Left 4 Dead 2

Left 4 Dead 2

Time to Die (Campaign)
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Update: 27 Mar, 2022 @ 4:06pm

1.6 Patch Notes:

DOUBLE SURPRISE! Here is the true final update now that I have the knowledge and skill to fix the biggest, baddest issues. No more after this, I swear!

- Major fixes for bugs and jank have been applied to all maps:

1. FINALLY fixed a glitch where A.I. bots and zombie spawns would malfunction if players died and restarted a chapter. Playing on high difficulties with bots should be much more tolerable now. Infinite gratitude to AlwaysToast for helping me fix this!

This bug was the "white whale" issue affecting all my campaign maps for multiple years, and it's finally gone. Fixing it was the main focus of this update, and I am so deeply sorry to everyone who was ever inconvenienced by this stupid A.I. glitch.

2. Removed tons of errors in the A.I. navigation files.

3. Fixed an issue with sound loops not playing correctly.

4. Removed some unnecessary entities and logic.

5. Various minor adjustments to zombie spawning.

6. Different fog colors now fade in rather than changing instantly.

7. Adjusted the likelihood of hearing certain Survivor lines to make them less repetitive.

- Minor content was also added to all maps:

1. Added unique Infected populations to appropriate areas, such as zombies in suits in the newspaper office.

2. Added Uncommon Infected spawns (CEDA agents, hardhats, and mudmen).

3. Added birds to outdoor areas. Squawk!

- Zombies should no longer spawn on the wrong side of the door in the Map 1 crescendo event.

- Zombies can actually come out of the circular vent in Map 1 now instead of getting stuck.

- Replaced my crappy barrel facsimiles with proper models in Maps 2 and 3.

- Improved a few textures in Map 2.

- Increased the volume of several sound effects in Map 2.

- Slightly decreased the volume of the huffing and puffing in Map 2.

- The wooden shack in Map 2 now has unbreakable windows for the sake of simplicity.

- Added more clutter, cover, and a machete spawn in Map 2's wild west area.

- Slightly improved the appearance of the stars in Map 2's space station.

- Added a bit more decor and clutter to Map 3.

- Added an alarmed car hazard to Map 3.

- Hordes should no longer spawn on top of rooftops in the beginning of Map 3. Specials can still spawn up there, though.

- Fixed some weirdly shiny rocks in Map 3.

- It's now impossible to grab the spinning M60 from the ground in Map 3. You have to jump for it.

- Players no longer take fall damage if they fall off the various orange jumping puzzles in Map 3.

- The orange staircase in Map 3 now has clipping (invisible collision) to smooth it out.

- The orange bridge in Map 3 has been retextured with stripes to be more noticeable. You have no idea how many players didn't realize something was different after they hit the switch...

- Fixed a bug where Infected were not affected by hurt triggers in Map 3. Zombies are less likely to interrupt the elevator conversation now.

- The "missing texture" in a Map 3 easter egg is now brighter, just like the real thing.

- Several major changes were made to the infamous "Hell Pit" in Map 3:

1. The Hell Pit has been redesigned once again, combining the ladders and spiral ramps together into a cohesive whole that bots have a much easier time with.

2. Reduced or removed Hell's low gravity zones. Fall damage has been disabled in these areas to compensate.

3. Zombies should no longer attempt to escape the Hell Pit while it's still on fire.

4. Survivors won't hang from ledges in the Hell Pit now that it's safe to fall.

- Moved the wooden barricade in Map 3 even further back so Survivors are less likely to burn themselves.

- Slightly lowered the water level in Map 3's Hell section so players won't get blurry vision by crouching.

- The 3rd floor cubbies in the Map 4 finale house are now inaccessible to Survivors.

- Map 4 now contains gas cans and propane tanks. In Hank We Trust.

NOTE: I've been a liar twice before, but now it's real. 1.6 will be the last update for this version of Time to Die. Any remaining bugs are issues I don't know how to fix, and any major changes or additions will be saved for future projects.

I'm 100% happy with this campaign now, no matter how low-budget or low-skill its construction may be. My very first campaign is truly finished and I'm ready to move on, so it will be preserved as is. One last time, thank you all for playing!

Update: 21 Jul, 2021 @ 2:15am

1.5 Patch Notes:

SURPRISE! Here's one last update. I swear it's REALLY final this time. For real.

- Fixed medkits and weapons disappearing from safe rooms after a level restart. This should be tremendously helpful for players on higher difficulties, and I sincerely apologize for the headaches this glitch has caused.

Previously, all four maps had a bug where players who died and restarted a level would respawn in the safe room with no items. I thought I fixed this twice now, but the bug persisted. In simple terms, I finally discovered that my "fix" to keep this bug from happening is actually what caused it in the first place. I am a buffoon.

- Replaced ladders in the Map 3 "Hell Pit" with a spiral ramp. Bot navigation on these ladders was absolute crap for both Survivors and Infected, and it was also boring to climb. It's still a little janky, but the ramps are a big improvement -- and the option to jump off is still there for folks who hold space bar!

- Hordes are less likely to spawn on rooftops in the downtown section of Map 3.

- Moved the barricade in the second Map 3 crescendo event so players are less likely to burn themselves.

- In the Map 4 finale's grain shed, replaced the AC unit on the roof with a hole in the ceiling.

NOTE: I know I said it before, but I mean it this time. 1.5 will be the last update for this version of Time to Die. Any remaining bugs are issues I don't know how to fix, and any major changes or additions will be saved for future projects. Thanks for playing!

Update: 7 Mar, 2021 @ 3:28am

1.4 Patch Notes:

- Made several small, but significant changes to the Map 4 finale area:

1. Removed the potential ammo spawn on the third floor of the house. Players can only acquire ammo on the first floor now.

2. Added more directional arrows to encourage players to enter the first floor of the house and discover the ammo/health.

3. Added more cover for both the Survivors and Infected, most noticeably on the rooftops.

4. Added 3 more Infected ladders (to the roofs of the house, the truck shed, and the grain shed).

5. Added 5 new "punchables" for Tanks so fighting them outdoors will be more dangerous.

- Added filters in all maps so Survivors will only say certain lines of dialogue when they're close enough to see what they're commenting on. For example, if Rochelle is inside the finale house in Map 4, she will no longer talk about airplanes just because Coach approached one outside -- she has to see it herself.

- Removed mounted gun and added "danger" graffiti near the optional first aid crescendo in the Map 2 hangar section. This should make the event easier to understand and slightly more difficult.

- Minor performance improvements in Map 1 and Map 4.

- Updated safe room graffiti with my current Twitter handle (lol)

NOTE: 1.4 will be the last update for this version of Time to Die. While I am interested in creating a remake and/or sequel, this edition of the campaign is finished and will be preserved as is. Any remaining bugs are issues I don't know how to fix, and any major changes or additions will be saved for future projects.

Update: 24 Oct, 2020 @ 2:52pm

1.3 Patch Notes:

- Marked every weapon and item in every safe room with the "Must Exist" flag. This should force every safe room to contain all necessary supplies on all difficulties. Thank you to the Expert players who reported this bug!

- Added a few extra weapon and item spawns in every map to further assist players on higher difficulties and encourage exploration. Some existing spawns have also been moved.

- Adjusted some Survivor dialogue on Map 2 so Ellis will no longer say the same line twice in the first two levels.

- Added dead hazmat workers (and their dropped supplies) to one of the castle interior rooms in Map 3. This should incentivize players to visit a previously empty room and provide a health/ammo boost if needed.

- Lowered the gravity near the safe room ladder at the end of Map 3. This should prevent Survivors from instantly dying if they fall off the ladder.

- Added a new ladder leading to the second floor of the finale house in Map 4. An Infected-only ladder to the roof was also added nearby.

- Slightly improved performance and NPC navigation in Map 4.

- [Unlisted change from 1.2] Fixed a glitch that could potentially allow players to activate the finale without lowering the space platform first.

Update: 20 Oct, 2020 @ 1:58am

1.2 Patch Notes:

- Added a few more weapons and items to Map 1. This should further encourage exploration and assist players on higher difficulties.

- Six minor changes to the Map 4 finale area have been made:

1. Adjusted ammo pile placement. Since 1.0, the ammo pile can spawn on either the first or third floor of the townhouse, and now the third floor ammo pile has been moved to the hallway near the stairs. This should make it easier to find and reduce the effectiveness of camping in the study rooms.

2. Added more decor and clutter to the townhouse's third floor.

3. Improved performance by lowering the draw distance on props and removing troublesome area portals (it's a Source thing).

4. Adjusted ladder placements. In general, NPC bots of all kinds should get stuck on ladders less often.

5. Fixed several problems with the NPC navigation file to (hopefully) reduce the number of Infected spawning glitches, including disappearing Tanks.

6. Removed an Infected spawning hut that was too far from the finale area to be used.

- The add-on's overall file size has been decreased one last time by around 130 MB. The only files remaining should be the ones necessary to run the campaign.

- Updated the localization files and removed Herobrine.

Update: 17 Oct, 2020 @ 9:12pm

1.1 Patch Notes:

- Fixed an issue with the beginning safe room music in Map 2. The safe room music should now play normally for all Survivors and fade out upon exiting the safe room.

- Adjusted the bot navigation file for Map 2 in the Old West area. In general, more zombies should spawn on the main road and inside buildings, and fewer zombies should spawn behind the buildings.

- The add-on's overall file size has been further decreased by deleting more unnecessary files. It's only around 3 MB smaller than the last patch, but I hope it helps.

- Updated the localization files and removed Herobrine.

Update: 15 Oct, 2020 @ 11:24pm

Reduced download size by nearly 200 MB because I forgot to delete a bunch of junk files (oops). Time to Die is going public this weekend, so this is the real 1.0 release -- hooray!

Update: 14 Oct, 2020 @ 6:35pm

1.0 release -- hooray!

Update: 14 Oct, 2020 @ 6:20pm