- - Finding The Park
- - Militarised Zone
- - The Lake
- - Salthell Towers
- - The Crematorium
=========
--Map 5--
Fixed cubemaps issue which cause some textures to be overly reflective (nearly white, even when supposed to be almost black) including the lower external walls of the crematorium, the road around the building and the map in the safe room.
7th Feb 2013
=========
--Map 3--
Fixed missing overlay texture relating to newest gnome easter egg which was missing in the last update.
Fixed a fog/farz issue relating to the above. Previously a wall vanished when too far away revealing the skybox.
--Map 4--
Fixed script relating to rooftop which had been changed but gave undesired results.
--Map 5--
Fixed skybox misalignment.
Optimised skybox for better performance.
Added extra weapons/items outside of saferoom as a temporary measure for those who encounter the bug where saferoom items are not present when starting from death.
Changed drawbridge from a rotating to a lowering one to fix an issue where infected could get under and block the rotating version, making progress impossible for survivors.
Changed script for final run to rescue vehicle to increase common infected numbers. (Thanks to Rayman1103 for help with this problem. This one had me stumped for over a year). Might still need some tweaking for balance.
Encountered fault in saferoom where 10 pick-up-able gnomes spawn on the floor. Not intended but what the hell, i kept it in.
5th Feb 2013
=========
--Map 1--
Added more destructive detail to starting alley.
Infected now slightly less likely to trigger house alarm.
There's now a 10% chance that mudmen will spawn in the sewers.
Fixed likely issue that caused survivor bots to (rarely) get in to an infected only area.
Added survivor closet earlier in map.
Alternate routes manhole now only opens when approaching from the inside to prevent survivors getting turned around.
Fixed bug where alarmed cars in the car park could be shot but no horde would show despite the alarm sound being heard.
Fixed some nav errors.
Previously unbreakable glass now functions correctly.
--Map 2--
Added Infected ladders to gate-run so specials can get over around the sides of gates.
Button at gates now glows when survivors get near making progress more obvious for those with hints turned off.
Added extra visual clue for hardest gnome to find in the game.
--Map 3--
NEW GNOME! A new easter egg gnome chompski has been added, bringing this map up to 3 gnomes. Who you gonna call?
Ammo pile before boat now spawns every time.
Fixed misaligned lake "walkway" posts.
Increased damage of "bath" water to cause instant death, stopping bots from killing themselves trying to save a drowning team mate.
Added some ambient detail to slightly draw the eye to one of the older gnomes that commonly gets missed (when it's supposed to be one of the more easy to find
ones).
--Map 4--
Crate in maze under infected ramp fixed to be indestructible.
Nav mesh fixed. An old version was accidentally uploaded with the previous version of this campaign.
Horde on final road now spawns correctly.
--Map 5--
Route to rescue vehicle now more obvious.
Added new local map in saferoom, replacing the old crappy looking one.
Re-balanced finale waves.
Coffin button will now not glow until ready to be used.
Fixed chopper sound which used to play loudly through credits for those with music turned off.
--All--
Increased heights of all invisible walls to prevent players getting stuck out of map when using low-gravity mods.
23rd Nov 2012
=========
--Map 1--
Added more detail to starting area.
Changed a molotov in alley to a random throwable.
Fixed z-fighting on houses in alley.
Corrected positions of some player clips to prevent access to restricted areas reserved for infected spawning.
Added missing bodies under bus wheel that previously looked to be hovering.
Added downed fences and miniguns to first road for expanded detail relevant to "story".
Changed dead body model in crashed truck. The previous model had no face.
Added more detail to road before car park.
Added magnum and pistol to red rescue room.
Added ammo pile in car park for expert mode balance.
Added more variety to 2nd gnome's reward.
Added tier 1 weapons to car park.
Fixed missing glass/interiors of some vehicles in the car park.
Fixed misaligned wall.
Added new entrance section to college (the big building) for detail.
Fixed textures on smashed wall.
Added more detail to areas which are visible but inaccessible.
Fixed gascan that wasn't generating in house.
Added more detail to house.
Increased glow from fire in house. It previously gave off too little light.
Fixed rescue closet door that would knock bots under map when opened if 2 or more were waiting to be rescued.
Added new enterable house which leads to a new, alternate route.
Fixed gap to void between a path and wall.
Blocked off accidental shortcut.
Added more detail to last road.
Blocked off survivor access to lorry roofs.
Special infected can now get over fences in car park rather than walking around or getting stuck. Common infected now tend to be more spread out when climbing these fences rather than condensed in to 1 group.
Added infected ladders to fences at either side of college building.
Lowered ceiling in end safe room.
Changed skins of some lights so they appear on when a light source is coming from them.
--Map 2--
Fixed glass that wasn't appearing on two trucks outside starting safe room.
Lowered ceiling in starting safe room and following rooms in the house.
Upstairs in starting house is now accessible.
Fixed texture error around doors of first house.
Removed table shatter effect.
Changed skins of some lights so they appear on when a light source is coming from them.
Fixed seam to void.
Added light source at TV in first living room.
Changed light models in starting safe room for better illumination.
Reduced intensity of light in starting safe room.
Added tier 2 primaries at picnic tables near start.
Added lighting effect to lightning.
Added fallen trees to last path for detail.
Blocked off a fence top that allowed a player to get in to park over fence rather than the gate.
Added more background trees to inaccessible path to right of end safe room for added depth/detail.
Fixed a nodraw error.
Fixed trigger relating to 1st gnome that was enabling too soon.
Increased number of crows around "spooky tree".
Created better access for infected to container area when coming from outside of survivor playable area.
Fixed broken nav on infected ladders at start of gated area.
Improved connections on the nav mesh around containers area for better infected behaviour.
Fixed nav errors on last path.
--Map 3--
Fixed issue where rescued survivors would instantly die.
Added more swan boats to lake for detail.
Ladders up back of vehicle near rocks/boat sculpture are now climbable.
Removed superfluous nav under and around lake.
--Map 4--
Added fire near moat bridge to make route more obvious.
Improved nav mesh around jockey cage.
Changed skin on lights around central statue to the correct ones (they now appear "on").
--Map 5--
Added ammo pile to interior of crem.
Added more detail to interior of crem.
Prevented exploit where survivors could climb on to the truck that is smashed through fence after rescue is called for, creating an invincible spot.
Blocked an exploit spot on wall pipes.
Added roof access from interior.
Added auto-shotgun to roof.
Added infected ladders around trucks near crem.
Removed out-of-place building equipment after crash fence.
Fixed some infected ladders on final run.
Fixed bad nav on fountain.
Moved truck near roof for better SI access.
Fixed clipping issue where the greenhouse structure could be walked through in parts.
Improved the nav mesh inside the greenhouse.
Removed exploding wheelbarrows (don't ask!).
Finale script method changed. Much more customisable and less buggy now.
Tank that spawns between draw-bridge and rescue vehicle has been moved to a fairer location.
Added fix to prevent anything being under the draw-bridge as it descends which causes it to stop early and in turn made it impossible to proceed.
Changed script for finale. Changes include:
-Finale is now a little shorter and with fewer infected at any one time (improving fps for servers).
-Infected now come from a greater variety of sources, directions and distances, rather than in 1 or 2 predictable large groups.
-Tank waves now contain 2 tanks, no commons and a 30 second respawn rate for specials.
-These changes make the finale less intense most of the time but actually increase the difficulty slightly, though players on expert mode should feel less overwhelmed.
--All--
Fixed a bug which caused weapons/health to not spawn in safe rooms at the start of a level if restarting from death.
3rd Nov 2012
=========
map 1--
Added more throwables in alley.
Fixed some z-fighting textures.
Optimised the map more (this happens a lot with map 1 since it was the first made when i had little experience and so it was very poorly made originally)
Fixed players being able to walk through scaffolding.
Removed hovering sprites.
Removed car alarm glass for a car that wasn't alarmed.
Lowered hovering vehicle.
Added rewards for exploration.
Improved 3D skybox.
Fixed bad lighting on a hedge.
Added alarmed car earlier in the car park.
Restricted access to area only meant for infected spawning.
Prevented witch from spawning out of player route.
Increased reward/punishment for finding this levels gnomes.
Fixed texture in house where carpet was missing.
Added to the fence that holds up the dead charger so it looks more natural.
Added more decals to make the area look less clean, more like the word has ended.
Optimised fog settings and skybox for increased performance. This should hopefully fix the large frame drops people were experiencing in the car park.
Changed part of the route to work better with new optimisations that fixed frame drops.
map 2--
Fixed being able to get on top of fences via the fallen light pole.
Clipped crane "ceiling" which could previously be jumped through.
Removed "shortcut" allowing non-damage route over container without using the crane button.
Water now appears correctly near gate gauntlet.
Added bulging to tarp blocking upstairs of starting house so it looks more realistic and obvious what it is.
Removed crates which, when stood on, allowed the player to be untouchable by the horde.
Added more decals to make the place look less clean.
Added fix for rescue closet where newly rescued survivors would fall under the map.
Changed effect of shooting first gnome.
Fixed reflections issue that could cause disco-like reflections.
Replaced end safe room desk model. Old one had an all-black side to it which was a display error.
map 3--
Replaced start safe room desk model. Old one had an all-black side to it which was a display error. (Same as end of map 2)
Added music during boat ride.
Moved prop from second gnome so it's not viewable before activation.
Better optimisation on whole map.
Blocked a gap in a wall which previously allowed a player to skip an area.
Better under-map optimisation.
Fixed path that was semi-incomplete at the sides.
Added more dialogue for the survivors.
Changed water texture near plane and added partially submersed vehicle to emphasise dangerous depth.
Fixed broken seam in grass.
Added crate to allow survivors to more easily climb back up to plane if they have fallen off. Also moved an already existing crate and added a clip to allow bots to jump up.
Raised grass under part of a path that was too low. Until now there was a gap under the path which appeared to be floating if looked at from the right angle.
Clipped an area on the chopper where a survivor could stand to avoid being hurt.
Moved health kit in safe room so bots can get to it.
Very slightly changed effect of shooting second gnome.
Bots should now be able to pick up health kits in log house.
Added 3D skybox.
map 4--
Added easier access for infected to statue/monument area.
Added base to tree by starting safe room which previously was embedded in concrete.
Added new feature spot to area after rooftop fight. It was previously very empty.
Raised first gnome so he is easier to find. It was nearly impossible unless you knew where to look previously.
Map now looks less clean/more grungy in places.
Added ignitable gas cans around statue.
Added pipe bomb near starting safe room.
Rooftop hint now persists until barrel is shot.
Added ambient music within maze.
Fixed light sprites in and around the maze for a more realistic appearance.
Hint now displays correctly when 2nd gnome chompski is shot.
Made changes to the method of fire effect on rooftop to alleviate reported fps drops.
Added sparks to cable near barrel that needs shot to draw it to the attention of those who have hints turned off.
Replaced low-res cars on final road with higher-res versions, most now with physics.
Fixed point where survivors could get stuck between an ambulance and a hedge.
Added 3D skybox.
Added extra alternative routes to underground tunnels.
Stopped witches from spawning in an area where players can't reach.
Tanks and witched should not now spawn in the underground tunnels at a point before alternate routes become available as an escape route.
Fixed broken seam in grass.
Optimised fog settings and skybox for increased performance. This should hopefully fix the frame drops people were experiencing on the rooftop.
map 5--
Added coffin, fire and light source to crematorium. It's now more obvious that the burning of the coffin (and thus the resulting chimney smoke) is what allows the chopper to find your location.
Lowering of drawbridge now makes a sound.
Map now looks less "clean".
Added to 3D skybox.
Supplies are now spread around more rather then being in 1 or 2 areas only.
Added melee weapons to rooftop.
Added some defibs - expert mode was barely playable without this addition.
Blocked side route of greenhouse off with ramp so it's essentially 1 way only.
Added curb to path between road and greenhouse (it looked a little "off" without it).
Special infected can now get between road and battlefield.
Slightly reduced mob spawn size during finale.
Fixed broken seam in grass.
All--
Added more defibs to all maps.
Added a few more melee weapons in various places.
Fixed error with gnomes where they would trigger on map load for some people.
Fixed campaign poster. Spelling for "Chompski" now correct.
15/10/12
=========
Map 1--
Fixed broken seams on grass.
Optimised some under-map textures.
Fixed floating bins at start.
Map 2--
Fixed broken seam in grass by starting gates.
Replaced rescue closet door that used to disappear when opened.
Removed grass that came in to end safe room.
Changed fireplace to solve a lighting problem.
Map 3--
Changed fireplace to solve a lighting problem. (Same as map 2 end)
Replaced rescue closet door that used to disappear when opened.
Moved tractor and light generator at first corn field to stop avoidance of the panic event.
Added light source to island.
Added method of getting back in to last corn field if punched out by tank/charger.
Made exit route after last corn field more obvious and added alternative route.
Removed redundant pole from unused concept.
Added submersed vehicle and tree base to baths water to show dangerous depths.
Added more ambient detail and decals to make some places look less clean.
Fixed broken seam in grass near boat start.
Bots should now be very unlikely to fall from plane wing.
Map 4--
Under-map texture optimisations.
Added more background detail above road near end of map for added depth.
Added prop to explain previously hovering ramp in maze.
Removed a superfluous directional arrow.
Map 5--
Rotated tree on final run to stop tanks getting stuck between the branch and the fence.
Added crate on top of van near rooftop to allow for easier roof access via this route.
Stopped players being able to escape finale area by going back to the safe house.
10/10/12
=========
**Map 1**
Added 3D skybox.
Created better flow in route.
Added more ambient detail. Map feels less empty/open.
Common infected can now spawn in more appropriate locations near car park. Previously didn't work as intended.
Fog issues fixed.
43 changes/fixes in total.
**Map 2**
Added more ambient detail.
Improved indoor airstrike effect.
Made usable mounted gun near spooky tree.
Added story signage for continuity.
Fixed hint that previously expired too early.
Added missing water.
3D Skybox added.
Better infected entry points.
Added more trees and foliage to better fill the empty areas both internal and external to survivor route.
Reduced health kits.
Added explosive ammo kit.
Improved optimisation.
Added audio triggers for some area starts.
Added music which plays when the gates are triggered.
**Map 3**
Removed angled fence with clip. It previously seemed like it should be easy to jump but was actually impossible.
Added more trees and foliage around starting checkpoint area. It was previously a little too empty.
closed off access to unused walled areas between "forest" and rose garden/baths.
Removed security gates in Rose garden reducing amount of "alarm sounds, zombies react" events as requested by past reviewers.
Added public Bath and crashed aeroplane to mid-section of Rose garden.
Added "story signage".
Added more trees and foliage between baths and corn.
Fixed some misplaced map edge clips.
Removed some health kits.
Filled out area around boat house.
Added more crates around boat (continuity from map 2) which also gives better direction.
Fixed some fault ground issues.
Fenced off needless area near boat.
Gated off some parts of the helipads. Again, this is to give the map more direction and not feel TOO open.
Improved infected entry points.
Reduced amount of health kits around helipads to 1.
Removed a health kit from checkpoint room.
**Map 4**
Added water pipe prop in dene for water route.
Fixed a few trees that hovered slightly.
Changed bridge textures.
Added a few more guide arrows.
A little more destruction added to bridge in dene.
Increased tunnel height for survivor closet door in tunnels.
More detail and better flow added to statue area.
Shooting second (formerly first) gnome has a clearer reward.
Slightly changed method of progressing on rooftop.
Added more destruction to Saltwell Towers
Added more detail, better flow and less open space to the jockey cages area.
Added cause for car alarm sounding.
Added blocked off stairway inside saltwell towers for detail.
Added 2 extra survivor closets.
Added fix for survivors falling through floor at a rescue closet
Added new hidden gnome chompski (now the first to be found on this map - this map now has 3 gnomes) which grants access to a secret area which contains -redacted-.
**Map 5**
Added extra detail to starting safe room.
Furnace button's hint now persists until button is pressed.
Vastly improved texture optimisation.
Light source added to crematorium's internal main room.
Moved radio/ammo stash/ supplies area for better positioning.
Added 3D skybox.
Added a lot of detail and new area types around starting safe room.
Changed route and zombie intensity of final run.
Changed zombie intensity during finale stand-off.
Added new area for zombie spawns near the rooftop.
Custom credit music added.
Fixed zombie spawn area bugs.
Outro camera movement added.
Added much more detail to rescue vehicle area.
**All Maps**
Fixed (as far as i can tell) problem which caused items not to spawn in safe rooms.
Added gnome images to indicate to a player that they are near one of the hidden gnome chompskis.
Reduced amount of health kits etc in various location (so there may only be one or two where there used to be four).
Added more "story" props and images. These allow the player to understand their environment and why they are in their current condition.
Added LOADS more detail everywhere.
Added "Event" sounds/music in a few relevant places.
**Bonus**
Forgiven DICE for using my idea of shooting gnomes to trigger easter eggs without giving me credit. ;)
20/09/11
=========
**Map 2**
Blocked off accidental route allowing people to bypass the container area
**Map 3**
Fixed nav issue in last field
Fixed some hidden items that weren't spawning
**Map 4**
Moved some health kits at picnic tables so bots can now pick them up
Increased height of upper tunnels allowing bots to spawn in them
Autocrouch added under wooden "moat" bridge
Added a directional arrow on an alternate route so players don't accidentally go backwards
**Map 5**
Reduced amount of throwables on rooftop a little (think I've finally got the right balance)
Added some extra ambient detail at outro cam
Stopped tanks spawning too far away and getting stuck
Fixed audio on last gate which previously sounded a few seconds early
**General**
Uncommon Infected now present
Soundscapes added to all levels
19/09/11
=========
**Map 1**
Fixed missing texture
**Map 2**
Removed rogue light on floor outside end safehouse
Added Magnum
**Map 3**
Added intense end of level gauntlet
Removed a security gate as requested by a few people
Reverted boat to older setup with invisible walls to avoid bots and player falling of the edges unpredictably
Security gate on last field is now at start of field instead of the end
Removed dividing fence in middle of last field (it was stupid)
**Map 4**
Improved ladder nav around Saltwell Towers
Main ladder to Saltwell Towers roof should no longer hinder bots
Removed 1st floor of saltwell towers.The building is very complex and the 1st floor added to lag on slower systems
Wall on rooftop now remains until fire is out
Less rooftop fire behind the wall to fix a lag issue. It was no longer needed
Reduced damage scale of rooftop fire
**Map 5**
Hint for using radio now persists until activated
Final vehicle hint now dissapears after passing
Completely new path to get to rescue vehicle
More intense finale
Final run now more of a challenge (infected more likely to catch up with player and sometimes spawn ahead)
More throwables, particularly molotovs, added to rooftop
Fixed ladder navs (particularly infected ladders) which caused infected (particularly tanks) to be unable to climb the building
**General**
More throwables. Should be about the right amount now.
Added vocals by survivors where relevant
18/09/11
=========
**Map 1**
Removed chance of tank/witch in alley
Fixed optimisation issue that caused lag
Removed alarm from 1st car
Less car alarms in car park (reduced from 7 to 3)
Added an intro cam
**Map 2**
Fixed nav issue where a bot would get stuck between a tree and lamp near end of map
Bots can now pick up any health pack in safe rooms
Added better access to crane allowing bots to follow and be more helpful
Less likely a tank or witch will spawn on "gate-run"
**Map 3**
Moved a tree that was protruding through safehouse wall
Removed invisible walls around boat and added death trigger under water on the lake
**Map 4**
Lowered damage of Saltwell Towers roof fire.
**Map 5**
Chopper audio now plays correctly
Added scripts to make final run "busier"
Bots can now pick up the health kits in the safe room
Fixed a wall where a charger could carry a player out of the playable-area
**General**
More Magnum pistols appear earlier in-game
Added quite a few more throwables
Increased maximum number of common infected from 30-100. Previously survivors could eliminate too many zombies before they reached them due to large open spaces.
General NAV improvements
15/09/11
=========
First release.
Set in the Victorian Saltwell Park (a real park in Gateshead, UK), survivors need to navigate through it and reach the safety of the rescue vehicle. The park has been used by the military as a secure evacuation centre before being overrun by the zombie horde.
There are two hidden gnome chompskis on maps 1 and 2 and three on maps 3 and 4. Find and shoot each one for easter eggs, rewards or punishments. (Gnome decals indicate a nearby gnome; shoot the gnomes, not the decals).
Play with Game Instructor on.
Versus coming soon, likely with scavenge and survival.
Tagged: Co-Op, Park, Easter Eggs, Portal 2, Real World Location, UK
Environments: Forest / Woods, Farmland / Rural, Lakes / Rivers
(?) Public Revisions: Denied
Well-made map. Supplies ample.
No detected glitches / bugs in 7 games.
Freight yard and boat event.
Fairly challenging - except see finale (cons).
A bit too long.
Finale hard on single player.
Shooting gnomes - not that great.
This is certainly a well-made map, with no detected performance glitches. If you like multiplayer it may be fine. I've played it 7 times and am thinking of retiring it. The finale is much harder than the rest of the campaign, and I am not fond of difficulty spikes that seem out of place, especially after a long map. Normal difficulty feels more like expert, and reminds of too-tough finales like Dam-It2. My compliments that it is a well made map, just not the campaign I find most interesting or that I look forward to playing.
Not a bad map but not an elite map either. Lots of areas where you could see zombies but could not shoot them, like there was invisible walls.
The end, what's with the 30 minute wait? There was like 2 infected during the longest stretch, we were all so bored, we eventually left.
And way too many zomebies pouring in from everywhere in such an open map style.
Has potential but needs alot of work.
Sounds like a glitch on your end. There's no 30 minute wait (the whole finale level generally only takes about 15 minutes from start to finish). The number of infected is slightly raised from default on the finale also so seeing only 2 common seems to imply a definite glitch.
Also, there are no invisible walls which block bullets to zombies.
Sorry you didn't get to experience the campaign in a working state. I've never heard of anyone having these issues on my map before so it doesn't sound like something that needs fixed on my end.
* creative environments
* never a dull moment
* access to many of the weapons
* panic attacks were fun
* six tanks in the finale was excessive
* path of the maps could have been better designed/clearer
* fps dropped on one map
* weapon, ammo, and throwables had a weird tendency to either be sparse or in excessive quantities at various points during the campaign.
For the most part, the campaign wasn't all that terrible and many of the problems with the maps are negligible up until the finale. It's the finale that made me (and my friends) stop and think about what all we didn't enjoy. All the witches, the weird angles and places we had to squeeze ourselves into, the mobs, the almost obscene amount of zombies that never seemed to end on certain points of the maps... All of that was okay until the finale.
It's alright to have tanks and an epic finale where you are expected to fight for your life - but to have a total of six tanks, two spawning at a time, is just kind of ridiculous. In short, the finale ruined the overall feel of the map.











* creative environments
Cons:* never a dull moment
* access to many of the weapons
* panic attacks were fun
* six tanks in the finale was excessive
Conclusion:* path of the maps could have been better designed/clearer
* fps dropped on one map
* weapon, ammo, and throwables had a weird tendency to either be sparse or in excessive quantities at various points during the campaign.
For the most part, the campaign wasn't all that terrible and many of the problems with the maps are negligible up until the finale. It's the finale that made me (and my friends) stop and think about what all we didn't enjoy. All the witches, the weird angles and places we had to squeeze ourselves into, the mobs, the almost obscene amount of zombies that never seemed to end on certain points of the maps... All of that was okay until the finale.
It's alright to have tanks and an epic finale where you are expected to fight for your life - but to have a total of six tanks, two spawning at a time, is just kind of ridiculous. In short, the finale ruined the overall feel of the map.