Left 4 Dead 2

Left 4 Dead 2

Freezing Point (Campaign + Survival)
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Mis à jour le : 9 avr. 2024 à 23h14

1.7 Patch Notes:

- Added a QR code that links to Freezing Point: Director's Cut. Spread the word!

- Fixed a few spots in Map 1 where players could get stuck or jump out of the map.

- The two defibrillator spawns in the mansion closets are now guaranteed.

- Added some missing soundscapes and cubemaps to Map 2.

- Fixed a bug where keycard swiping sounds would continue to play if you stopped holding the button in Map 3.

- Replaced an infamously buggy Infected ladder in Map 4 with a pile of boxes for the zombies to jump on so they don't get stuck.

- Added a supportive box to the sideways finale truck so the pull strap isn't floating in mid-air.

- Deleted over a dozen unused dialogue entities in Map 4.

- Adjusted the finale rescue to fix a rare crash.

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NOTICE
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This is, without a doubt, the final update for the original version of Freezing Point. It will be preserved as is, and all future updates will go to the Director's Cut instead. Thank you all for playing!

Mis à jour le : 26 mai 2023 à 12h48

1.6.2 Patch Notes:

- Fixed a bug where certain sound effects and lines of dialogue would be repeated in Map 4. Thanks again to the user Nick for pointing this out.

Mis à jour le : 25 mai 2023 à 9h39

1.6.1 Patch Notes:

- Fixed an issue where Survivor bots would get stuck near the catwalks in Map 2. Kudos to Nick (the user, not the character) for reporting this bug.

- The saferoom door at the end of Map 2 is now open inward, not outward. Safehouse graffiti was also added. This should improve navigation and visibility.

Mis à jour le : 19 mai 2023 à 14h49

1.6 Patch Notes:


BIG CHANGES
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- Survival mode is now available for the Map 2 mansion. It's probably unbalanced, but at least it's fun!

- The conversation with the Map 4 computer is now skippable by shooting a mag into the computer screen. The Survivors react accordingly.

- Hunters, Smokers, Boomers and Tanks now use their L4D1 models to match the L4D1 common infected and dress appropriately for the weather.

- Made lots of changes to the finale, including a new Tank spawn location (see below).


MAP 1
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- Swapped positions of the lockpick and pain pill spawns. Lockpicking tools can now spawn on the bridge -- right next to the Witch! ^_^

- Added an extra hint for players who get stuck for five minutes or more.


MAP 2
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- The wooden safe room door now has correct sound effects (finally).

- Added another Infected kill box so zombies are less likely to interrupt the elevator conversation.

- Moved the Witch/Tank spawns and made them more consistent.

- All three catwalks at the end of Map 2 are now accessible. One is randomly selected to be "open," and the other two are closed off.


MAP 3
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- Made the Witch/Tank spawns more consistent. As such, the end of Map 3 can no longer spawn two Tanks or two Witches at once.

- Opened a door in the Map 3-4 safe room because bots kept getting stuck on it.


MAP 4
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- Reduced the number of spawns for bile jars and defibrillators in the level.

- Added a guaranteed chainsaw spawn to the finale computer room.

- Added a guaranteed bile jar spawn to the easter egg room.

- Moved a dialogue trigger so Survivors react more convincingly to seeing the finale computer.

- Made several notable changes to the gauntlet finale:

1. Moved the Tank spawn. Players now fight him by the warehouse instead of the tunnel exit.

2. Swapped positions of the pipe bomb spawns and the random item spawn in the tunnel.

3. Removed the dumb pool of water now that it no longer serves its original intended purpose.

4. Added new cover to the tunnel exit so Survivors can get outside more easily.

5. Added extra lights to the path in the gauntlet finale for easier navigation.

6. Improved the appearance/visibility of the snowy road and the wire fences.

7. Adjusted the quantity and positioning of Tank-punchable objects.

8. Added new Infected ladders and an Infected-only entrance into the warehouse.

9. The rescue vehicle now glows so it's easier to see from a distance when players reach the end of the gauntlet finale.

10. Removed that one annoying tree to improve visibility during the run to the rescue vehicle.

11. Fixed a bug where the rescue vehicle animation wouldn't play in rare circumstances.

12. Reverted a previous change to the size of the finale escape trigger. It is now smaller to (hopefully) prevent certain glitches.

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NOTICE
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This will likely be the final update for this version of Freezing Point unless a game-breaking issue is discovered. I have big ideas to make this campaign even better, but they're such drastic changes I think they'd be better off as a separate mod. In other words:

Coming soon to a Workshop near you... Freezing Point: DIRECTOR'S CUT

Mis à jour le : 5 janv. 2023 à 21h41

1.5 Patch Notes:

- Massively improved the snow textures in Maps 1 and 4. Snow will now scatter across rocky surfaces more realistically, and all it took was adding a single line of code (seriously).

- Generally reduced the number of entities, inputs, and outputs in each map. This may help prevent crashes on certain PCs, but it is not a guarantee.

- Added more icicles to Maps 1 and 3.

- Added more decoration to Map 1.

- Added an extra dialogue entity to Map 1.

- Added a few custom soundscapes to significantly reduce the number of sound entities in Maps 1, 2, and 4.

- Made the finale escape trigger in Map 4 slightly larger to help keep bots from getting stuck outside the truck.

- Doors in the Map 4 easter egg don't sink into the wall as much (because it looks better).

- Updated someone's name with correct capitalization.

Mis à jour le : 3 mai 2022 à 22h41

1.4 Patch Notes:

- Fixed a bug where screen overlays (specifically, custom HUD elements) would stay on your screen even after players died and restarted a chapter. You should now respawn with a clean HUD.

- Removed some unnecessary entities and logic in all maps, particularly scripted zombie spawns that were no longer needed.

- Adjusted the MP5 at the start of Map 1 so it's no longer clipping into the sofa chair.

- When the Survivors enter the elevator in Map 2, nearby zombies will now mysteriously pass away. This should prevent zombies from interrupting the elevator conversation.

- Slightly improved the appearance of the open elevator shaft in Map 3.

- The graffiti arrows pointing at the two keycard spawn locations in Map 3 now exclusively point toward the active spawn, not the empty spawn. This should prevent players from looking in the wrong place.

- The random barricaded walls in Map 3 will now always spawn next to the active keycard location.

- Fixed a bug where the two "main power" terminals in Map 3 would keep glowing forever after a chapter restart.

- Covered up a spot where players could get stuck in the Map 3 to Map 4 safe room. Thanks to user KingDavid for finding this one!

- Added punchable logs to the Map 4 finale's first outdoor section. This should make things more interesting in case players do end up fighting the Tank outdoors.

- Put an extra teleporter inside the Map 4 easter egg. This should fix a soft lock where Survivor bots would fall off the light bridge and get stuck standing on a pillar.

NOTE: This will probably be the last patch for a while unless someone finds a new bug or I get a crazy new idea. Thank you all for playing!

Mis à jour le : 24 mars 2022 à 0h30

- Uploaded the wrong VPK by accident, this is the real 1.3

Mis à jour le : 23 mars 2022 à 23h33

1.3 Patch Notes:

- FINALLY fixed a bug where AI 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!

- Removed tons of errors in the AI navigation files for every map.

- Fixed an issue with certain sound loops not playing correctly in Maps 1 and 2.

- Added a bit of extra snowy fog in Map 1 to enhance the atmosphere.

- Made several small changes to Map 2:

1. The achievement "WHAT A MANSION" now requires you to earn it in less than 2 minutes instead of the original 3 minutes.

2. Removed the glitchy rescue closets from the mansion and put defibrillator spawns inside these rooms to compensate.

3. Fixed some weird cubemap reflections on walls and ceilings.

4. Removed some unnecessary entities and logic.

5. Fixed a broken Infected ladder in the dining room.

- The elevator shaft in Map 3 is now open and hazardous to your health. Watch out for Chargers!

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

1. Defibrillators and bile jars are much less likely to spawn.

2. Added a tiny bit of water to spice things up.

3. Added one more obstacle to jump over.

4. The first Tank spawns slightly earlier so players are even more likely to fight him indoors.

5. Fixed the finale text telling you to find a helicopter instead of a truck... kind of.

- The Map 4 easter egg now uses proper models from its source material instead of my crappy facsimiles.

- Fixed an issue where zombies could crawl through a solid vent in the Map 4 easter egg.

- Removed a non-functional Infected ladder in the Map 4 easter egg because it was bugging me.

- Added one new easter egg to commemorate the incredibly stupid thing I had to do to fix an annoying bug in Map 2.

- Updated the localization files and removed Herobrine.

Mis à jour le : 13 mars 2022 à 14h59

1.2 Patch Notes:

- The Survivor names are now in the correct order on the loading screen.

- Enlarged the ventilation shaft in the Map 4 finale gauntlet so players no longer have to crouch through it. Tanks can also enter it without despawning -- thanks to Flex for finding this bug!

- Prevented zombies from spawning in front of the Map 4 computer so their blood splatters won't cover up the screen.

- The secret easter egg jukebox song in Map 4 is now much louder.

Mis à jour le : 12 mars 2022 à 8h58

1.1 Patch Notes:

- Fixed an issue where players with certain FOV settings couldn't see their viewmodels in Map 1. Thanks to RF for reminding me about the intro cameras, I can't believe I forgot.

- Doubled the volume of the metal detector voice lines in Maps 2 and 3 so players can hear them better.

- Added two new throwable spawns during the gauntlet finale in Map 4, just to be nice.

- Random hordes should no longer spawn when a certain secret character is talking in Map 4.