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8/10
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.
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.
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...
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..
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.
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
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. ^_^
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
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
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.
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.
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.
@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]
@ 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..
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.