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Works and give some challenge exploring for weapons (I love explore for weapons like a survivor horror). The simplicity of the ambiance pleases me.
Note 1: There are instant kill traps that I hate.
Note 2:There are "traps" (I don't know if was on purpose) thats make you reload the chapter.
6/10 for the potential and diferences
1. Map 5 doesn't make sense :
After escaping, call the rescue, it appears only round 1 (no round 2), hordes only, no tanks in 1st round. The chopper is appearing but just spinning around, is this still work in progress?
2. Design looks fine but a bit not fine :
- "The Valley" chapter :
How does the house can handle it when the grass look like a hill?
- "Stranded" & "Bunker Escape" chapter :
I think it's only these 2 maps still in Beta Version? it . does have a foggy things covered but i can still see the way.
Results : At least make the design looks a bit more accurate.
Even with steering aids during all the maps, the final rescue was very confusing.
After we turned on the radio, a door-shaped instructor pointed down the house with a message "This way to escape."
We stayed for 20 minutes trying to find the right place, we went down again and entered everything that was place, but nothing to find.
Only after about 20 minutes the helicopter arrived.
The terrain in every map always make player get stuck and invisible wall blocks everywhere.
I haven't gotten to the 3d skyboxes on maps 1-4 yet, but thanks for the tip regardless, I might ask you about how to use those gradient brushes like what their purpose is etc. Thanks a bunch for the detail sprites thing, I've been trying to figure that out for a while and just gave up and filed it under "fix it later".
The fog in some of the pictures is gettung cut off by the skybox, making it look weird. You can fix that by adding objects in the 3D skybox for the fog to project on, and using the same fog settings in your sky_camera. Some of the official maps have black gradient brushes in there to blend the fog with the 2D skybox.
There are also some floating detail sprites on some of the terrain. You can fix it by going to Map -> Map Properties, and changing the Detail Material file to either detail\ruraldetaisprites or detail\detailsprites_overgrown.
@Toasty LMFAO it always amazes me how people can find ways of getting stuck and killing themselves around stuff that's unfinished.
That elevator is a work in progress, but right now this is how it works: Press button outside elevator, doors open, get in, doors close, elevator goes up, doors open, get out.
The button on the inside just toggles the doors for the moment, just to keep you from getting locked inside it.
The bots are notoriously stupid about elevators in l4d, consider the issue noted and filed, I'm aware of it.
then the bots wouldnt get into it.
then i got humped to death by a tiny faggot with a wife-beater
10/10, would recommend.
And yes, there is a switch to turn-off the Buzzer alarm....