Left 4 Dead 2

Left 4 Dead 2

SaltHell Park (Part 3 of 4)
Showing 1-9 of 9 entries
Update: May 20, 2018 @ 2:45am

>>>>>Map 3 crash some people were having (hopefully) fixed.<<<<<

All

Some gnomes have been edited to either:
A) Give a reward AND punishment for being shot.
B) Give a reward if they were neutral.
C) Have a random result of being shot that's either a reward or punishment.
Improved lighting from some fires, lamps and vehicles.

M1

Moved grenade launcher from car park to behind door that opens after first gnome is shot as a reward for dealing with the tanks.
Added punishment to go with reward of second gnome (with multiple possible outcomes of position).
Fixed broken car alarm on final road.
Improved lighting from alarmed cars.


M2

Lowered TV brightness.
Fixed bad nav around start of containers area which allowed survivors to keep threats away.
Tanks should no longer spawn immediately after the gated gauntlet.
Removed recently added fog effect around start of park entrance as it was causing a lighting bug.
Added potential positive outcome of shooting the last gnome.
Fixed issue that may have been preventing scripted charger that knocks over crate from appearing (not 100% confirmed).
Improved lighting from all light sources.


M3

Removed corn field gate sequences as they seem to be what was causing a crash for a lot of people.
Added new horde trigger for end of map corn field to replace old removed version.
Added guaranteed laser sight spawn.
Stopped wind from affecting lake gnome effect.
Fixed trees that weren't rendering near starting safe house on lower graphical settings.
Fixed soundscape error which maintained the sounds of the lake area if players backtracked away from it.


M4

Added fence to small wall on rooftop that had been blocked to give a visual reason for being blocked.
Katana in Saltwell Towers can now be pulled from the wall.
Added reward at end of first gnome location.


M5

Stopped radio from glowing from the map start. It will now glow only once the fence has been passed.
Slightly lowered amount of supplies around finale. Removed two guaranteed defibs and added a guaranteed boomer bile.
Fixed nav issue that was stopping special infected from attacking survivors on top of vans in the finale.
Removed tractor from near the greenhouse.

Update: May 15, 2018 @ 7:12am

--All Maps--
Completely overhauled visibility optimisations. The game now loads FAR fewer things when they aren't directly visible to the player.
Improved lighting and shadows throughout the campaign. Previously a setting during compile wasn't enabled allowing for more light passes.
Improved skyboxes. Large chunks which were previously in the playable area have now been moved to the 3D skybox as they were never navigable by players.
Improved custom materials to blend in better with the world.
Fixed light sprite issues such as being too big or having a different colour output to their respective light sources.
Fixed some animated props to toggle their animation states on/off when needed. Being permanently on was causing large lag problems for lower end systems.
Improved quality of loading screen texture.
Fixed some custom textures that were sometimes flickering at a distance.
Tweaked common spawn limits for better performance.

--Map 1--
Changed intro song.
Added new intro sequence.
Changed the way the intro song transitions.
Changed intro camera speed to better match new song.
Added more detail around intro area for a better looking opening shot.
Fixed over-bright light sprites in starting room (Finally. This may be the oldest bug in Salthell Park).
Reworked the light brightnesses everywhere to falloff more naturally.
Replaced upper windows in back alley to more realistic looking ones.
Completely reworked and improved reflections.
Removed several brushes that were mistakenly left in after experimenting with versus.
Added Nodraws to several out-of-sight brush surfaces that had unnecessary textures on them.
Optimised the destroyed wall with helicopter crash. May help with FPS in this area.
Removed bad nav around car park.
Stopped infected spawning on rooftops next to starting area.
Added college to 3D skybox to counter pop-in related to render distances.


--Map 2--
Completely rebuilt the skybox for better optimisation.
Completely reworked and improved reflections.
Large unused chunks of the map have been moved to the skybox.
Completely rebuilt the starting houses and surrounding roads. They are now built as an instance to fix several historical errors caused by this section of the map being built off-grid.
Added buildings from map 1 to the skybox (including new smoke effect caused by chopper crash) for better continuity.
Lowered render range. This shouldn't be noticeable as it was previously higher than necessary.
Changed fog colour to blend better with skybox.
Increased fog start range.
Rebuilt large portions of the nav mesh.
Infected will no longer get stuck trying to run through closed gates on the gauntlet section.
Infected will no longer get stuck behind the crate before it is moved by the crane.
Increased threat on first gnome. (Temporarily removed)
Added Nodraws to several out-of-sight brush surfaces that had unnecessary textures on them.
Removed redundant brushes that were mostly out of sight.
Fixed an overlay that was casting shadows near "spooky" tree.
Fixed bad nav mesh on suspended container.
Removed first gnome (temporarily?). It was boring and very temperamental. Will likely be replaced with new effect at some point.


--Map 3--
Completely reworked and improved reflections.
Fixed a bug that had been causing huge render distances. FPS should hopefully be considerably improved on mid-lower end systems.
Reworked some soundscape triggers that may have been causing a crash around the first gate button.
Remove a boomer spawn that may have been causing crashes around first gate button.
Reworked water damage trigger under lake to fix a rare crash.
Added wind effects.
Fixed bad shadow on starting safe room door.
The boat ride has fixed clipping and is a smoother experience now.
Moved water LOD entity which somehow ended up outside of skybox which may have been causing problems.
Optimised skybox around the lake. May help to slightly increase FPS in this area.
Fixed misaligned textures on public toilets after the lake.
Removed unnecessary brushes under public toilets.
Removed redundant skybox brushes left over from a previous version of the map.
Added Nodraws to several out-of-sight brush surfaces that had unnecessary textures on them.
Removed several brushes that were mistakenly left in after experimenting with versus.
Fixed some z-fighting textures on building before first gate.
Removed unused brush in hidden easter egg area.
Rebuilt starting safe house.
Fixed bad shadows on painting in starting safe house.
Fixed a light bleed effect from fire in starting safe house.
Fixed several light models that were showing their incorrect on/off state.
Adjusted lamp sprites to better fit their models.
Stopped throwables being able to pass through collapsing plane wing.
Fixed a duplicate cubemap on lake surface which may have been causing crashes.


--Map 4--
Rebuilt skybox around tunnels and start area for better optimisation.
Added wind.
Fixed misaligned textures on bridge in dene.
Fixed some floating brushes.
Completely reworked and improved reflections.
Rebuilt parts of Saltwell Towers to be better optimised.
Removed several out of sight brushes and props left over from abandoned versus areas.
Fixed massive vis issues which caused clumped infected spawns in tunnels.
Reworked all cubemaps for more accurate lighting/reflections.
Improved infected spawning and vis around statue on pillar.
Improved infected spawning and vis in maze.
Fixed a bad displacement that caused a hedge to float.
Fixed wrong texture at tunnel exit.
Fixed bad alpha blending around tunnel exit.
Fixed lamp model from blocking its own light source in maze.
Fixed light sprite for all oil lamps in the level to look more natural.
Improved light falloff for lamp in tunnels to look more natural.
Improved lighting in end safe house to look more natural.
Fixed a light sprite in hidden area that was clipping through the ground.
Fixed a water LOD problem which would cause first pond to rapidly switch from low to high quality if looking in the direction of next water source.
Added fog effect to pond area in dene.
Fixed missing audio hint for hidden gnome.
Fixed audio levels of a sound in a hidden area.
Fixed untextured brush face.
Fixed incorrect model type settings that were causing some rocks in the small tunnel rock fall to not spawn.
Blocked an area off on Saltwell Towers rooftop where survivors couldn't be reached by infected.
Players can now access tunnels again after secret gnome area.

--Map 5--
Changed outro music.
Added Nodraws to some out-of-sight brush surfaces that had unnecessary textures on them.
Improved infected spawn spread during finale standoff.
Repositioned floating tractor.
Completely reworked and improved reflections.
Repositioned rubbish bags that were clipping through the ground.
Adjusted safe room lighting to look more natural and match end of map 4.
Fixed sprites and models of street lamps to look more natural.
Stopped throwables and weapons from passing through stairs at the start of the final run for the chopper.
Blocked a small area which could allow players to get on to the draw bridge earlier than should have been allowed.
Added rain to map.
Fixed misaligned wall texture.
Massively improved visibility generation.
Fixed an invisible wall that was blocking throwables.
Blocked off an old slightly hidden area and set as a spawn point for infected to allow better forward spawning on final run.
Added a disruption event to an OP camping area.
Fixed a gap running under crematorium.
Added water to fountain.
Improved appearance of water puddle on final run. Edges now don't cut off so suddenly and looks far more natural.
Added more detail to area just beyond escape chopper.
Fixed players being able to stand on a box to avoid finale horde.

+hundreds of other minor improvements.

Update: Mar 7, 2016 @ 3:22am

3.4
Fixed bad nav mesh around downed helicopter in map 4 which the infected couldn't climb.
Optimised over 100 brush faces with unnecessary textures for better performance.

Update: Feb 13, 2016 @ 1:32am

v3.3 Reduced the tank count in the finale due to popular demand

Update: Jul 23, 2015 @ 2:07pm

Removed unneeded directory

Update: Jul 21, 2015 @ 7:55am

Fixed bug in map 3 that would cause a large area of trees to be invisible to players who had "Effect Level" set to low or medium in their video settings.
Optimised a handful of texture faces with nodraws that were missing.

Update: Mar 10, 2015 @ 6:23am

Various bug fixes and polish.

Update: Dec 27, 2013 @ 4:03am

Big changes to background detail, ambient detail and optimisation.

Update: Dec 27, 2013 @ 3:38am