Left 4 Dead 2

Left 4 Dead 2

Complex Course
Showing 1-10 of 10 entries
Update: 30 Jan, 2019 @ 12:12am

Fixes some infected spawn

Update: 4 May, 2017 @ 7:52am

New Additions:
NEW MAP!
This will be the last map I'll be adding to finally complete the Complex Course Campaign that I initially envision. It will be Map 5: AI, followed by Map 6: Escape
This new map will feature a Custom Boss Fight against one of the AI Cores controlling the Complex Course.
I've tried to make this boss fight as Single Player friendly as possible on Normal difficulty. (Which means it might be the easy if you bring more than 1 player)
Though you'll have to take note of all the visual & audio cues and eliminate all threats that the bots cannot fight back while relying on them to fight back against threats they can handle.
Also make sure the bots stay close to you.
Of course a custom boss comes with custom BGM
The AI Boss has 10,000 HP

- Dynamically Pathed Mazes -
Felt like Map 3 just became easier because you know your way around the mazes? Not anymore! Now the mazes are dynamically pathed with 4 possible routes, with one of the available routes being the current existing one. Which means it's not enough to just know your way around anymore!

- More Live Firing NPCS on Map 4 -
More of these sniping NPCs will make an appearance on Map 4, Tower Stage. You'll have to take them out pre-emptively by sniping them from far distance if you don't want to sustain damage. It is possible to take them all out without sustaining a single damage from them with a Sniper Rifle.

Bug Fixes & Changes:
Fixed a couple of God Spots
Doubled some Turrets' Damage in Map 4 - They are denoted with Cyan Lighting
No longer can you idle your way through certain areas to skip sections on Map 2 and 3.
Fixed an exploit that allow players to skip the first gauntlet in Map 3
Fixed Map 1's throwables

Update: 19 Apr, 2017 @ 2:16am

Hopefully fixed the cinematic opening that gets stuck.
To rebalance the difficulty, I've reduced the supplies available for Map 2, 3 and 5.
The Tank at the second gauntlet at Map 2 has its HP increased to 6000. This HP is consistent across all difficulty.
Fixed the finale car drop
Slightly reduced the first holdout time in Map 1.

Update: 18 Apr, 2017 @ 5:49am

Added a new map: "Stranded". This is now a 5 map campaign
Fix Stringtable issue
Miscellaneous changes to the botnav in Tower to prevent tank/witches from spawning at the ledges.
Should also fix the 'Gascan' disappearance issue that prevents people from completing the campaign.

Update: 7 Apr, 2017 @ 2:48am

Survival Map:
New addition: Friendly Turrets! Afraid of being VAC-Banned from Aimbots? No worries! Now you can have your very own AimBot in the form of turrets who will NEVER miss their shot! The only thing you'll have to worry about is refuelling them every 4 - 5 minutes! Just keep refuelling them and they'll be sure to stay with you till your death...

Map 4:
Apparently I just tested and the nav doesn't seem to work out. So I replaced the ladders with stairs instead.

Update: 6 Apr, 2017 @ 7:16am

General Changes:
- Slightly lengthen certain important instructor hints for those whose native langauge isn't English to process.

Map 1:
- Halved the time needed to 'Search for information'

Map 2:
- Added a rescue closet after the elevator area at the Alarm Rigged Garage
- Fixed an exploit that allows player to skip the second gauntlet

Map 4:
- Fixed reported Nav issues where bots get stuck at ladders.
- The finale escape route door now slides down instead of up to prevent nav obstruction.
- The same fix above applies to the survival map as well

Update: 5 Apr, 2017 @ 6:56am

NEW ADDITION:
- New SURVIVAL Map: No Escape (Which is basically an alternate ending of the campaign if the AI decides to prevent the survivors from escaping) - Basically a retake of the finale map: Escape
- No Escape is similar to its finale counterpart, it has Turrets, Lasers and Special Hunters but...
- More supplies are scattered around the map
- Turrets and Lasers now rotate on a 60 second timer instead of finale's 30 second timer
- 3 Special Hunters will spawn once every 3 - 5 minutes instead of finale's one time spawn
- PLUS a special mini scavenge item reward round that happen once every 4 - 5 minutes!
During this phase, you must gather 4 NON-RESPAWNABLE gascans that will be spawned at 4 fixed locations and pour them at the gas nozzle.
Once you have successfully done so, it will drop 4 random rewards from the spot where gascans spawn PLUS 2 Medkits & 2 Pills/Adrenaline at the end of the turret corridor. After which the timer will reset and another scavenge round will happen 4 -5 minutes later (Another 4 NON-RESPAWNABLE Gascans will spawn).
OR you can choose to ignore the scavenge altogether until you require more supplies
If you accidentally shoot one of the gascans and run out of them, you won't be able to complete the current scavenge mini round. Which means no more future scavenge rounds will occur.

GENERAL CHANGES & NOTE:
- Certain important & flavour-text Instructor Hints should now be shown to everyone instead of the user who triggered the I/O chain.
- If you decide to play Realism, there will be a weird bug where the laser will cut through the infected but still run. This is a bug with Source engine unfortunately. Because in Realism, the requirement for zombies to die is a headshot. Since the laser doesn't 'headshot' zombies, they will still be alive even after having sliced their torso in half.

Map 1:
- Reduced the holdout time for the security door by 30 seconds
- Added a func_nav_blocker to prevent idle bots from phasing through the door. It seems to work when I tested it.
- Added some pillars to assist in kiting/circling to fight tank at the holdout area.

Map 2:
- Added an instant death zone at the first onslaught area.
- Added an additional ladder to climb up as well.
- Also modified special infected spawn pool for the all gauntlet areas.
- Tank's HP at the second gauntlet area has been fixed at 4000 HP no matter what difficulty you are playing on. (Even on easy)
This is to aid in my original design choice of letting it die from the oil barrel fire (Idle Fire) while you try to run against a horde that's behind you.
- Added a button at the end of the Tower to disable lasers and turrets permanently for the entire map to make the tower section less repetitive.
- Pressing the button to activate power at the tower will NOT call the horde anymore.
- Added a button at the final gauntlet to disable the horde and let you rest to recuperate.
- Drastically increased special respawn time at their respective gauntlets
- Properly fixed the alarm area as well.
- Slight change to turret positioning to prevent being stuck

Map 3:
- For some reason, Logic_auto will forever only pick Case 1 when I call PickRandom for the maze (Which means only the first path is selected for the 'Teleporting Maze' area. So now there will be another event that calls for another PickRandom before you enter the room. Hopefully this will introduce more variance XD
- Modified the Special Infected Pool for the Mini Scavenge Finale. No chargers and boomers will spawn in this stage. However, Spitter spawns will be ramped up. Smoker, Jockey and Hunter capped at 1.
- Added a melee weapon before the boss hunters spot to indicate the need to use one.
- Also modified the special infected spawn pool in the final gauntlet of this tower.
- Lowered Boss Hunters health to 2500 HP
- Fixed the exploit that allows players to skip the Tank area + Scavenge area.
- Drastically increased special respawn time at their respective gauntlets
- Same treatment for the first gauntlet of Map 3
- Adds an additional NON-RESPAWNABLE Gascan in the scavenge round :D

Map 4:
- Slight narrowed the range and arc of the turrets (Applicable only to the holdout area)
- Doubled the amount of first aid kits as all finales should be. (4 will be at the supplies area, 4 will be scattered around the map)
- Scattered 2 defibs around the holdout area. Not in the supplies spot.
- Fixed the 'god spot' at the bar - I hope.
- Added 2 pills and 2 adrenaline at the start of the finale corridor.
- Cars will disintegrate after 7 seconds to prevent it from being an obstruction.
- Boss Hunters in the finale has their HP reduced to 2000 HP

Finally I can say this campaign is reasonably doable on Expert difficulty without too much frustration and restarts. I hope.

Update: 31 Mar, 2017 @ 9:28pm

Fixed the instant death spot.
Added more ladders on the second map to facilitate bots' descend.

Update: 31 Mar, 2017 @ 5:54am

GENERAL CHANGES:
Changed name of maps to something more unique to prevent conflicts with other addons.
Removed all remnants of explosive booby traps as it's a scrapped idea.

Map 1:
- Removed Timed Scripted Hordes for stage 1 and 2 (Occasional small 'hurry' hordes will still occur though) - Referring to the general horde system not their respective holdout areas.
- Lengthen cooldown times on both lasers and turrets by about 3 - 5 seconds. (For Stage 1 ONLY, Stage 2 has original cooldown.)
- Reduced laser damage from 5 to 3 per second (Stage 1 only. Stage 2 still has original)
- The above two tweaks are not applied to other maps as their damage has already been reduced and cooldown times lengthened.
- Slight Nav modification.

Map 2:
- The Car Alarm Rigged Garage has been revamped. Now only cars with lights can cause alarms.
- Slight Nav Modification
- Added some navigation arrows on the mazes for slightly easier navigation. Will only help to a certain extent instead of handholding players.

Map 3:
- Same treatment as above for the maze in this map. Some navigational arrows will be added.
- Added two more ladders at the start of the map so you won't be trapped by zombies continuously climbing down
- The 'Teleporting Maze' has been given 3 random fixed path instead of just 1. The game will randomly pick one on map load so it won't be the same route all the time for replayability value.
- Modified the escape elevator with the condition that all survivors INCLUDING INCAPPED ONES must be on board. Else the level change will not occur if you leave incapped players as I can't seem to brute force the level change.
- Fixed the error texture on one side of the geometry.
- Added additional supplies

Map 4:
- Tweaked the location of hanging cars so they won't drop onto the wrong ledge. (Can't say 100% that it won't obstruct your path though. You will likely have to jump to a nearby ledge/climb over the cars at times)

While these tweaks will make the campaign easier in general (Therefore possible on higher difficulties), it is still recommended to play Co-op as bots will still die to Whitaker, turrets, lasers, fall to their death and hanging on ledges all the time.

Update: 29 Mar, 2017 @ 7:16am