Left 4 Dead 2

Left 4 Dead 2

Cold Front (Part 1)
 This topic has been pinned, so it's probably important
JAiZ  [developer] Jan 9, 2024 @ 2:50am
Planned features and suggestions
Cold Front is currently in version 2.2

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Cold Front is considered completed. No additional changes are planned.
Last edited by JAiZ; Mar 1 @ 3:11am
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Showing 1-15 of 49 comments
Nellie :3c  [developer] Jan 9, 2024 @ 3:17am 
Will Mike Be a part of Survival map 3?
JAiZ  [developer] Jan 9, 2024 @ 3:24am 
Originally posted by Nellie:
Will Mike Be a part of Survival map 3?
If there is demand for a survival map pack, and I can work him into it in an interesting way, then that is something I can try out.
Marked-of-Vergil Jan 9, 2024 @ 4:51am 
Just have a few questions to ask, and if there is any chance to make it possible I would appreciate it.
1: Map 2's parking lot event, we have rifles in the arsenal, but no auto-shotty?
2: I've only found 1 Bile Jar in the campaign playthrough. seriously?
3: For the blizzard storm, can we add the indication just like Hard Rain? e.g. "The storm is coming!" "Stay together." something like that.
Spicy_Jam Jan 9, 2024 @ 5:18am 
Will there be a separate release for all the frostbite/winter clothes infected? Probably my favorite part of the map, they could be used for all sorts of packs for winter maps.
JAiZ  [developer] Jan 9, 2024 @ 5:23am 
Originally posted by Marked-of-Vergil:
1: Map 2's parking lot event, we have rifles in the arsenal, but no auto-shotty?
Autoshotguns can occassionally spawn leading up to the event, but are not guaranteed. Most of the weapon spawns are Tier 1's, since it's still early in the campaign.

Originally posted by Marked-of-Vergil:
2: I've only found 1 Bile Jar in the campaign playthrough. seriously?
Map 1 and 4 have some bile jar spawns, but were kept limited due to how overpowered biles are. Map 1 should also always spawn at least 1 bile, with low odds for more to spawn, and map 4 has a low chance of spawning bile in general.

Other than that, the CEDA infected have difficulty-based odds for bile drops on all maps they appear on. On Easy the odds are 0.1%, on Normal they're 0.01%, and on Advanced and Expert it's disabled entirely.

Originally posted by Marked-of-Vergil:
3: For the blizzard storm, can we add the indication just like Hard Rain? e.g. "The storm is coming!" "Stay together." something like that.
The survivors should call out that the storm is starting shortly before it hits. Make sure you don't have any talker scripts installed, as those will prevent the survivors from using the campaign's custom talker scripts.
There is also a subtle shaking that starts about 5 seconds before the storm hits, along with a distinct windgust sound, to give both a visual and audible cue that the storm is starting.
JAiZ  [developer] Jan 9, 2024 @ 5:24am 
Originally posted by Spicy_Jam:
Will there be a separate release for all the frostbite/winter clothes infected? Probably my favorite part of the map, they could be used for all sorts of packs for winter maps.
Yes, I believe that SirWololo is planning to release them as standalone mods. I'll check in with him.
However, all the Cold Front files are essentially open source, so anyone who'd like to make use of the snowy/cold infected for their own map can do so. They only have to give credit.
Last edited by JAiZ; Jan 9, 2024 @ 5:31am
Ralimu Jan 9, 2024 @ 10:05am 
Id love to see survival maps for this campaign!
Nellie :3c  [developer] Jan 9, 2024 @ 10:09am 
will you release Mike as a standalone character (without the voicelines, of course)
Nellie :3c  [developer] Jan 9, 2024 @ 10:09am 
Originally posted by ❀Ralimu Strilem❀:
Id love to see survival maps for this campaign!
me too
Kyle H. McCloud Jan 9, 2024 @ 11:22am 
Since everything is already so good, I only have a few suggestions in mind:

1. As a Minnesotan, I loved the snow shovel, but adding some extra cold weather melees would be a nice touch. Ice axes, hockey sticks, maybe even a ski.

2. Having an optional subtitle add-on is incredible, but since it's a hassle to install and it overwrites some official dialogue, would an in-game subtitle solution be something you'd consider? I know text chat, screen overlays and in-world textures would all get the job done.

3. Not exactly a feature but I noticed some props would stick up out of the fog and clash against the skybox. Maybe a darker fog color or a taller horizon texture would help with that.

Congrats on this release, by the way! It's a crowning achievement.
father Jan 9, 2024 @ 12:18pm 
Thanks for keeping this game alive until L4D3
Matt Jan 9, 2024 @ 5:04pm 
I think Mike should have dialogue at the beginning of map 4 when he wishes the survivors luck.
JAiZ  [developer] Jan 10, 2024 @ 1:47am 
Originally posted by Nellie:
will you release Mike as a standalone character (without the voicelines, of course)
Maybe, his files are available to everyone, so anyone who wants to be creative with Mike is welcome to do so.



Originally posted by Kyle H. McCloud:
1. As a Minnesotan, I loved the snow shovel, but adding some extra cold weather melees would be a nice touch. Ice axes, hockey sticks, maybe even a ski.
More melees would be fairly easy to implement, just gotta get the assets and scripts for it, but I'll add the suggestions to the list.

There actually was another melee weapon that got cut: A modified snowblower (Think of a leafblower, but for snow), which would've acted like a slightly longer-range chainsaw, blowing away infected with full gibs. This unfortunately had to be cut due to time constraints, but could be re-added in the future.

Originally posted by Kyle H. McCloud:
2. Having an optional subtitle add-on is incredible, but since it's a hassle to install and it overwrites some official dialogue, would an in-game subtitle solution be something you'd consider? I know text chat, screen overlays and in-world textures would all get the job done.
That would be possible. For my survival map Isolation Island, Shadowysn made a script that prints voiceline transcripts to the chat, based on when the lines play, but the downsides to this method is that it shows up for everyone, and also only supports one specific, pre-determined language, so I opted for the accessibility patch instead.

Overall it's just unfortunate that the game does not properly support custom subtitles or captions, not to mention how confusing it is to actually compile the necessary files in the first place. It took me multiple days and lots of help from Salad to figure out how to get the compiler to work.

Originally posted by Kyle H. McCloud:
3. Not exactly a feature but I noticed some props would stick up out of the fog and clash against the skybox. Maybe a darker fog color or a taller horizon texture would help with that.
Can you share some specific examples? Most stuff should be hidden by the horizon fade, and every model also has manually finetuned fade distances to match, so even tall ones like lampposts should fade out properly. The only exception to this is extremely large models that can't fade out well.



Originally posted by Matt:
I think Mike should have dialogue at the beginning of map 4 when he wishes the survivors luck.
He does. If you wait in the starting saferoom, after the radio transmission ends and the survivors have their conversation, Mike will comment that he's staying behind, telling them to have the army come pick him up, but wishes them luck.




Originally posted by GE0RGE:
There's a very small suggestion I'd like to make. The HUD Icon for the new Snow Shovel should display the full weapon instead of being cropped at the bottom part and zoomed in, just like it was made in this addon with the vanilla shovel and pitchfork:
https://steamcommunity.com/sharedfiles/filedetails/?id=2474652843&searchtext=shovel+icon
Good idea, I'll forward the suggestion to SirWololo.
ScarFace Jan 10, 2024 @ 2:52am 
scuse me my dearest author, is there any way I can play this campaign without the custom models of the infected?? I mean like, so I could use my own models without conflicting hehe..thank you :D
JAiZ  [developer] Jan 10, 2024 @ 3:26am 
Originally posted by ScarFace:
scuse me my dearest author, is there any way I can play this campaign without the custom models of the infected?? I mean like, so I could use my own models without conflicting hehe..thank you :D
They're part of the campaign's core design, but if you know how to edit files and compile a VPK, you can go into Part 1 and delete the "infected" folder. Simply extract the VPK with GCFScape, make the edits, and then compile it into a VPK again.

Some things may not work as intended, as they rely on specific model checks, but there shouldn't be any softlocks. This will also only work for singleplayer.
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