Left 4 Dead 2

Left 4 Dead 2

The Apple Inn (2025)
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Update: 5 Sep @ 9:43am

Version 2.1
- Add tankwall special effect to all tank breakable walls. So versus tanks players can see where these special walls are.
- Added an always existing pain pill to the finale area
- Added an always existing molotov to the finale area
- Added two always existing pipebombs to the finale area
- Improved the finale helicopter supply crate drop
- When players approach the security room during the guantlet stage to get past the bookshelf, there will now be a 15 second grace period before zombies start dropping down the skylight.
- Added an always existing defib to the security room
- Fixed a bug where throwable physics props like gascans can be thrown through a breakable wall like a ghost and become lost on the first floor near the electrical room.
- Fixed some irratations where throwables such as molotovs, bile jar and pipe bombs can get lost underneath the furniture in various parts of the map like under the pooltable.
- Moved the pipes bombs in beginning of map in the boiler room from the corner with the light to a few feet ahead
- Made the finale zombie and tank waves have more predictable structure
- Redesigned the fire-escape ladder where the generator is to be more visible to players.
- Add another possibly teir 2 gun drop on the third floor before the crows.
- Added another infected-only breakable door on the third floor to the fireescape above the generator. This can allow players to skip the crows, but the crows will still need be activated if a gascan is located there.
- Added some better "glows" to some lights.
- Added some lights above the pool table
-Rearranged the doors in all the bathrooms to open in manner so they're not in the way when searching the bathrooms.
- Redesigned a randomly appearing fireworkscrate beside the office desks in manner so it can be shot and create a fire near a possible witch spawn location below the broken pool.
-Rearranged the bottom of the large burned out hole in all the floors to deal less damage if the fire touches a player and also fixed some collisions that snag players walking by.



Update: 15 Jul @ 12:30am

Version 2.00 (200)


- Fixed bug where rescue vehicle would not take off when all players are inside it.
- Added a section (Office) to the north west corner of the finale area for survivors to loop around tanks.
- Added a supply helicopter over the final area that drops a two random items after the second tank.

Update: 14 Jul @ 5:55am

Version 1.90 (190)
- Fixed up a logic scripting issue between the secret bookcase door and tank-only shutter
- Fixed a bug where the radio button can't be pressed if the players land near the radio too soon before the radio guy is done speaking.
- Got some items off the floor in the finale and put them in some nooks at eye level in the pillars. This helps these items be more visible in combat.
- Added a random fireworks boxes in the map
- Water heater steam now changed to a giant fireball from a leaking natural gas pipe.
- Secret book shelf cutscene disabled if the tank-only shutter is opened by a tank.
- All the gasoline cans entities now stop spawning if the tank-only shutter is opened by a tank.
- Added another second random cutscene perspective to the fire alarm sprinkler event
- Fixed up some spots where tanks or witches spawn in a place thats on fire. Then they die prematurally before even reached by players.
- Moved any items in the laundry room to only the metal table and shelf where the window light is. No more items sitting in the dark in that room.
-Change the railings on part of the roof, added some cob webs.
-Change the lighting to make the ladder to the roof more noticable
- Added a tutorial message to the first red door so new players to the map are told it red doors break with melee weapons
- Remove health items near the secret book shelf in the finale area so bots don't daddle around and jump down fast following the human players so the horde stops.
- Made a part of wood railing breakable in the finale so the distance between the floor below and player doesn't do damage. Giving another spot to drop down.
-Added some window glows to some back ground buildings on the street to help guide the players and create sihiloutes of infected on the ledge.
- Increased boomer jars from 1.5 to 2.0 chance to appear (None still seem to appear..)
-Added couple more melee spawn spots
- Added medical box to bathroom in room 103 , 1st floor of the west corridor. Midway point in a level. Good place for health.
- Maybe 10 other things I forgot.

Update: 13 Jul @ 5:46am

version 1.80 (180)

- Fixed scripting/trigger sequencing bug where the gascan glows would turn off.
- Fixed the bots from always focusing on going to the exit. They should follow the human players more in the finale now.
- Every NPC & client will "Freeze" now within a boundary of the cutscene triggers so players cannot be damaged during cutscenes.
- Added medical cabinet to room 103 bathroom , 1st floor east corridor. This is sort of a midway point in the map and could use some health for players
- Added medical cabinet for route 2 (longest route) to appear in the finale area near the large flower pot beside the ammo pile.
- Modified the some soft lights to look better.
- Added a second cutscene camera to the fire alarm sprinkler event. The event will now pick between one of the two cameras randomly.
- Added an outbreak "reveal" music to the cutscenes with medium importance, so it may play or not play depending on the sound system conditions.
- Change most of the fires to deal 4 damage per second (Used to be 10)
- Added an infected ladder from the third floor South corridor stairs connecting to the roof
- Changed the Generator sound effect to stop looping after 15 seconds. Didn't realize this sound effect was playing during the whole finale and is unnecessary.
- Changed the fire alarm ring to stop looping after 15 seconds , used to be 30.
- If a tank breaks the special gate near the elevator in the finale room, the book case cutscene is now disabled.
- Changed the fire alarm ring after the rescue vehicle arrives from inifite loop to 15 seconds. Also the gascans will stop spawning, players don't need to them anymore.
- Added some cobwebs as a finale detail to the boiler room.
- Added a window glow light to the giant window above the "Giant panda" sign so there is better background to see silhouettes of infected on the walkable ledge outside
- Fixed a bug, or maybe the likelyhood of it happening, where a jockey or some other special during the fire alarm sprinkler event would be hanging out stuck on the rubble rock pile that is blocking the entrance on route 2 (short route) to the security room.
- Made sure all the "red" locked doors now have some soft light pointing on them so you can see that their red.
- Added a red light to the finale exit door which will turn on momentarily when a tank or special infected is above in the vent, this red light will also flash momentarily when the rescue vehicle is about to arrive.

Update: 11 Jul @ 7:38am

Version 1.70 (170)
- Fixed a ladder which infected would get stuck on in the room that Nick starts in
- Fixed up some trigger sequencing if survivors take a shortcut through the vent in the stairs
- Added a thin ledges which allows jumping between the windows in the south-west rooms
- Change the lighting a bit in the South corridor rooms

Update: 10 Jul @ 5:04pm

Version 1.60 (160)
- Added music
- Improved finale area. Added large hanging posters off atrium glass to block tank rocks. Makes the second floor area more fun to play against a tank on.
- Added new level areas. Another roof area added above the pool table room, also closest area added near vending machine
- Added more items to level

Update: 30 Jun @ 6:38am

Version 1.5 (150)
- Fixed a bug where the water heater steam in the security room didn't actually shut off.
- Adjusted timing of hoardes/tanks in finale.
- Adjusted timing of rescue vehicle arrivival.

Update: 28 Jun @ 5:19pm

Version 1.40
Main changes
- Endless hoardes removed from atrium/finale area. The bookshelf door will close and then zombies are quieted down until the radio is pressed a second time. One hoard of zombies will randomly come with the tank. The second may now have tank no zombie hoard at all.
- Added a counter to the generator showing how many cans left to fill
- Added another tank position to the finale that is picked randomly
- Added more nag dialoge to the radio
- Added a third gas can that must be collected for the generator
- Increase the hoard ambient in the level to be like the dead center mall. Since the Apple Inn is such a short level , it helps make it a bit harder.
- Added "some forgiveness" to the boiler steam to help surivor bots pass through it.
- Added light on the firescape near the generator pointed at the door to help players see this door way.

Update: 12 Jun @ 5:23pm

Version 1.3
- Changes made to finale. All players have to be on the ground floor before the radio can be used.
- Exit closes when radio pressed
- Ladder added to balcony so incapaciated players can be rescued on the second floor of the finale
- Radio button more improved. More dialoge added
- Hoardes now pause and stop when radio pressed first time and then resume randomly on the second press.
- Removed the cutscreen showing the generator when a gascan is first picked up.

Update: 25 May @ 5:13pm

Version 1.2 (120)

- Fixed serious error with infected ladders at fire escapes.The specials could not climb them
- Made two doors which will lock dynamically basd on how angry the director is, they will be breakable only by explosions, melee, or infected, to pass. They will be colored dark red when locked.
- Improve the finale radio some more
- Added extra tank shortcut path to roof above security room
- added ceiling vent to for infected in northwest corridor near the roof access windows to make it less secure for camping
- Made the moat arouund the northwest of the building look more dark and abnormal so players don't think they should jump into it.
- Changed rochelle camera intro location to the grass tree area
- Added playerclip in the court yard along the ledge and a func_push to push players off the shrub