Left 4 Dead 2

Left 4 Dead 2

Short Harvest
88 Comments
ZOMBUSTER[bL0u3]d°ç°b  [author] 28 Mar @ 6:30am 
:happymeat::ss13ok:
BECKBRU 28 Mar @ 2:44am 
Left 4 Dead 2 ( ZOMBIE ESCAPE PARKOUR ) Map 10/10 https://www.youtube.com/watch?v=C1LuJZnzySE&t=27s&ab_channel=BECKBRU
ZOMBUSTER[bL0u3]d°ç°b  [author] 29 Nov, 2023 @ 11:47am 
:lunar2019laughingpig:
검은콩두유 28 Nov, 2023 @ 3:34pm 
하나로 길게 이은건가보넹..
ZOMBUSTER[bL0u3]d°ç°b  [author] 9 Nov, 2023 @ 11:39am 
:boomer::ss13ok:
호진117 8 Nov, 2023 @ 6:46pm 
Good, short map as always! Always love being able to play the original campaigns with a twist.

8/10
ZOMBUSTER[bL0u3]d°ç°b  [author] 30 Sep, 2023 @ 4:27am 
:surprised_yeti:
GS Mod In Play 28 Sep, 2023 @ 5:09pm 
Map 5/10
ZOMBUSTER[bL0u3]d°ç°b  [author] 15 May, 2023 @ 3:53pm 
Ah ! Thank you, well I was indeed focusing on Short Air (96% complete) but then I realized that Short Harvest didn't get the attraction I thought it would, so I decided to add the event back because I thought people would like it more with added action pack :lunar2019coolpig:
Phoenix‎ Rose 15 May, 2023 @ 3:27pm 
oh wow, i wasn't expecting another update, i thought you would choose to focus on your other short map. but hey, an update to this is still a welcome thing to see :D
ZOMBUSTER[bL0u3]d°ç°b  [author] 14 May, 2023 @ 10:15am 
A BIG update was released ! :

Added back the train/foot-bridge collision event. (You can choose to NOT stop the horde by avoiding the unsafe-room to its left by jumping on the rocks, only crossing the front door's frame will stop the horde, crossing the exit door won't ;)

Reduced a clip brush (invisible wall) at the start of the rope-bridge on the left that was preventing falling off it.
ZOMBUSTER[bL0u3]d°ç°b  [author] 14 May, 2023 @ 10:15am 
Moved the car alarm from before the foot_bridge to right after the rope-bridge behind a bush near the star area. (It was there only to compensate for the missing newly added event)

A wood log has been re-added back to its original place where the car alarm was.
Added a forced bile spawn before the new event somewhere around the train yard.
Added back a vocalisation line about the newly added event.
Rebalanced the weapons/items spawns around the map (more bile spawn chances too), especially in and around the little house near the foot-bridge for more loot before starting the newly added event.

Slightly moved a tree to allow passage between it and the wagon garage.
Increased the drawing distance of the map around the detachable wagon and improved the way the light pole next to it was lit.

Improved the lighting of the white wooden fences located right before the first unsafe-room.
Ajusted a displacement to close a gap between a rock and the floor near those same whites wooden fences.
ZOMBUSTER[bL0u3]d°ç°b  [author] 14 May, 2023 @ 10:14am 
Chances for a witch or a tank to spawn has been added right after the barn.
The alternative pathway behind the Richardson Atlantic Train Station is now open for exploration again !)

Spawn location for a witch or a tank has been moved a bit further after the bridge crows event near the climbable wagon.

Tweaked a texture on the newly added unofficial rescue closet.
Added some forced zombie spawns in the cornfield that will spawn during the field crows event. (The event didn't bring any zombies for some reason..)

Added missing finale escape vocalisation lines for all actors (Run to the truck!)
Edited an error in the addoninfo.txt (There was written Death Harvest instead of Blood Harvest for some reason)

Modified the outro title to emphasize more on the different size of the words.
Tweaked a few more things like displacements heights, vocalisation entity locations, navigation improvements, items angles, props drawing distance, events horde rates, optimization etc...
Critoniuum 28 Apr, 2023 @ 8:12am 
Aah. Indeed my lack of modding Left 4 Dead knowledge shows. XD If I knew how to do it, I'd probably still want to do it tho. I can't get over Crash Course being 2 levels while the rest of the campaigns at least 3.
ZOMBUSTER[bL0u3]d°ç°b  [author] 28 Apr, 2023 @ 6:50am 
Mapping is not just plopping things around, it has to also be walkable by survivors bots, common infected, special infected, tanks and witches, and they all have different locomotion systems and "sensors", so the nav would also need to be worked on (in addition to import it back from the original map, which breaks all nav ladders) And speaking of ladders, if the flow cannot do back and forth from each checkpoints navs, the flow will break, so you need to also add new ladders to anything that blocks the way in order to make the flow work properly..
So that's ONE of the parameters that needs to be accounted for and I'm sure there would be plenty other problems coming up as you start working on this that would need to be addressed also, for example from the top of my mind I would think of stuff like breaking lighting and/or shadows, or having to add clip tool brushes to avoid getting stuck in the prop or climbing it..:lunar2019deadpanpig:
Critoniuum 27 Apr, 2023 @ 7:02pm 
Really? All the level geometry is there, I figured it'd be a simple case of just plopping a semitruck in the alley at the right angle to make going through the building the only option. And same for the road turn at the finale.

As for the saferooms, and actually separating the levels into 4 levels, that part I don't know how much work it'd be.

And I get that they tried to make up for the shorter length by making it be a bit harder with greater risk of failure due to the length of the levels. But I feel like it went too much against the short dash from saferoom to saferoom flow that the vanilla campaigns went for.
ZOMBUSTER[bL0u3]d°ç°b  [author] 27 Apr, 2023 @ 6:27pm 
Hmm sounds like a lot of work for just a few meters, I agree the finale is a bit far from the safe-room, but when I played it the first time, I remember being a LOT more careful and it felt different from the other finales, but I think that's the hard gameplay they tried to achieve in this map I guess, (more stress at the finale).
Critoniuum 27 Apr, 2023 @ 12:09pm 
The first building always confused me. I didn't even know it was there until about a year ago. But going through it takes longer than just walking to the entrance of the alley. And it never has special items in it to make the detour worth it.

Thus, block the entrance to the alley since the window in the building leads out to that empty lot that lets out just passed the entrance to said alley. It'd add a few seconds of travel at the least. XD
Critoniuum 27 Apr, 2023 @ 12:05pm 
The first saferoom I'd put would be when you reach the downed/derailed train where you have to enter the side building to pass it, one of the rooms in there would make a good saferoom.

To make getting there a bit longer, I'd block the entrance to the alley at the beginning with a barrier so players have to go through that first building that otherwise has no reason to visit in vanilla. You can even add another barrier in the alley to force players to enter the other side building that can be ignored too.

Passed the added saferoom would be unchanged since the bridge event does take a bit of time.

The other added saferoom would be right before the finale. I'd block the road leading up the slant and force the player to go through the building on the right where the new saferoom would be.

This way if you fail the finale, you don't have to start from so far away. ^_^
ZOMBUSTER[bL0u3]d°ç°b  [author] 27 Apr, 2023 @ 10:43am 
And Short Mercy isn't hard to do because of the sewer system (even if I didn't check properly tho) but because the last 2 maps are not made at the same scale and do not align together at all (real building insides vs building roof tops) I might do it someday though..but don't hold your breath for it :tank:
ZOMBUSTER[bL0u3]d°ç°b  [author] 27 Apr, 2023 @ 10:38am 
Dividing Crash Course is doable, note that the older version was shorter because you could pass over the fence where the car alarm is now by jumping on a truck, they chose to make it a little longer and for the best imo, where would you put those saferooms? Because it would make the maps really too much short if divided in 2 imo..
Critoniuum 27 Apr, 2023 @ 9:46am 
On a contrary note. I've always wanted Crash Course to have 2 more safe room stops. Both levels feel long compared to vanilla campaigns. Especially the second level, where you have to slog through that entire city portion again just to get to the finale if you died.

I already know where to put the additional safe rooms, making it a 4 level campaign without adding sections! But I don't know how to mod. :P
Critoniuum 27 Apr, 2023 @ 9:41am 
Waaaah, that's a shame. Dead Air and No Mercy have always been my favorites. But thinking about it, I can see how No Mercy would be tricky to shorten.

I can imagine cutting the subway section, in a similar fashion you cut the pipes level in Short Toll, but you'd probably have to build a lot of a city block connecting the end of the first level with the end of the subway level. And that's a lot of work. :P
ZOMBUSTER[bL0u3]d°ç°b  [author] 27 Apr, 2023 @ 6:08am 
Aww thank you Critoniuum :ghsmile: glad you enjoyed them, unfortunatly Short Mercy isn't planned at this time because of reasons described in the Q&A, Short Air should be there soon though :boomer:
Critoniuum 26 Apr, 2023 @ 10:48pm 
I'm glad Short Air is on the way! Is Short Mercy in the cards too?
Critoniuum 26 Apr, 2023 @ 10:46pm 
Okay, these short maps are ADORABLE!! I love them!!!
ZOMBUSTER[bL0u3]d°ç°b  [author] 23 Apr, 2023 @ 5:40am 
Short Air is coming ! Short Passing wouldn't work because The Passing is already quite a short campaign (2 maps only) :boomer:
David 22 Apr, 2023 @ 10:22pm 
i think short Air and Short Passing also solid too.
ZOMBUSTER[bL0u3]d°ç°b  [author] 13 Apr, 2023 @ 2:50pm 
Passing is already too short to be made short, the only other L4D2 map I might make someday is Short Parish, but don't hold your breath for it.. :tank:
Phoenix‎ Rose 13 Apr, 2023 @ 1:11pm 
is it possible to do anymore short map for Left 4 Dead 2? what i mean is. is it possible to make anymore short maps that use the L4D2 survivors? would Short Passing work maybe?
ZOMBUSTER[bL0u3]d°ç°b  [author] 11 Apr, 2023 @ 6:12pm 
Thank you for asking, it's really motivating !) You can follow the progress in the Q&A at the eleventh question, I regularly update the advancement of the map there, currently it's written 79% but since a few days ago I'd say it's about 83% now.. :boomer:
Phoenix‎ Rose 11 Apr, 2023 @ 12:28pm 
how goes the progress on the 6th short map? :3
ZOMBUSTER[bL0u3]d°ç°b  [author] 26 Mar, 2023 @ 1:12pm 
Another update has been released! Enjoy :boomer: :

Added a forced item to spawn near the starting area behind a big tree.
Changed the angle of more item spawns to avoid adrenalines spawning upward.
Deleted a few doubled static props before the tunnel and removed collision on some others.
Fixed a misaligned displacement in the tunnel right after climbing the fuel wagon to the left.
Aligned some train rails a bit before the foot-bridge.
Moved both car alarms a little closer to the main survivor's pathway and added a bush in front of one.
Replaced all clip brushes blocking some trees by physics blocker entities to save on brush ressource.
Blocked more trees by physics blocker entities to avoid getting stuck in them.
ADDED A RESCUE CLOSET behind the wagons just before the finale area.
ZOMBUSTER[bL0u3]d°ç°b  [author] 18 Mar, 2023 @ 3:47pm 
An update has been released! Enjoy :boomer: :

Fixed a navigation bug in the trailer where bots tried to walk through a wall to obtain pills or adrenaline spawning in the toilets.
Fixed a navigation bug where the bots would fall to their death when trying to use the new red ladder leading to the tunnels.
Fixed a bug that prevented players from picking up items that could drop at the bottom of that same ladder.
Fixed a misaligned displacement in the tunnel right after climbing the fuel wagon to the right.
Fixed a couple of floating black textures near the wooden foot-bridge.
Fixed a navigation bug where zombies would sometimes climb a wooden pole right after the same foot-bridge.
Fixed a navigation bug where zombies would sometimes spawn on high rocks near the unsafe-room before the barn.
Made the support of the big "RICHARDSON ATLANTIC" sign render from farther.
ZOMBUSTER[bL0u3]d°ç°b  [author] 18 Mar, 2023 @ 3:46pm 
The train bridge birds event now starts a few meters closer to the start of the bridge, almost as soon as you step on it.
Aligned some train rail textures properly after the unsafe-room wagon.
Moved up the fuel wagon a little to align its wheels clipping through those same rails.
Added a pine tree near the finale fence (the one that the rescue vehicule runs over) to hide a hole in the map.
Fixed a floating wooden beam near the same fence by making it longer to touch the floor. (bug is still in the original map)
Optimized a little bit the same fence by making some visually unreachable brush faces transparent. (using the nodraw tool texture)
Blocked a tree log and a metal sign from being climbable near the same fence to avoid an exploit that prevented zombies to spawn.
ZOMBUSTER[bL0u3]d°ç°b  [author] 14 Mar, 2023 @ 11:03am 
Indeed ! :spazdreaming:
Pluvillion 14 Mar, 2023 @ 4:07am 
The wonders of the Source engine, eh? All the things we want to do but simply can't due to its heavy limitations.
ZOMBUSTER[bL0u3]d°ç°b  [author] 14 Mar, 2023 @ 4:02am 
I did not mess with the director or infected AI, maybe it's the "The last stand" infected population parameters in the navigation that I added to have "survivor zombies" spawns that changes some of their reaction, but I don't think so because in "The last stand" the infected react properly..:spazdunno:
Pluvillion 14 Mar, 2023 @ 1:54am 
I just noticed, I get a ping of 3 + a tiny delayed reaction time from bots (infected and survivors). I noticed the Smoker doesn't immediately ensnare on Advanced, the survivor bots not picking up things immediately (they linger before picking a throwable for example), the commons take half a second to recognize me before running (when they usually clamor immediately when I enter an area). I booted the normal campaign in hopes I installed a sketchy mod but nope, their reaction times are back to normal. Is it normal due to this campaign's nature?
ZOMBUSTER[bL0u3]d°ç°b  [author] 13 Mar, 2023 @ 1:43pm 
I always try to arrive at the finale area on expert realism without bots after a few retry, if I manage to do it, I think I can ship it, that's my way to know how hard a map is :reusgreed:
Pluvillion 13 Mar, 2023 @ 8:08am 
@ZOMBUSTER[bL0u3]d°ç°b - continuation on the difficultly topic (I am so sorry), I only play on Normal and/or Advanced. I tried Expert with bots once and it wasn’t a pleasant experience. Human players are vital to expert, tbh. It’s four players or nothing.
Pluvillion 13 Mar, 2023 @ 6:58am 
[cont] And watching your video again, you took the same amount of time as completing Blood Harvest normally. Avoid doing that. Stay efficient.
Pluvillion 13 Mar, 2023 @ 6:55am 
[cont] Given this is just one map and Source has its limits, try NOT killing infected from the distance and push forward instead. Never forget the trick of leaving undisturbed infected so less of them spawn in horde events later on (as they're still spawned in and are in the map just far away from the group). It's something I learned a while back and it works wonders.
Pluvillion 13 Mar, 2023 @ 6:52am 
@ZOMBUSTER[bL0u3]d°ç°b - I play on Expert, actually! I tend to play on Normal first to get a grip before heading into Advanced and then Expert. I had to see what you added in the new update so I stuck with Normal.

@Bane - that, I have no clue of. I never touched anything related to infected spawns (and even if there is one, it'd only work for the official campaigns as custom campaigns have their own navmeshes). I gave your video a watch again and I noticed you were lingering in areas instead of moving forward (even as far as scavenging loitering infected away from the main path). I think the director kept giving you the "come on, hurry up!" horde it usually gives when the group takes quite a while to move forward. [cont]
ZOMBUSTER[bL0u3]d°ç°b  [author] 13 Mar, 2023 @ 3:48am 
@ Pluvillion : You seem quite skilled, you should have played at least on advanced, looks too easy for ya ! :boomer:
@ Bane : I guess he doesn't have the same mods as you, I balance the map on vanilla so it isn't easy to satisfy everyone especially those who uses gameplay mods..:spazdreaming: But anyway, tank you ! :tank:
Bane 12 Mar, 2023 @ 9:05pm 
@ZOMBUSTER[bL0u3]d°ç°b thank you!
Bane 12 Mar, 2023 @ 9:04pm 
@Pluvillion How are your hordes so small?! I'm so surprised!
Pluvillion 12 Mar, 2023 @ 7:58pm 
Recorded a footage of the new update! People need to see this.
ZOMBUSTER[bL0u3]d°ç°b  [author] 12 Mar, 2023 @ 4:12pm 
An update was released! Please refer to the change notes, enjoy! :boomer:
Here are some of the biggest changes:
Added a little more items and guns starting from the trailer home until right before the train bridge.
Added some forced spawns for melee weapons, laser sight and incendiary/explosive ammo and pistols here and there.
Added a chance for one of each super-weapons to spawn, the grenade launcher and the M60 are hidden and hard to reach somewhere in the map.
Added a forced ammo pile and a weapon upgrade (explosive ammo or laser sight) in the main room before the train bridge.
Added two forced bile jar spawns around the room before the train bridge event, consequently deleting all other random bile jar spawns from the entire map except in the finale.
Delayed the horde spawn by one second after the birds fly off the train bridge at the gauntlet panic event, also the horde will continue to spawn for ten more seconds if the unsafe-room wagon isn't reached until then.
ZOMBUSTER[bL0u3]d°ç°b  [author] 11 Mar, 2023 @ 9:37am 
But thank you for acknowledging it, much appreciated ! :steamthumbsup: