Left 4 Dead 2

Left 4 Dead 2

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Walking Corpses - Special Blend - With Survivor Bots
   
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Game Content: Scripts, Miscellaneous
File Size
Posted
Updated
683.179 KB
28 Dec, 2018 @ 7:22pm
23 Sep, 2023 @ 7:14pm
23 Change Notes ( view )

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Walking Corpses - Special Blend - With Survivor Bots

Description
~This version contains special infected and survivor bots~

Here is the version without survivor bots: https://sp.zhabite.com/sharedfiles/filedetails/?id=1460634081

Original Walking Corpses: https://sp.zhabite.com/sharedfiles/filedetails/?id=121571905

3 specials can be alive at one time, wandering zombies density has been reduced. Hordes have been reduced from 50,100,200 to 40,80,160 for balance

This is no longer a run n' gun, race-to-the-saferoom game. This is SURVIVAL HORROR.

Campaign mode:

Walkers will take you down in ONE hit so keep your distance. They also start swinging when they get close. Time your attacks accordingly.

Both melee weapon and walker attack ranges are shorter. Berserkers will get real personal with the walkers.

Walkers take less damage to the body so aim for the head when possible.

You can fire a Submachine gun/use throwables/use melee while incapacitated.

Pistols have limited ammo and are primary. You can attach laser sights and use fire/frag ammo.

Keep on your toes because this is a complete change from standard gameplay.


*IMPORTANT TIP:
Due to the sub-par hitboxes in L4D2 headshots are very difficult unless you aim for the middle of the forehead (above the eyes). Jaw shots do not kill.

If you find the sweet spot on the forehead, headshots will be effective and consistent.

How to play:
Enable the mod and start a lobby as campaign, realism, or survival. Host the server.

I used Lt. Rocky's Counterstrike weapon unlocker to create a random item spawning system.
17 Comments
RAPTOR 9:48 5 Mar, 2021 @ 3:28am 
I appreciate it, thank you. ^_^
Premium Gristle  [author] 4 Mar, 2021 @ 1:49pm 
RAPTOR 9:48 4 Mar, 2021 @ 3:49am 
Could you make a version that uses the default weapon scripts like how the pistols and magnums are not primaries? Basically, just the common infected are slow, with special infected, and the weapon script is untouched? Or do you have a link to it already?
God 9 May, 2019 @ 8:08pm 
ah okay that makes sense, chances are some specials are registered under a different category or something, like how when the jockey rides the survivor, there are two animations for the legs and the upper torso. maybe some special speeds are independent, cause the spitter has slow down after spitting, and how the smoker has a pause after strangle, what if the animations are encoded with flags or something (grouping my knowledge here, bear with me).

Or there is a conflict with the speed and the animation length, like maybe the engine is going "i have to complete the animation cycle, and changing the speed doesn't allow for them to play through fully" so then it uses either the base value / default.

could also be the director ai's script, just tossing ideas out at this point.

and you're welcome, i'm glad you were able to shed some light on this, i look forward to future versions!!
Premium Gristle  [author] 8 May, 2019 @ 5:35pm 
Thank you very much for your input. Player speed is at about jogging speed which makes sense for carrying all the guns and ammo and equipment. The player speed doesn't affect bots so the bots can either run full speed or walk constantly. The same cvar used to control whether bots walk or not affects both survivor bots and special infected. And for soem reason z_speed effects some specials and not others. It's really the best I can do without having to learn all the vscript things.
God 8 May, 2019 @ 4:55pm 
the last thing i think will help is to change the boomer back to the leaker, cause when the boomer pukes the barf doesn't obscure much vision, and the zombie attracting mechanic isn't effective due to the zombies speed.

Now this here is a suggestion, is there a chance to utilize the zombies walking animations instead of their running animations, looks like the zombies are doing the electric shuffle or somefin.


Again as always really good mod, the slower pacing gives the players movement, shots, and damage all have weight now, when the speed is normal knock back effects like stagger and such feel less intense, like you can shrug off being punch by a tank and just get up. Things feel like they have an impact which i think is awesome.

(part 2)
God 8 May, 2019 @ 4:55pm 
so i've been playing on and off lately, currently two slight changes i think might help, currently the players speed allows you to run ahead, causing the bots to have a distance that is too far to be able to resurrect you after being downed by the specials resulting in the surviving special will proceed to mow down the bots, resulting in a possible instant loss.

there's the addon "admin system" with the appropriate "admin menu". there is a command under "survivors/fun commands/ speed player/ slow speed" upon doing so this allows the player to move at a similar speed as the bots, this allows the player to anticipate the specials that are already advancing towards the player. Slowing the player down will give them an extra second to find the attacking special.

(part 1)
God 30 Jan, 2019 @ 7:44pm 
hey hey, sorry lads for being away, after playing on and off, i feel that would be alright, keeping the speed at the same would be nice, maybe also increase the a,i's capabilities?

still really dig this mod haven't disabled it yet
Premium Gristle  [author] 2 Jan, 2019 @ 2:58pm 
The only way to fix that is to enable the bots to jump and climb, which includes zombies too.
if i crash, blame pc 2 Jan, 2019 @ 2:48pm 
and also do not have the console and kick a bot it will crash your game