Left 4 Dead 2

Left 4 Dead 2

An Alternative Perspective (Alpha 2.1)
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Update: 29 Sep @ 12:22am

vA2.1

All Available Chapters
-Added new custom sound for the titledrops

Chapter 1
-Made the titlecard text smaller to be more in line with the second chapter
-Replaced one of the stock graffitis st the start with the ?under construction? graffiti from Ch2, hopefully to help people understand this is an alpha... and to not be blindsided by dev textures later...

Chapter 2
-Added additional lights in areas that were unnecessarily dark, minus the first construction site.
-Added another way into the second warehouse, and added a flare to the initial path.
-Tweaked the navigation in area where you drop onto a vent in a skylight heavy area. Bots and infected will prefer the slopped pipe now
-Added another way into the construction from the next area... more intended as an infected path, but survivors can take it to~
-Added some pipes to help both teams navigate into the vent from the bottom, the ladder worked sometimes, but this area had some major nav issues
-Marked both paths with ?ESCAPE ROUTE?... this should mean that the bots will follow you if you take the outer route, also added a little lip to help the bots get to this route, since it appears navigation has a trouble with weird crouch required jumps... who would have thought...
-Completely remade the horde event and the horde event area from the ground up! It follows a similar structure, but now the saw is gone and is replaced with two cranes to destroy.
-Changed the hint text for the finale part to try and convey that this event is not truly endless
-Tweaked the horde script again...
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-Build up phase cut in half
-Max and Min mob sizes lowered
-Sustain peak lowered
-Relax interval shrank
-Smoker?s capped to 1, Chargers raised to 2 and Boomers raised back to 1
-Common?s capped to 25
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I will need to keep testing this, but with the new area I won?t truly know what I need to change, so all these numbers are subject to change...
-Moved supplies to the middle of the room and added paths to get to them, as the balcony just wasn?t a fun place to fight.
-Added more infected ladders to help the infected cross the gap if they spawned on the wrong side
-Marked the upper Infected only area with EMPTY... it didn?t have that before... >.>
-Added population, the roadcrew is back!
-Added soundscapes
-Added foreshadowing... OOOooooo~
-Added couple hidden supply spots~
-Added some more clipping to roof trims... there are still some I need to do this with so explore at your own risk
-Added some more out of bounds rough detailing, nothing major yet more just blocking it out
-Added rudimentary story and dialgoue. There is a radio on the ground at the end of chapter 2, which will have text sent to chat. No voice acting yet since I am not quite sure I am keeping this yet or not.
-Added survival support for Ch2

Update: 31 Aug @ 11:13am

Keeping it as vA2.0
-Forgot the stringtables... my bad

Update: 31 Aug @ 9:44am

A2.0

Chapter 1
-Added ?Title Drop?... This is going to be present in all chapters.
-Fixed a stuck spot just before the beginning of the sideways section
-Lowered all min damage thresholds to 45 instead of 50. This isn?t going to allow new guns to break that threshold, but it should fix an uncommon issue where a certain mod that modifies the mounted gun caused it to do slightly less damage, therefore causing it to not be able to break anything it was required to break.
-Flipped the arrows on the box in the construction site. I saw atleast one person see those and treat it like advice, so I am preventing that from happening again.
-Clipping for phys objects added inbetween the pipes in the pipe bridge. No more pipebombs or mollys falling straight through~
-Added more failsafes to try and prevent the bridge from getting stuck on the pillars post destruction
-Added a reason for the event to be ?endless?... Really is just an alarm.
-Flares added to the portion of the bridge that is ?getting stuck on the pillars?. Hopefully this will help guide players to the shooting the right pillars.
-Added a hint that will show once the bridge has stopped telling the players basically where to go.
-Disallowed Tanks from spawning. It is the first chapter, I don?t feel that should be a worry quite yet, not promises for the later chapters~
-Navigation tweaks, fixing some connections, lots of marking for those that know navigation
-Fixed a couple ladders, investigating why some seemingly don?t work still.
-Added some Tier3 weapons... if you can find them~

Chapter 2
-Added

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Changes from the closed testing for the few that helped with that.

Chapter 2
-Fixed spot that would cause unintentional surfing
-Tune the event WAY down
-Fixed like... 30 infected ladders
-Infected now have a way to cross that one gap
-sewer manhole covers should open for commons, and also have no collision
-added more manhole covers and moved some of them away
-more clipping added to 45 degree angle pipes to prevent stuck infected
-hints work now
-removed floating island, since it didn?t do much
-survivor closet added
-so much graffiti added
-lots of nav tweaks
-car alarms added to event to help justify the event
-added another path in the warehouse before the event and made the paths more clear
-added glow for the generator you need to shoot
-made it so you can not pick up the saw till it asks you too (might explore some ideas to make this feel better? Either make getting it more involved like random location, or simply make a system to check if it has been picked up or not yet)
-added more rescue closets after the event
-added reward for finding that one area... you know the one hon~
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Update: 27 Jul @ 5:19pm

A1.2

-Hints should now show for everyone (Thanks to Rectus responding to someone else 8 years ago)
-Event script has lots of changes vvv
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-Panic forever has been removed... forgot that was there...
-Mob max and min sizes reduced by 5
-Mob pending increased by 40
-Peak sustain decreased to 1~3 minutes from 10~25 minutes... (I thought it was seconds not minutes...)
-Special respawn interval increased from 5 to 15
-Smoker limit increased to 2, boomer limit decreased to 0, hunter increased to 3, max special set to 4, dominator limit set to 3 (All of this will need testing and feedback)
-Common limit decreased from 40 to 30
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-Deleted the navigation on the skylights. I kept it for so long because I liked seeing bots and zombies alike trying their luck, but the survivor bots getting stuck in hanging loops is not fun, so the navigation is now just gone.
-Increased the weapon count at spawn. (This is specifically tailored towards those that play with mods or server plugins that make all weapons single use regardless of what I do... More power to you playing how you want, but I?m making sure you lot atleast have something to shoot with)
-Added an armour truck with a mounted gun and a wall you need to shoot blocking the first warehouse. This is an attempt to tutorialize the idea of mounted guns being multi-use in this campaign, teaching the idea to the player through gameplay. This hopefully will also teach those that refuse to read, those with a language barrier, and those are as dense as stone.
-Added so many infected ladders everywhere, and fixed many more. Whenever Versus mode is support, you bastards are going to have SO MANY OPTIONS!
-Many nav tweaks
-Removed clipping from the tent before the warehouse and made the area it connected to part of the playable space.
-Made the sun even brighter (Yes I am serious)
-Fix a stuck spot in the warehouse
-Added clipping to the area next to the staircase
-Removed ladder after the skybridge and replaced with one way drop
-added props to this same area for some detail
-Added ragdoll fader to the bottom
-disabled collisions on select props to help navigation during the sideways section
-reduced possible item count in the 3rd shack in the event from something like 12 to 6
-added various new paths to make easier a bit more intuitive
-raised the first tarp in the upsidedown area to open up a new path alternative
-added a flare to the ?roof? of the first shack
-fixed issue where items spawned on the grates would fall through and float about 64 untis under the initial spawn point (should be fixed)
-moved some vent bumps in the 3rd area back to try and prevent people from assuming the infected spawning area is the path
-move pipes added to drop down to in the middle
-clipping added to the second shack so you can just jump in it now
-Moved tarp near 3rd shack to cut off the shortest and easiest path
-Added more deathfall cams to the skylights I had missed initially
-the beginnings of survivor dialogue has been started, but not implemented yet. I can do something simple like most mappers do... but I am going to try something more advanced, but this will take a LONG time, and I?m not ready to dedicate weeks to this quite yet. I am still only one person, I don?t have a full team.
-Survival added. (Obviously the event area. I do plan on having support for all core gamemodes.)

Update: 20 Jul @ 1:30pm

A1.1

-Added additional clipping to the roof just before the sideways section to prevent players from grabbing it and being able to leave the map
-Shrank one specific graffiti... it was so big I don?t think most people even noticed it was there... >.>
-Added script to disable boss infected after the warehouse. The terrain is difficult as is, for a first map you shouldn?t have to worry about a tank or a witch you can?t avoid or run from or even fight. I won?t be so generous for future maps, but for the first map I will give that olive branch
-disabled collisions on the flashlight and construction lights in the sideways construction building, as you could jump and hanging on them
-disabled collision for the bodybags in the warehouse
-added a green exit sign and light to the door in the warehouse
-Adjusted the clipping on the initial upsidedown pipebridge, as you could get stuck in the middle of it, as many infected did.
-Added light to the initial upsidedown building section to help guides players in the right direction
-In the upsidedown section before the event, removed a tarp and added a small pipe to replace it (When I started this I had a specific path in mind, I have yet to see someone take it, so I am adding more paths as I see people navigate)
-Also added a second path into the sideways construction building
-In that same vein, added an additional vent path so people trying to get back to the first shack from the closest corner has a more direct path
-Added a trigger_hurt to the turntable itself in a specific area to prevent Sis from spawning in a specific area and getting stuck, preventing the turntable from rotating
-Added block damage to the rotator (might need to test it to make sure it won?t kill survivors accidentally
-Made the button for the event glow as the hint happens, that way even if you don?t see the hint you can still see the glow
-Fixed the medkits in the event area to actually be grabbable
-Added Graffiti on the pillars to diegetically tell players to attack the pillars (It is in specific spots, but the entire pillar is damagable by the mounted gun)
-Tweaked navigation in the upsidedown ALOT. For a quick behind the curtain, there is navigation on the skylights, but they are marked with ?AVOID?. What I have done additionally is mark all navigation surrounding the skylights with ?PRECISE?. This is the same thing I have done with the navigation in the sideways construction building, and so far that has appeared to work fairly well. This will still need to be tested.
-Fixed the singular outhouse rescue closet in the warehouse not working
-Converted one of the infected ladders to a normal ladder for both teams as this area would be hard for players to get out of and impossible for bots if one skylight was broken
-Added a lot of new item spawns and started to tweak the item density (These values can be tweaked if now the area feels barren)
-Added Roadcrew uncommon infected to the whole map
-Changed where Tank and Witches can spawn
-Tweaked the horde event script, the ?peak? has been cut in half, the ?relax? interval has been increased from 1 to 5~7, bosses have been prohibited so you don?t get an unlucky Witch or Tank just before the end. Going to keep the common limit at 40 due to the difficult terrain just because with a high number it doesn?t feel like you are even being attacked
-Added some more Graffiti to the Upsidedown section
-Added a flare at the end to help guide the eye to your eventual goal

Update: 16 Jul @ 4:14pm

Before release (when it was just a private challenge between friends)

-SO MANY infected ladders added everywhere
-added info_map _parameters to control item density, then told it to spawn everything anyway because I need time to make sure this actually works as intended
-navigation tweaks to the sideways and upsidedown sections (it used to be so much worse)
-blocked and clipped the semi-truck trailer in the sideways section to prevent skipping the entire section without even taking damage
-survivor clipping to prevent some out of map sections
-increased the common limit during the event to 40
-clipping and more props to the sideways section to prevent the third point of no return, should allow the infected to reach you when standing in the first sideways building
-nav blockers removed from the skylights, as it was stopping bots from progressing (will look into better solutions)

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A1.0
-Release! Wooooooo!~

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Still A1.0
-Added more screenshots to the mod page, the gimmick of the mod is now more or less known so there is no point hiding it. For those that went in headfirst not knowing what to expect, you are trailblazers and I salute you~