Left 4 Dead 2

Left 4 Dead 2

Precinct 84 | 4-Map Campaign ( 2018 Edition )
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Update: 2 Jul, 2018 @ 9:58am

==== MAP 3 ====


- Added back the power button to open the police garage, kind of how it was like in the 2011 original map.
- Made the "Self storage" building enterable
- Added a director query to spawn first aid in the tunnel at the ambulance if players doing very badly
- Added ammo to back of a van in the tunnel
- Added a dresser in the trailer in the tunnel for something to jump on to avoid spitter goo
- Added skybox to roof of "richard atlantic" warehouse as a framerate optimization
- Added alternate staircase to air ventilation room
- Added a vent drop down in the air control room cafeteria
- Added another button control box to scaffolding in air control room for crouch cover from smokers
- Moved generators in air control room so you can walk behind them under the scaffold
- Added more molotovs to the police garage area
- Fixed the window frame in the prison area so you can jump through it.
- Added some 3D detail to the "hotel" building exterior, so its just not a flat cube.
- Changed the navigation on small wood stairs at the safehouse a bit so CI aren't being annoying attacking from the sides
- Changed survivor rescue closet in tunnel from rescuing one to all 3 survivors.
- Fixed missing navigation on semi-trailer roof at tunnel entrance.
- Decreased smoke density at tunnel entrance by 50%
- Increased size of survivor rescue bathroom stalls in nightclub to help stop getting stuck in the doors when respawning
- Added some extra difficulty ahead in the tunnel for those "pro players" who rush past the air control room panic exploiting the games CI limit event into the tunnel. ;)
- Fixed a very generous molotov that was set with 5 pickups in the nightclub. Change it to 1 pickup.

== MAP 4 ===
- Increased SI spawn wait time by +5 seconds

Update: 10 Jun, 2018 @ 10:34pm

Map 1:
- Increased slightly molotov and pipebomb spawn chance
- Made SMG in apartment flagged to always exist
- Rearranged boxes at fire escape ladder so easier to ascend back up
- Added light to chinese restaurant
- Added magnums chance drops
- Moved ammo near police cars slightly to be more visible when you come out the sewer
Map 2:
- Made the gunshop/pawnshop with teir 2 more visually grabbing. For some reason almost every new player doesn't look over there and skips it going it up the train stairs with teir 1 guns.
- rearranged the ladder slightly after the rooftop event .
- Added a missing cubemap in the sewer that cuased the concrete to be really shiny.
- Redetailed sewer exit near safehouse. Added a camping corner near the ladder.
- Added some more attack spots from windows/roofs for infected near portable toilets.
- Added director angry query to rooftop, a kit and pills will spawn in the bedroom if players are doing very bad. You will likely never see these if your a good player.
- Changed sofa in house with fireplace to a chair to make more space. (was to cramped)
- Made safehouse wall more visually grabbing
- Increase occurence of alarmed police car slightly by loweingr director query anger threshold 1 point.
- Added magnum/pistol drop chance to chinese restuarant
Map 3:
- Fixed a few cubemap reflection errors.
- Added more space to stairs near air control room panic event
- Made air control room panic event start by extra 3 seconds later
- Made the rollup door in air control room more dangerous to camp on.
- Added a new vent to generator area
- Fixed the rollup door in air control room to be breakable by a tank.
- Decreased smoke density in tunnel slightly
- Added an enterable RV trailer near end of tunnel
- Added parking lot side area to gunshop and another window into this area from inside
- Made other end of high sidewalk near the tunnel entrance also enterable by jumping on a van.
- Made the nightclub tank event happen a little less often.
Map 4:
- Changed special infected spawnrate from 90 to 60 seconds
- Changed common infected spawn distance from 2000 inches to 1750 inches

Update: 28 Mar, 2018 @ 11:51pm

- Removed jockeys from campaign... A source of many unnecessary game overs.
- Added director queries. Director now controls some things like alarmed cars and can turn on/off, or might add or delete pills/items in certain locations if players are doing badly or good.
- Made tanks in night club 33% chance to appear or not, otherwise you can walk through without lifting curtain
- Removed panic event from night club in map 3
- Moved panic event to air ventilation room in map 3
- Added a sewer path in the road and back apartment behind the house around after the roof top event on map 3. Gives a route to escape from tanks.
- Increased light brightness in couple indoor areas.
- Added more lights to tunnel in map 3 and survivor rescue closet
- Added more windows for specials to attack from in map 3 on the street.
- Made the shotgun and sniper in gunshop on map 2 a multiple pickup.
- Added hallway to interior and another exit in the building beside taxi garage on map 3.

Update: 16 Mar, 2018 @ 8:22pm

- Added material for missing texture on map 2.

Update: 14 Mar, 2018 @ 3:56pm

While playing Precint84 with randoms I noticed some issues and hopefully this update will resolve some of these.

- The levels had a saturation towards darkness that over time I felt can be hard on the eyes.
On all maps increased outdoor light brightness and reduced screen vignetting by 90%.

- Deleted some big props to help the director better popular the maps in a way thats not irratating and flows better.
- Added a boundry to mark the trigger that starts the rooftop event on map 2. Helps with randoms understand the trigger.
- Made the sewer lid in map 1 to now have a 50% chance to be open or closed. Before was 100% closed.
Map 3 was a still little easy and short to get through, needed some more things.
-Added a panic event to the Night club in map 3.
- Added "hard rain witches" to the tunnel of map 3. Making it more hazardous to rush the area with a Shoot everything mentality.
- Added post process blur to the tunnel of map 3 making feel more like a humid and smokey enviroment.

Update: 11 Feb, 2018 @ 8:08am

- Added few "empty" areas to navigation so their is more "quite time" instead of constantly shooting common zombies.
- Fixed railing area in rooftop stage of map 2 where you can get incapped that was unreachable by survivor bots.
- Deleted unused 4mb .wav file . Makes the campaign tiny bit smaller.

To do:
-Continue removing more "junk" and clean up custom content in the vpk to get it smaller. Already cleaned up and removed about 30MB of sounds,models and materials.
-Possibly redo lightning again in my map 1 and 2.

Update: 10 Feb, 2018 @ 7:32am

-Updates to all maps
-Removed 30MB junk custom content that wasn't really needed. Unfortunatly some higher resolution lightmaps in the .bsp's took back all that file size savings.

Update: 31 Jan, 2018 @ 7:54am

- Missing texture fix for map 2 train window

Update: 31 Jan, 2018 @ 7:23am

- Small update to map 1
- Large update to map 3
- Couple fixes in map 4 Finale

Update: 27 Jan, 2018 @ 11:24pm

Visual Update for Map 1