Left 4 Dead 2

Left 4 Dead 2

TLS Community Update Testing Initiative
 This topic has been pinned, so it's probably important
Tsuey  [developer] Sep 27, 2020 @ 12:38pm
Map bug reports and suggestions
Let us know what you're thinking and we'll see what we can do.

Keep in mind that this Workshop item is exclusively for VScript-based exploit fixes and PvP enhancements for the official campaigns. We're talking things like invisible walls, new Infected ladders, Quality-of-Life stuff, events, items/ammo placements, and not much else.

Please continue to post more technical, non-map issues to:

Update bug and issue reports
Last edited by Tsuey; Jan 26, 2021 @ 4:56pm
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Showing 1-15 of 16 comments
76561199077085564 Aug 11, 2021 @ 6:32pm 
deque setrata el mod :steamfacepalm:
True_Boredom Oct 17, 2021 @ 12:39am 
Ok, so this patch is adding a few tiles marked with the "c1streets" population to the end of c1m3_mall so that ceda agents can spawn in the evac area. There are a few problems with this:

1. The area that has been converted to c1streets is very small, which is a problem considering #2
2. The spawn rate for ceda agents is too low (5%), combined with the small area means you likely won't even see any ceda agents spawn in this area.

I have some suggestions to fix this:
1. Increase the area that uses the "c1streets" population. This isn't my preferred method, but its an option.
2. Change the "c1streets" population to "male_ceda" so that these spawns have a 100% chance of spawning ceda agents (and you won't need to update the population.txt file either)
3. Change the z_population of c1m3_mall to "c1streets" so that ceda agents have a chance to spawn anywhere on the map, like c1m1 and c1m2.
4. My personal favorite option is combining options 2 & 3 so that the whole map uses "c1streets" but the area near the evac zone now uses the "male_ceda" population.
Last edited by True_Boredom; Oct 17, 2021 @ 4:37pm
Tsuey  [developer] Oct 17, 2021 @ 7:13am 
Noted and I've passed it along, thanks!
True_Boredom Oct 19, 2021 @ 1:37am 
I have a few other quick suggestions:

1. In versus mode, The Sacrifice doesn't play the intro cutscene; it was removed because the hazmat infected would drop bile bombs. However, since the l4d2 hazmat infected can no longer drop bile bombs in versus mode, there is currently no reason for the intro to be missing.

2. Speaking of hazmat zombies, there is actually a bug where the l4d1 variants will still drop bile bombs in versus mode, even though they aren't supposed to.

3. I'd like to request a small quality-of-life update for the Chainsaw Massacre mutation, and remove pistols from spawning as "default" items. It causes chainsaws to be dropped on the ground at the start of every map, and it defeats the purpose of the mutation being a chainsaws-only mode.
Tsuey  [developer] Oct 19, 2021 @ 8:08am 
Thanks again! :steamthumbsup:
True_Boredom Oct 23, 2021 @ 11:44am 
I've got a few more QoL changes regarding "glows".

For the infected team:
cl_glow_ghost_infected_g 1
cl_glow_ghost_infected_r 1

These changes will make it easier to tell when an infected teammate has spawned in, or is still a "ghost". Currently, infected ghosts share the same glow as spawned players, so it is impossible to tell if they are spawned or not unless you have a clear line-of-sight to them.

For the survivors:
cl_glow_survivor_vomit_b 0.72
cl_glow_survivor_vomit_g 0.07
cl_glow_survivor_vomit_r 0.79

These change the glow of a boomed survivor to the same color that the Infected team sees. Currently, a downed survivor shares the same glow as a boomed survivor, so it is near impossible to tell if they are boomed or not unless you are close enough to see the vomit particles. Since the infected team get a special glow effect for a boomed survivor, the survivor team should too.
Tsuey  [developer] Oct 23, 2021 @ 12:00pm 
Cool, Versus suggestions -- my favorite!

Regarding the Chainsaw Massacre Mutation, that change is now on the Github:

https://github.com/Tsuey/L4D2-Community-Update/pull/120
True_Boredom Oct 29, 2021 @ 6:02pm 
Here is a big list of suggestions for quality-of-life features, with a few balance suggestions at the end:

1. There are many complaints about the survivor-bots being "stupid", and I think a small way to help them is reducing their reaction time. In Versus and Expert, the bots have a 0.5 sec reaction time, which is fine, but on Normal & Advanced difficulty, it is 2s and 1s, respectively. Making the bot reaction time 0.5 sec on these difficulties would be a small step to help improve them without making more drastic changes.

2. The "c12m4_onslaught" is missing "Director.PlayMegaMobWarningSounds()" so it doesn't play the horde warning like other panic events

3. The "event_alarme" vscript used by Cold Stream's panic event on the 2nd map has "SpecialRespawnInterval = 1.0" meaning a special infected slot is respawned immediately after being killed. To be not as oppressive, and more consistent with other onslaughts, I recommend the respawn interval being increased to 5, instead of 1.

4. In L4D1, the cvar "sv_vote_creation_timer" was set to "30", so players would have to wait 30 seconds between votes. However, in L4D2 it was increased to 180, so players have to wait 3-minutes before they can call a vote. I don't know why the timer was increased so drastically, but it is still 30 seconds in L4D1.

5. Female Boomers are unable to spawn in Hard Rain or Cold Stream. Hard Rain is the only campaign set chronologically after Dark Carnival, (the first chronological appearance of the female boomer), that prevent female boomers spawning. And Cold Stream is non-canon, so female boomers could be enabled if desired. I don't think female boomers should appear in Dead Center, The Passing, or The Sacrifice, because these campaigns each take place before Dark Carnival. (Female Boomers can be enabled in the mission.txt file)

6. L4D1 variants of the Riot Infected are not in any official campaigns, but were kept as a resource for community map makers. However, the model has Jimmy Gibbs Jr's decals for some reason. It would be nice if the model could be updated to simply remove the decals.

7. The Tonfa is not able to spawn as a regular melee weapon in The Last Stand, only appearing when you kill a police infected. A similar problem occurred on Cold Stream before TLS update fixed it.

8. The cvar "z_head_damage_causes_wounds 1" is enabled in Realism Mode, but disabled in non-realism modes. I guess the reason was to make Realism a little more special? Maybe it could be enabled in all gamemodes, like how z_boomer_gibs was enabled in TLS update?

9. When Parachutist Infected were added to the 2nd map of Swamp Fever in TLS update, it was not taken into account how it would affect the Versus map. The extra loot spawned by the Parachutist Infected gives an extra advantage to the survivors on a map that already spawned generous loot and gave them an advantage. I recommend removing the Parachutist Infected spawns by using the file "population_versus.txt":
deepswamp_parachutist
{
common_female_tshirt_skirt_swamp 25
common_male_tankTop_overalls_swamp 40
common_male_tshirt_cargos_swamp 25
common_male_mud 10
}


10. The mounted gun on Swamp Fever's finale is not very useful compared to the miniguns found in the L4D1 campaigns. This is mainly because of the cvars attributed to it:
1. mounted_gun_cooldown_time 60
2. mounted_gun_overheat_penalty_time 60
3. mounted_gun_overheat_time 15

When the 50cal was ported to L4D1 in The Sacrifice update, Valve buffed it, but these changes never made it to L4D2. The cvars in L4D1 are:
1. mounted_gun_cooldown_time 20
2. mounted_gun_overheat_penalty_time 20
3. mounted_gun_overheat_time 20

If the cvars were changed to be the same as L4D1, the 50cal would be more useful.

11. The following are some balance suggestions regarding the Chainsaw:
1. Increase "ammo_chainsaw_max" to "30" instead of "20"
2. Increase "chainsaw_attack_distance" to "70" instead of "50"
All other melee weapons have a range of 70, but the chainsaw only has a range of 50.
The chainsaw is supposed to be a rare and fun weapon, but no one ever uses it. You can only use it for 20 seconds, which is barely any time at all, especially when the sound attracts zombies to attack you, requiring you use more fuel than intended to clear a room. The "clip size" of the Chainsaw is already 30, so increasing the ammo to 30 makes sense.

12. Within the script file of each melee weapon is an attribute called "Damage". This attribute controls the "friendly fire" damage done to allies. However, some of the "damage" numbers make no sense at all. Some weapons, like the Crowbar and Machete have their FF Damage as "50", which means 5 damage on Expert. However, some less dangerous weapons like the Guitar and Cricket Bat have their damage set to "70", which means they do MORE friendly fire damage. (Not to mention that the Shovel has a damage of "80", making it the most dangerous melee weapon to hit a teammate with). I think this could be resolved by changing the "damage" of all melee weapons to "50", or at least make make the weapons that deal extra damage to teammates make sense.
Tsuey  [developer] Oct 30, 2021 @ 1:17am 
Excellent suggestions, and personally I'm noticing a trend that it's very difficult to find fault with most of them.

If it's of interest, I'd encourage you to fork the Github and proof whatever you'd like to -- sometimes it streamlines things to have a working demo to speed the discussion along.

Sidenote 1:

I linked your list of suggestions in the dev thread here.

Sidenote 2:

We had a lot of discussion about glows, and opinions were varied enough to warrant not doing anything. But an Options Menu update for tweaking them (requiring C++/Valve) or custom training map to assist players with setting and visualizing the changes more easily were other approaches that sound tempting.
Last edited by Tsuey; Oct 30, 2021 @ 1:54am
True_Boredom Oct 30, 2021 @ 2:47pm 
Originally posted by Tsuey:
Excellent suggestions, and personally I'm noticing a trend that it's very difficult to find fault with most of them.

If it's of interest, I'd encourage you to fork the Github and proof whatever you'd like to -- sometimes it streamlines things to have a working demo to speed the discussion along.

Sidenote 1:

I linked your list of suggestions in the dev thread here.

Sidenote 2:

We had a lot of discussion about glows, and opinions were varied enough to warrant not doing anything. But an Options Menu update for tweaking them (requiring C++/Valve) or custom training map to assist players with setting and visualizing the changes more easily were other approaches that sound tempting.

I don't know how to use Github, could I upload an addon to the steam workshop that would show my suggestions?
Tsuey  [developer] Oct 30, 2021 @ 5:16pm 
Originally posted by True_Boredom:
I don't know how to use Github, could I upload an addon to the steam workshop that would show my suggestions?

You can do whatever is more comfortable, but I would recommend learning Github since it'd be easier to show off / discuss the edits with Rayman1103 etc. I'm not personally sure how to implement half of them, and we may not use all of them. But they are valuable suggestions that are unlikely to see fruition in a timely way without your help -- and you clearly know what you're doing.

I sent a friend request in case you have any questions, but a Workshop demo is :steamhappy: too.
Evil Man May 26, 2022 @ 5:05am 
Move the tank spawn up to only be triggered after the Survivors exit the elevator in c1m1 in Versus. That's the only fix I can think of.
Jugger Sep 19, 2023 @ 3:15am 
Originally posted by TrueBoredom:
Here is a big list of suggestions for quality-of-life features, with a few balance suggestions at the end:

1. There are many complaints about the survivor-bots being "stupid", and I think a small way to help them is reducing their reaction time. In Versus and Expert, the bots have a 0.5 sec reaction time, which is fine, but on Normal & Advanced difficulty, it is 2s and 1s, respectively. Making the bot reaction time 0.5 sec on these difficulties would be a small step to help improve them without making more drastic changes.

2. The "c12m4_onslaught" is missing "Director.PlayMegaMobWarningSounds()" so it doesn't play the horde warning like other panic events

3. The "event_alarme" vscript used by Cold Stream's panic event on the 2nd map has "SpecialRespawnInterval = 1.0" meaning a special infected slot is respawned immediately after being killed. To be not as oppressive, and more consistent with other onslaughts, I recommend the respawn interval being increased to 5, instead of 1.

4. In L4D1, the cvar "sv_vote_creation_timer" was set to "30", so players would have to wait 30 seconds between votes. However, in L4D2 it was increased to 180, so players have to wait 3-minutes before they can call a vote. I don't know why the timer was increased so drastically, but it is still 30 seconds in L4D1.

5. Female Boomers are unable to spawn in Hard Rain or Cold Stream. Hard Rain is the only campaign set chronologically after Dark Carnival, (the first chronological appearance of the female boomer), that prevent female boomers spawning. And Cold Stream is non-canon, so female boomers could be enabled if desired. I don't think female boomers should appear in Dead Center, The Passing, or The Sacrifice, because these campaigns each take place before Dark Carnival. (Female Boomers can be enabled in the mission.txt file)

6. L4D1 variants of the Riot Infected are not in any official campaigns, but were kept as a resource for community map makers. However, the model has Jimmy Gibbs Jr's decals for some reason. It would be nice if the model could be updated to simply remove the decals.

7. The Tonfa is not able to spawn as a regular melee weapon in The Last Stand, only appearing when you kill a police infected. A similar problem occurred on Cold Stream before TLS update fixed it.

8. The cvar "z_head_damage_causes_wounds 1" is enabled in Realism Mode, but disabled in non-realism modes. I guess the reason was to make Realism a little more special? Maybe it could be enabled in all gamemodes, like how z_boomer_gibs was enabled in TLS update?

9. When Parachutist Infected were added to the 2nd map of Swamp Fever in TLS update, it was not taken into account how it would affect the Versus map. The extra loot spawned by the Parachutist Infected gives an extra advantage to the survivors on a map that already spawned generous loot and gave them an advantage. I recommend removing the Parachutist Infected spawns by using the file "population_versus.txt":
deepswamp_parachutist
{
common_female_tshirt_skirt_swamp 25
common_male_tankTop_overalls_swamp 40
common_male_tshirt_cargos_swamp 25
common_male_mud 10
}


10. The mounted gun on Swamp Fever's finale is not very useful compared to the miniguns found in the L4D1 campaigns. This is mainly because of the cvars attributed to it:
1. mounted_gun_cooldown_time 60
2. mounted_gun_overheat_penalty_time 60
3. mounted_gun_overheat_time 15

When the 50cal was ported to L4D1 in The Sacrifice update, Valve buffed it, but these changes never made it to L4D2. The cvars in L4D1 are:
1. mounted_gun_cooldown_time 20
2. mounted_gun_overheat_penalty_time 20
3. mounted_gun_overheat_time 20

If the cvars were changed to be the same as L4D1, the 50cal would be more useful.

11. The following are some balance suggestions regarding the Chainsaw:
1. Increase "ammo_chainsaw_max" to "30" instead of "20"
2. Increase "chainsaw_attack_distance" to "70" instead of "50"
All other melee weapons have a range of 70, but the chainsaw only has a range of 50.
The chainsaw is supposed to be a rare and fun weapon, but no one ever uses it. You can only use it for 20 seconds, which is barely any time at all, especially when the sound attracts zombies to attack you, requiring you use more fuel than intended to clear a room. The "clip size" of the Chainsaw is already 30, so increasing the ammo to 30 makes sense.

12. Within the script file of each melee weapon is an attribute called "Damage". This attribute controls the "friendly fire" damage done to allies. However, some of the "damage" numbers make no sense at all. Some weapons, like the Crowbar and Machete have their FF Damage as "50", which means 5 damage on Expert. However, some less dangerous weapons like the Guitar and Cricket Bat have their damage set to "70", which means they do MORE friendly fire damage. (Not to mention that the Shovel has a damage of "80", making it the most dangerous melee weapon to hit a teammate with). I think this could be resolved by changing the "damage" of all melee weapons to "50", or at least make make the weapons that deal extra damage to teammates make sense.

1. Doesn't really make sense that bots have a worse reaction time on lower difficulties specially since they're supposed to be easier, many times i get in a bad situation and bots tale a painful amount of time to do anything... It's simply infuriating, so a consistent quick reaction tume for them across all difficulties would be really welcome

2. The event in c12m4 also feels really out of place because unlike other events there isn't really anything that activates it, you really just pass through a window... Some additional context added to this would be great for imersion and player awareness, like Crows being there.

3. I edited the "event_alarme" script to test that out and the event overall feels much more fair and enjoyable! Definitely a improvement over what we have today.

10. The 50cal definitely needs a buff, it's simply not worth to use and that's not a good thing when taking into consideration that Swamp Fever has a Double Tabk Finale.

11. Chainsaw having the same reach as other melees instead of 50 would definitely be a improvement to it's usability overall since it would also be more consistent to use against Jockeys and Hunters! The short increase to it's duration would also make it feel more desirable as a temporary weapon since it's oftenly not worth to let go of a good melee to pick a Chainsaw.

12. That could be used as way to create some benefit to blunt weapons over cutting ones! Blunt Weapons could cause 20(2FF) damage and the cutting ones 80(8FF) damage for example! Depending on the situation you're in a blunt could maybe be more valuable since it causes less friendly fire.
Last edited by Jugger; Sep 19, 2023 @ 3:17am
Jugger Sep 19, 2023 @ 8:27am 
I also have some suggestions:

1. On Versus remove Witches on the First Chapter of Dead Center
In a recent updte the boss spawn was finally changed to fix a issue with Tanks and Witches, now the Witch can survive for a longer period of time, but unfortunely she will still sometimes kill herself in the fire... That creates unfair situations on Versus since te Witch could die for one team and say alive for the other(That happened to me and my friends yesterday). So i'd suggest disablinh Witches for this Chapter on Versus.

2. Change the Versus Score for Crash Course to be the same as The Last Stand
Short Campaigns on Versus are oftenly not as enjoyable because there's little to none opportunites for a comeback...

The Last Stand however balances things out by having a difference of 200 points between Chapters instead of the default 100 points! That creates a more interestin competitive experience on Versus for a 2 Chapter Campaign and i think that the same should be done for Crash Course(Score changed from 600 and 700 to 800 and 100).

3. More responsive Explosive Barrels on Cold Stream
The Explosive Barrels responsible for activating the "event_alarme" in the Second Chapter of Cold Stream can feel really unresponsive to activate depending o the Gun that you're using, requiring a large amount of bullets to activate, that's because the bridge_dummy has 500 strength/health!

Depending on the gun used it could take several amounts of bullets just to start the event and that feel unintuitive... I'd suggest changing this value to 5 which is the same value used for any other breakable prop! That would make activating the event feel more responsive and intuitive.

4. Rebalance to the Second Chapter of The Parish:
I made a mod for this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3037221945

This Chapter has a serious problem with balance... Even though it's a simple level with lots of open areas it has a large amount of Medkit Spawns! That's a problem because those Medkits aren't being created by the director, meaning that there's nothing that balances the amount that can spawn! All of them can exist without taking into consideration how well the Survivors are doing...

That's a really big balance issue for Coop but it's even worse on Versus! A total of 6 Medkits can spawn across the level:
  • Two can spawn in the Military Vehicle at te very beggining of the level.

  • Two will always spawn midway through the level in a little tent.

  • Two can spawn in CEDA Trailer before the event.

This is a simple level with lots of open areas which makes things really easy for the Survivors but even then it has a insane amount of Medkits! Those are probably leftovers of when the Chapters 1 and 2 were a single Chapter.

My suggested fix to that issue is:
  • Change the two Medkits spawns in the Military Vehicle that could previously be either a Medkit, Defibrillator, Pill or Adrenaline to a variety of Items! My suggested selection is Pills, Adrenaline, Defibrillator, Pipe Bomb, Molotov or Bile Bomb.

  • Remove the 2 guaranteed Medkits midway through the level.

  • Change the Medkit Spawn in the CEDA Trailer tha could be either a Medkit or Adrenaline to randomly decide between Pills and Adrenaline like the other two items here.

Director is still able to Convert Pills to Medkits, meaning that if the survivors are doing poorly on Coop the game will still help balance things out! Specially in the CEDA trailer since the items inside always spawn.

5. Interrupting Cola delivery!
One well known fact on Versus is that taking damage while pouring a Gas Can will reset the timer of the action, which is a important factor to incentivise teamwork and serve as a support to help the SI Team.

I think that this same exact mechanic should be applied to Cola Bottles on Versus so the Survivors can't simply ignore CI hitting them to deliver the Cola! That would help balance things out for the SI Team since after getting to the Whittaker Gun it becomes extremely difficult to do anything against the Survivors since they're given 4 guaranteed Medkits, a wide selection of weapons to choose from and guaranteed Laser Sights!

6. Remove the Laser Sights in the Gun Shop on Versus
Like mentioned before the Gun Shop provides insane amount of value to the Survivors in the Second Chapter of Dead Center, which makes it very difficult for the SI Team. Removing those guaranteed Laser Sights would help balacing things out.

7. Allow Ghost SI to go through the Elevator Door in c1m1_hotel and the Save 4 Less Shop in c1m2_streets
Ghost SI aren't allowed to go through the Elevator Door in the First Chapter of Dead Center and can't even teleport outside when it stops, that creates really unfortunate situations! For example if you respawn timer is done when the Elevator stops you can't go outside to position yourself and that puts your team in a clear disavantage due to a unfortunate series of events. Allowing the Ghost SI to go through this door would fix this issue.

You also can't go through the door of Save 4 Less in the Second Chapter of Dead Center, meaning that you need to wait for the Survivors to open it for you and your team to position yourself in strategic spots. Allowing the Ghost SI to go through would be a really welcome change.

8. Metal Music Theme being used for all Double Tank
I made a mod for this
https://steamcommunity.com/sharedfiles/filedetails/?id=3026869415

And suggested it on github already
https://github.com/Tsuey/L4D2-Community-Update/issues/433#issue-1899578979
Last edited by Jugger; Sep 19, 2023 @ 3:18pm
Jugger Sep 21, 2023 @ 3:55am 
I figured out a better fix to what i suggested about the Explosive Barrels on Cold Stream! Suggested it on github:
https://github.com/Tsuey/L4D2-Community-Update/issues/435
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