile a bit
-added a pistol spawn to one of the bus stops
-changed the color of a few glass windows
-removed a crate from the back of a truck
-added police tape to the stadium railings
-added a new graffiti arrow to the bridge
-improved the lightmaps in many areas
-added a few new trash overlays
-added roaches to a few areas

Update: 4 Aug @ 7:29pm

visual overhaul and other minor improvements to map 3 + updated icons for the first 3 chapters

-adjusted the background buildings in the skybox so that you can't see under them when the lightning flashes
-adjusted the position of the fire barrel on the field to prevent survivors from leaving the battlefield area
-replaced the default sewer water texture with it's L4D1 counterpart for a more pleasing look
-increased the area that prohibits tanks and witches spawning slightly in the stadium
-removed a blocklight brush from the decontamination booth for more immersion
-fixed a light in the stadium stairwell that wasn't shining properly on the ground
-fixed a section of displacement that wasn't connected properly in the sewer
-turned off one of the stadium stairwell ceiling lights for a more pleasing look
-replaced a fence prop with a trash can prop outside the stadium stairwell
-moved a power box near the start of the sewer for a more pleasing look
-increased the far z clip plane to fix some graphical issues at a distance
-simplified the brushwork on a few counter tops for better optimization
-replaced the displacement ground on the field to fix lighting issues
-fixed the windows on the stadium being invisible from the outside
-added the missing drip effect to some ceiling pipes in the sewer
-added some blood and a new corpse to the stadium stairwell
-blocked off the underground tunnel doors with some props
-improved the layout of the long vertical pipes in the sewer
-changed the color of the ceiling light in the stadium closet
-removed an orange barrier near the beginning of the map
-fixed an incorrect texture in the sewer maintenance room
-added a few missing brushes to a few pipes in the sewer
-added 2 electric boxes and the missing sewer light wires
-added a new burger tank illuminated sign in the stadium
-removed a filing cabinet prop near the start of the level
-added a new health item spawn to a table on the field
-fixed texture alignment in a few places of the sewer
-added missing clip brushes to the food court tables
-added a new mirror prop to the stadium food court
-fixed cubemaps with visible seams in many areas
-decreased the spawn rate of boomer bile slightly
-added some missing scum textures in the sewer
-added a new ambient light to the tall pipe corner
-added a pistol spawn to the board in the sewer
-adjusted the position of the sewer sign slightly
-added a new ammo upgrade to the food court
-removed the vents from the Burger Tank roof
-removed a duplicate wall brush in the sewer
-fixed the lighting on two pipes in the sewer
-changed the food court's tile floor texture
-improved lightmaps throughout the level
-simplified some lightning strike brushes
-enabled vertex lighting on a few props
-added a bit more water in the sewer
-added roaches to a few areas
-added in some new overlays

Update: 30 Jul @ 10:27pm

visual overhaul and other minor improvements to map 2

-closed the blinds (and darkened them) on some decorative windows and removed others for better optimization
-replaced textures on the stairs leading from the saferoom with cheaper versions to stop unwanted reflections
-added the missing posts and properly aligned the semi bumpers on the long storage facility
-added the missing glass windows to the double doors in the warehouse and alley building
-removed the library's middle railing and angled the outside ones for a more pleasing look
-made the far end of the parking garage upper floor black (to hide the entrance-less wall)
-removed an extra raindrop particle effect from a puddle near the beginning of the level
-added a crate and trash can prop to the library's back room and removed a board
-fixed a soundscape that was playing the wrong sound file near the end saferoom
-added the missing flies and fly sounds to the corpse pile in the parking garage
-adjusted the position of the police cars near the library and lit one's light bar
-fixed the lamp post in the library garden not shining properly on the ground
-replaced a piece of text graffiti with a safehouse arrow in the warehouse
-added a gas can spawn to the back of the pickup near the flower store
-fixed an area where you could see through the ground by the nail salon
-fixed a section of missing parking lines in the Tobacco plant parking lot
-improved the design of the breakable wall in the parking garage
-added a new glow effect to the fire in the bookstore window
-adjusted the position of a desk prop in the warehouse office
-added a new health item spawn to a table outside the library
-decreased the spawn rate of health items and grenades a bit
-fixed some brush faces that weren't rendered with nodraw
-added an ammo upgrade somewhere in the parking garage
-added the missing metal foundation to the tunnel staircase
-changed the type of glass on the alley building's windows
-fixed interior fog not working correctly inside the library
-added some pop cans near the library vending machine
-removed some far away props for better optimization
-turned off a ceiling light in the break room bathroom
-added some new leaf overlays to the flower store
-flipped the opening direction of a bathroom door
-enlarged some breakable infected wall indicators
-fixed cubemaps with visible seams in many areas
-added 2 new fire extinguishers to the warehouse
-added in missing clip brushes under some tables
-moved a trash pile so that it illuminates properly
-fixed missing logic for the break room fridge
-added a missing section of rain particles
-improved the lightmaps in many areas
-added in a few missing clip brushes
-removed some leftover brushes
-added roaches to a few places
-minor navmesh adjustments
-added a few new decals

Update: 22 Jul @ 6:24pm

visual overhaul and other improvements to map 1

-added spawn entities for the L4D2 survivors (they won't spawn inside the ground or in props anymore)
-fixed survivor bots trying to jump through windows and climb the infected ladder in the box store
-replaced the crane's magnet with a unique hook and strap model (courtesy of SirWololo)
-turned off a light and changed the spawn position of some doors in the last apartment
-removed the spark effect from the crane's tail lights and added new lights to the cab
-replaced some decorative door props with simple brushes for better optimization
-stopped infected from spawning in the far buildings during the crane crescendo
-replaced the concrete floor texture in the garage with a more detailed version
-added a health item spawn to the housekeeping closet in the first apartment
-added the missing power lines to the buildings after the crescendo event
-added a grenade spawn to the bottom of the apartment elevator shaft
-added a new hint to the crane crescendo to better explain what to do
-moved a crate prop in the last building so that it illuminates better
-changed detailsprites so that they match the 4th and 5th chapter
-added the missing burning sound to the exploded tanker truck
-added back in the original intro monologue (albeit modified)
-improved the lightmaps in many areas throughout the level
-removed a few decorative windows for better optimization
-added a grenade launcher spawn somewhere in the level
-removed a few distant detail props for better optimization
-added 3 new illuminated lamp props for more immersion
-blocked off the double doors in the office building better
-fixed the lighting on some boxes in the final building
-lit the lamp on the explore-able apartment balcony
-added a new light to the catwalk in the box store
-added a new death barrier underneath the crane
-fixed areas where cubemaps had visible seams
-made refrigerator lights turn on and off instantly
-fixed some doors not opening both directions
-moved an item spawn in the small garage
-fixed and removed a few infected ladders
-added 3 new ceiling lights to the garage
-enabled vertex lighting on many props
-minor improvements to the navmesh
-added a new corpse near the crane
-added roaches in a few areas
-added a few new decals