Left 4 Dead 2

Left 4 Dead 2

Freezing Point: Director's Cut (Campaign + Survival)
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Update: Sep 7, 2024 @ 11:36pm

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1.2 Patch Notes
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MAP 5 - GAUNTLET FINALE
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- Reduced the finale difficulty by making a custom AI Director script with the following changes:

1. Increased Special Infected respawn time by 13 seconds. (20 > 33)

2. Increased Common Infected wave spawn time by 13 seconds. (5 > 18)

3. Decreased the size of Common Infected mobs by 2 zombies. (5/20 > 3/18)

4. Increased the distance Survivors can travel before spawning new zombie waves.
(400/500 > 700/800)

- Moved the Tank spawn trigger forward so players are more likely to fight him near the stairs.

- Added a guaranteed defibrillator spawn to the stairwell for folks who need it after the Tank fight.

- Added a small supply cache just past the police barricade and removed a magnum spawn from the barricade to compensate.

- Minor decal improvements, including additional graffiti arrows so players don't get lost.

- Fixed an issue where Survivors would not say "hurry up" dialogue during gauntlets.

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NOTICE
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This will likely be the last update to Freezing Point: Director's Cut for a while. These finale changes should make zombie spawns less overwhelming so players have more time to advance between waves, especially on higher difficulties. Thank you all for playing!

Update: Apr 28, 2024 @ 12:02pm

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1.1 Patch Notes
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GENERAL
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- Reduced the finale difficulty. Scroll down for details.

- Fixed a random crash during the end credits. Thanks to RF and AlwaysToast for their help!

- Recompiled the Ice Axe model to be physically smaller so it fits in Survivors' hands better.

- Adjusted spawn density for supplies. Some weapons and items are no longer guaranteed to spawn.

- All safe room items are now guaranteed to spawn.

- Safe room conversations now begin after 5 seconds instead of 4 seconds to assist players with slow hard drives.

- Duplicate sound effects and other junk files were removed to reduce file size by almost 60 MB (oops).


MAP 1 - BELOW ZERO
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- Added a few extra spawn points for throwable items and pistols.

- Fixed an issue where zombies would spawn with the wrong models (L4D2 skins) in certain areas.

- Increased brightness of the car alarm lights for dramatic effect.


MAP 2 - OLD MANSION
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- Slightly increased the likelihood of fighting a Tank at the end of the chapter.


MAP 3 - THE COMPLEX
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- The breakable wood planks in the power building now break in three melee bashes so bots don't get stuck behind them.

- Fixed an issue where car alarms would not spawn zombie hordes after activating all 3 key items.

- Added a new SG552 spawn (and a hint for one of the easter eggs).


MAP 4 - SECRET LAB
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- The triggers for the "Pointless Parkour" achievement should be 100% consistent now.

- Fixed some non-functional melee spawns.

- The keypad buttons for the "Try, Try Again" achievement now ascend in pitch as a 1-3-5-8 arpeggio. Fellow band kids rejoice.


MAP 5 - GAUNTLET FINALE
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- Added tall, unclimbable fencing in certain outdoor sections to reduce the amount of zombies attacking players from behind during the finale.

- The spawn rate for hard hat Uncommon Infected has been reduced by about half.

- The gauntlet finale now has two guaranteed first aid kits along the main path and two guaranteed pain pills near the ammo piles.

- Added more spawn points for items and weapons to the gauntlet finale, including some guaranteed throwables.

- The finale's hidden first aid cabinet now spawns two kits intead of one, rewarding players who dare to stray off the main path.

- Removed an obstacle (the crate and sideways fence) in the run toward the rescue vehicle.

- Deleted tons of pointless A.I. navigation data that was far away from the finale's main path. Zombie spawns should be more focused now.

- Replaced the pitch black sky with a dark, cloudy skybox texture to improve visibility a bit.

- Major clipping overhaul to remove out-of-bounds jumps in the outdoor sections.

- Removed some rocks and added leaves to most of the pine trees.

- Zombies now chase the rescue vehicle when it leaves. Drive fast!

- Players using "8 Survivors" mods or servers that allow them to play as Coach, Ellis, Nick, & Rochelle should now be able to activate the finale (hopefully).

Update: Mar 30, 2024 @ 3:48pm

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1.0 Patch Notes (Changes From Original)
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GENERAL
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- The campaign is now five maps long instead of four.

- The four returning maps are now lengthier.

- Two NEW melee weapons: the Pickaxe and the Ice Axe!

- Subtitles have been added to custom NPC dialogue. They will appear on-screen near the text chat for all players.

- Most Survivor dialogue is now handled with vscripts instead of in-game entities. This means there is more dialogue at no performance cost.

- Thanks to vscripts, Survivor dialogue is less repetitive and they no longer talk to dead teammates. Solo mutation players rejoice.

- Progression items (lockpicks, keycards, etc.) are now highlighted in teal to distinguish them from normal items.

- Bile jar spawns have been significantly reduced in all maps to improve balance.

- Improved the quality of the snow textures.

- More small adjustments than I can count, including moved item spawns, minor cosmetic improvements, and better optimization.

- The campaign has relocated from western Minnesota to eastern Minnesota. This is bluff country now.

- Survivors now audibly celebrate when they earn a map achievement.

- Certain easter eggs have been reworked to remove A.I. generated voice clones. A.I. voices just aren't fun anymore.


MAP 1 - BELOW ZERO
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- Significantly expanded and redesigned the map with several new areas. The playable space has more than doubled in size.

- Lockpicks can spawn in five new locations and they now have a glowing outline at all times.

- Lockpicks have a new custom model.

- After grabbing three lockpicks, the crescendo event with the crows now triggers only when players are close to the locked gate.

- Reduced the "health" of the wooden barriers. They are now destroyed by two melee hits instead of three.

- Added significantly more foliage and decor to outdoor areas, including bushes and pine trees.

- Fixed numerous spots where players could get stuck or jump out of the map (this fix will be added to the original Freezing Point soon).

- Added more birds. Squawk!


MAP 2 - OLD MANSION
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- Added a new room right before the ending safe room. Fighting the Tank/Witch here should be more enjoyable.

- Changed the ending safe room so it matches the new Map 3.

- Added on-screen hints to help track your progress activating the generators, similar to Map 1.

- The elevator now requires a button press before descending.

- Special Infected should no longer spawn inside or on top of the elevator. It happened so often it stopped being funny.

- Minor bot navigation improvements, such as fixing some "god spots" where Survivors could go and Infected could not.

- The water in the basement is now dirty to match the walls and floors better. Survivors react accordingly.

- The two defibrillator spawns in the mansion closets are now guaranteed (this fix will be added to the original Freezing Point soon).

- Added some trusses to the mansion ceilings.

- Added some missing soundscapes and cubemaps (this fix will be added to the original Freezing Point soon).

- Added a bit of new graffiti.


MAP 3 - THE COMPLEX
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- Added a brand new map!

- Enter the Spencer Corporation Office Complex by turning on the power, deactivating security and finding the passcode in any order you choose.


MAP 4 - SECRET LAB
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- Extended the beginning section with a trip through the cafeteria and the maintenance tunnels.

- Moved the candle-lit keycard spawn to a new room that was added nearby.

- Swapped the guaranteed AK-47 in the safe room for a guaranteed SCAR.

- Added and moved numerous item spawns throughout the map to incentivize exploration.

- Zombie populations have been updated to add more Uncommon Infected and visual variety.

- Added line-of-sight blockers to certain areas to improve zombie spawning behavior.

- Slightly reduced the length of the longest safe room conversation. Rejoice.

- Fixed a bug where keycard swiping sounds would continue to play if you stopped holding the button (this fix will be added to the original Freezing Point soon).

- Added a new easter egg to correspond with a new map achievement.


MAP 5 - GAUNTLET FINALE
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- Extended the tunnel in the gauntlet finale with a spiral ramp. The Tank fight has been moved to this ramp.

- Added extra lights and barricades to the police car ammo cache in the finale so it's more defensible.

- Spawns for Roadcrew Uncommon Infected have been added to the finale to reduce the effectiveness of pipe bombs and bile jars.

- Added a few additional weapon, ammo, and item spawns to the gauntlet finale.

- The rescue vehicle trigger that ends the finale has been adjusted to hopefully be less buggy.

- Fixed the finale hint incorrectly telling players to find a helicopter. Thanks to Shadowysn for discovering this fix!

- Moved the guaranteed chainsaw spawn somewhere less obvious.

- Swapped the guaranteed SCAR in the safe room for a guaranteed AK-47.

- Replaced an infamously buggy Infected ladder with a pile of boxes for the zombies to jump on so they don't get stuck (this fix will be added to the original Freezing Point soon).

- Unused "Tank punchable" physics props from earlier versions have been removed or replaced with static props.

- Added a supportive box to the sideways truck so the pull strap isn't floating in mid-air (this fix will be added to the original Freezing Point soon).

- Added a bit of new graffiti.

- Made the secret easter egg activation button slightly easier to find. I want more people to see my hard work!

- The easter egg now requires all Survivors to start it together so teams don't get split up.

- Modest visual enhancements in the easter egg chambers to better match the source material.

- Additional soft lock prevention measures were added to the easter egg chambers.

- Deleted over a dozen unused dialogue entities (this fix will be added to the original Freezing Point soon).

Update: Mar 30, 2024 @ 10:29am

Update: Mar 30, 2024 @ 10:19am