L4Dmaps
7,999 add-ons | 889,068 members
Buy L4D2 Today!

SaltHell Park

Author: CriticHypnocystGame: L4D2Add-On: CampaignMaps: 5/5
member8.3 critic9.0 Co-op map for co-op play
Entrance to the park with accurate map
5/5 Maps Available
  • - Finding The Park
  • - Militarised Zone
  • - The Lake
  • - Salthell Towers
  • - The Crematorium
Campaign Status: 100% Complete
17 July 2013
=========

--Map 1--

Expanded area to right of starting safe room for better background detail.
Fixed soundscape positions around alley.
Fixed floating vents on rooftop.
Fixed holes under the skybox becoming visible when viewed at from a distance.
Moved origin of chopper fly-by as it used to fly through solids.
Optimised skybox further.
Further changes to stop survivor bots from trying to get in to infected-only area at bottom of car park.
Added intro music which links to finale music.
Moved starting point of intro camera as allowed by new space near start of campaign.
Reduced time from intro camera stopping to players being moveable from 2 seconds to 0.
Added a few items to saferoom (applies to start of map 2 also).
Fixed a background building that appeared to be floating from a specific angle.
Added colour correction.
Fixed two overlapping walls.
Fixed bad shadows from models which lay on ground and have gaps (like fallen fences).
Replaced a wall brush which acted like it had a nodraw texture despite not having one.
Improved 3D skybox in several positions.
Items related to second gnome should now not be visible until the right time.
Improved ambiance at intro camera (extra detail).




--Map 2--

Fixed missing decals in starting house.
Fixed a clipping texture which was causing throwables to seemingly bounce off air.
Route at containers should be clearer now.
Fixed drinks machine in "fake" saferoom which had a glowing texture but emitted no light.
Fixed bush which players could get trapped behind if knocked over it by a charger, for example.
Much more overlay detail added to map.
Adjusted 3D skybox for better fit/optimisation.
Fixed brush that prevented tanks from getting upstairs in starting house.
Changes made to saferoom to fix bug which caused items to not spawn.
Added an ambient effect in crates area to imply "living" contents.
Replaced incorrect texture on a wall.
Massively optimised performance related to prop render distances.
Added colour correction.
Fixed misaligned wall textures.
Extended effect of second gnome.



--Map 3--

Fixed gap between ceiling and walls of log house.
Added missing fire audio to last flaming barrel.
Water can no longer be seen to be "flooding" the boat.
Replaced chopper model with a crashed one to avoid confusion about non-existent rescue at this point.
Fixed missing glass on truck.
Blocked off area which players could get stuck behind if hit there by tank.
Fixed ground which was clipping blood stain.
Fixed wall textures that were misaligned.
Fixed displacement ground which was causing a fence to appear to hover.
Rebuilt roof of starting safehouse, aligning the corners much more accurately this time.
Added route hint around plane.
Removed indestructible door on log house.
Added much more detail to an area which is unenterable to survivors but has always been visible in the background.
Added new ambush route for infected around crates.
Changed some crates to be a colour other than white (to match the crates on map 1 which are, geographically, the same crates on the other side).
Added a clearer visual clue for the correct direction to run at the end of the map.
Added nearby chainsaws for run to safe house.
Removed many of the port-a-loo "ramp" accesses and replaced with infected-only ladders.
Lowered brightness of light in saferoom at the end (same as the start of map 4).
Removed jet fly-by from lake. Might re-add it at a later date if i develop the "monster in the lake" that's currently hinted at.
Added more ambiance to second gnome's effect (fog and colour correction). Also increased volume of audio effects which were a little too low.
Changed point of "end" of first gnome's effect. Previously it felt slightly anti-climactic.
Fixed nav around plane which was causing bots to be unable to climb some boxes.
Fixed missing nav around final run which caused bots to take a longer route than might be needed.
Bots should now need less coaxing to get on the boat.
Fixed misaligned textures in starting saferoom.
Lowered the intensity of the light in starting saferoom.
Added colour corrections.
Saferoom spawning bug fix.
Items related to first gnome should now not be visible until the right time.
Fixed clipping issue in area related to first gnome.
Rebuilt some paths which were intersecting poorly.



--Map 4--

Optimised Saltwell Towers, allowing for a greater level of detail.
Fixed z-fighting walls.
Added missing window frame.
Fixed water_lod_control positioning (was previously out-of-map).
Increased volume of waterfall.
Fixed repeating textures on some stairs.
Fixed z-fighting in tunnels.
Fixed hovering bush.
Added more ambient detail to jockey cage area.
Removed several large, out of map areas and replaced with 3d skybox detail for increased performance.
Added more detail around "fallen survivor".
The extent of map optimisations has allowed for full detail to be re-added all around Saltwell Towers.
Blocked off area near jockey cages which is supposed to be inaccessible.
Smaller rock fall in tunnels will now trigger correctly if approached from far side.
Audio and visual clue added for first gnome on this map.
Bots now far more likely to survive events of first gnome. Removed buttons to skip on Solo. Also fixes an error which could push players out of map.
Added NPC blocker to prevent infected from interfering with car event at end of map. Clip is removed after event.
Added extra health kit to statue area. Also helps to draw players over to the correct path.
Removed button glow for first gnome related button (after being pressed).
Improved texture alignment in tunnels.
Fixed targeting errors with multiple cubemaps.
Fixed a tear in grass.
Rooftop fence now breaks 2 seconds sooner. Previously it was breaking after fire had died down too much to look normal.
Improved texturing around base of statue.
Fixed several tears in displacements.
Fixed width of stairs on moat bridge that were previously clipping the sides.
Fixed connection point between two paths that weren't connecting.
Lowered some formerly out-of-map trees that were hovering.
Fixed floating ramp.
Added birds around statue area, which formally felt a little static.
Added missing head from hazmat zombie on rooftop.
Fixed misaligned brushes on bridge.
Fixed misaligned wall segments.
Improved ambient light around tunnel exits.
Improved nav around Saltwell Towers, especially around infected ladders. Infected shouldn't fall off any more.
Added missing flicker to light from fire on car at the final road.
Added clips to enable suitable jumping height if getting stuck inside cage.


--Map 5--

Fixed ground leak allowing the skybox to be seen under the map.
Fixed misaligned textures.
Extended external wall that looked unrealistic previously.
Removed supplies outside of saferoom which are no longer needed since the saferoom spawning bug was fixed.
Removed gnomes display. People seemed to think it was interactive and would spend a lot of time trying to figure out a non-existent easter egg.
Fixed a clipping issue where throwables would pass through solid sections of the greenhouse.
Filled skips to avoid appearance of floating.
Fixed z-fighting on window panels.
Fixed misaligned window frames.
Added access ramp to side entrance of crem.
Fixed an overlay that was being clipped at the top.
Moved chimneys to line up better with the tower.
Area under stairs (first set encountered on final run) is now clipped.
Added clearer hint for where to go at final run.
Lowered some displacements that were overlapping solid brushes, creating undesired lighting issues on grass surfaces.
Fixed clipping issues around scaffolding and ladders leading to chopper. Infected should have no issues climbing any of these ladders now.
Added colour correction.
Tweaked hundreds of render fade distances to optimise FPS performance.
Improved 3D skybox to better align with map.
Added strobing effect to greenhouse light to better direct players where to go.
Added particle effect over water on final run that subliminally helps to direct players.


--All--

Fixed oldest bug with SaltHell Park: Saferoom items should now always spawn. Previously they would no be present if spawning after death (and sometimes they would not show up at all).
Improved intro poster.
Includes fix for some models and textures which broke due to a Valve patch. Thanks to Rayman1103 for help with the fix.






11th Feb 2013
=========

--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.
07/17/2013 Version: 3.0 (complete) Size: 232.49MB File: salthell.vpk Downloads: 244,777 Views: 232,756

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.

v3.0: Includes massive optimisation and greatly improved FPS rates, polish and bug fixes.


259 Comments and 38 Reviews
Bear Claw Bear Claw Posted 2 months ago
Pros:

Long campaign - personal preference

Good map work - vast big maps

Tougher than it looks - running would be a good idea.

Surprises!

Cons:

A few noticeable seams.

Bots can get stupid - not picking up or using health packs.

Some lots/alleys could use a little more detail.

A little rough around the edges, but it has a lot of edges.

Conclusion:

This campaign is much better than my first impression led me to believe. It is obvious that a lot of work and thought has gone into this project; it is a real place right? If you play this with friends it could be enjoyable. If you use bots (as I do) you will probably get pissed, but when you learn where to stand to get them to move it is not that bad and you can win the game.

The Gnomes are hard to find for good reason. Some of them you may not want to find, as again I did today.

All in all this is a very good game, some spots require thinking and asking yourself, do you really want to push that button.

I recommend that you play through the campaign at least five times before judging it.

I commend the Author(s) for what in my humble opinion is a job well done.

9.5
Report
Bear Claw Bear Claw Posted 3 months ago

You Sir, have done well. You have been kind enough to address my concerns/gripes to my satisfaction.

I have some small experience with the problems you face, even if my experience is somewhat dated (MOH, COD, CFS2, Doom, Elder Scrolls).

You show pride in your work and I do respect you for that. You are to be highly commended.

Thank You.

Thanks ;)

3 months ago
Author
Bear Claw Bear Claw Posted 3 months ago

I am really beginning to like this map. With of course the little problems I have already mentioned. I am glad to read that you are continuing to tweak your campaign. I hope to give it a positive review at a later date.

Question: I can not get to the very back of the boat and my weapons when fired toward the end do not impact off the back, but reflect back, like being in a box. Is that you or me? I have no problem firing to port or starboard of the boat.

I have found some gnomes and the results were interesting lol.

That's not just you. That whole boat was never meant to be a ridable, moving object when Valve made it so there are some "hacky" work arounds i've had to use to get it to work.

3 months ago
Author
Bear Claw Bear Claw Posted 3 months ago

Normally I like long well laid out maps/campaigns.

However:

The AI nav was/is unacceptable. bots would not get on the boat in three out of five attempts. - bots go off in all different directions just prior to finale. Constant tanks in the finale?

At least when you decide to leave the bots to their fate, you don't have the "wait until everyone is aboard" bs to put up with.

I decided not to review this map because I think it does have above 8 potential and I would not have reviewed it that high at this time.

Thanks for playing. To address a couple of points:

The bots do get on the boat, you just have to walk as far on to the boat as you can. It's built in to the game (and not something i can change) how far away bots will stop when following you when you yourself stop. Since the boat model is part of the game and again not something that i can change i can't widen the boat to give the bots more room to get on. I've used every technique i know of to get them to not hang around on the peer (like marking the nav there as somewhere bots should avoid and not hang around in) but the way it currently is is the best it can be i'm afraid. The only other option available to me is to have the bots teleport on to the ship when you get there but that would ruin the immersion. So just make sure you walk right up to the far edge of the boat and they should follow.

Secondly, your finale problems are not something i've seen or heard of before. I've watched all of the Let's Play videos of my campaign on youtube and not seen others with this problem. The bots should not go in all other directions and there is not a constant wave of tanks (though there are 2 tanks per tank wave instead of the default one tank; this is because this particular finale was too easy with just one). Maybe you have a mod installed which is conflicting? I'm not sure but i can assure you the behaviour you described is not normally part of the campaign and seems unique to you.

3 months ago
Author

Thanks for the info. I have tried all that you suggested and have disabled or removed all the mods I use at different times. I played again yesterday.

Still going to the far corner of the boat after I waited until everyone was on the dock they just stayed on the dock and there seemed no way to get them on the boat. I decided to go ahead and let everybody die and went to catch up on some of the Walking Dead that I had missed. When I came back after an hour they were on the boat holding off a horde. lol From then on there was no problem whatsoever with completing the game. I saw the back of something in the lake but try as I may I can not find any of the gnomes . It is still a game worth playing. Like I said in my first post it would be worthy of a rating above 8+ if it ran smoothly for me. I will continue to play, just not expect to be able to finish it every time.

3 months ago

I'll see if there's any other ticks i can think of for the boat if/when i bring out the next update.

The "thing" in the water is just a bit of ambient detail that most people miss. It was the beginnings of something else i nearly did with the lake but decided that part needed to be calmer since there was a lot of hectic activity before and after it.

As for the gnomes, they can be hard but, aside from a couple, they aren't unfairly hard to find. A couple of clues: After the crashed plane on map 3, check the trees to the left of the path.
At the bowling green after the lake (where the two choppers are), look for a raised path.
In the underground tunnels that the hedge maze leads to, look for a rifle and a square shaped light shining on the walls near it.

3 months ago
Author
Ravendan33 Ravendan33 Posted 3 months ago

keeps crashing when I get to the Towers building something todo with indices

Thanks for letting me know. Anyone else getting this?

3 months ago
Author
Videos for SaltHell ParkNext
Recent reviews for SaltHell Park.
SaltHell Park Bear Claw Bear Claw Posted 2 months ago
Pros:

Long campaign - personal preference

Good map work - vast big maps

Tougher than it looks - running would be a good idea.

Surprises!

Cons:

A few noticeable seams.

Bots can get stupid - not picking up or using health packs.

Some lots/alleys could use a little more detail.

A little rough around the edges, but it has a lot of edges.

Conclusion:

This campaign is much better than my first impression led me to believe. It is obvious that a lot of work and thought has gone into this project; it is a real place right? If you play this with friends it could be enjoyable. If you use bots (as I do) you will probably get pissed, but when you learn where to stand to get them to move it is not that bad and you can win the game.

The Gnomes are hard to find for good reason. Some of them you may not want to find, as again I did today.

All in all this is a very good game, some spots require thinking and asking yourself, do you really want to push that button.

I recommend that you play through the campaign at least five times before judging it.

I commend the Author(s) for what in my humble opinion is a job well done.

9.5
SaltHell Park
HTML Code:html | bbcode [url=http://www.l4dmaps.com/details.php?file=12809][img]http://www.l4dmaps.com/img/embed/12809.png[/img][/url] <a href="http://www.l4dmaps.com/details.php?file=12809"><img src="http://www.l4dmaps.com/img/embed/12809.png" alt ="SaltHell Park" border="0" /></a>