Coal'd Blood
- - The Steam Vent
- - The Crevasse
- - The Elevator
- - Cliff Rescue
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So many changes. I'm sorry, I cant remember them all right now.
08/12/09
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This immediate update that will come out tonight will only fix 2 things. First, the bug with the bots falling off the top of the building. This is not critical but it is definitely annoying to have bots who are really stupid.
The second fix will be regarding the finale outro_stats problem. I have created a second version of the finale for VS with the env_outro_stats object removed. Upon testing, the second team will play through the finale.
08/11/09
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Coald Blood UPDATE!!!
Level 3 has been updated! There have been a lot of improvements to the first 3 levels of Coal'd blood. A significant portion have come from watching people play and listening to their feedback. I'm sure the community is really looking forward to the new third level. It looks almost nothing like it used to. the most notable changes have come from the new pathing feature. The level will randomly choose a path to take when the map starts. The primary Path (chosen 75% of the time) has the players moving through a small storage facility. the secondary path has the players move through some unfinished part of the mine. Both paths are balanced so each path is equally fun and exciting.
The first map was primarily visual touch-ups. there are a few item changes (health kit in the tall tower, reduced T2's, etc).
The second map has a working navmesh now. Each crescendo has a horde that looks forward to eating your brains. Also, some texture changes have been made to the second level. Finally Performance improvements, Before the second level was running in the cordon box(Developers will understand). NOW it has been properly enclosed which improves frame rates and is overall nicer to the source engine.
Map Changes:
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Map 1
-Removed any remaining dev textures
-adjusted T2's again
-Removed grass
-added some items randomly throughout(mollys,pipes,pills)
Map 2
-Someone mentioned having the train slope down a hill, I added that.
-Each crescendo gets progressively more difficult.
-tank shouldn't get stuck if it spawns in the crevasse there are ways out.
Map 3
-Well... New map...
-um lots of stuff have fun
Map 4
- the 4th map was not touched in this update. it still functions exactly as it did before.
7-29-09
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Prospero424:
Ive fixed the spawning problem. Im really sorry about that. I know it really kills the gameplay.
I'm still workin on the cresecendo events in the second level (I think I know what I need to do to get them to work properly now)
And to the player who suggested the 2nd crescendo event on the second level is way to easy with the ammo room, that's good to know ill try to make it harder in that area.
I agree with the comments that say this map is about 50-60 percent finished. Now that I added a 4th level it pushed back the release time. Although I think it was for the better as those of you who played the campaign before the release of the 4th level can attest.
The grass didn't come out this version but it will be gone in the next update. The bots also WILL make it onto the helicopter this time. Like I said in my comment, I will be updating less regularly but at least the campaign is fully playable, thanks to all your helpful comments. Don't get me wrong though, I WILL finish this campaign.
Things left to do:
- Fill out map 3
- touch up map 4
- texture map 3
- finish textureing map 4
- get the crescendo events in map 2 to work properly
- get rid of the stupid grass in map 1
- optimize each map to increase frame rates
- add soundscapes to each level
- add fly-in to first level
Thanks for all your support in building this campaign.
Players:
Ill keep working on the crescendo events on the second level
WastedMeerkat:
Ive fixed the finale it works to a T! The bots will get on the helicopter and everything works fine. For everyone that noted that the level was a bit hard on their video cards...NO LONGER! Ive fixed it. There is now a level 3 and a level 4(the finale). Granted there are still Dev textures but those will be fixed all in due time. I needed to get the big problems out of the way first.
Sorry that I didn't get an update out last night. Changing and adding a new level takes some time! Im really happy with the way this campaign is turning out thanks to all the constructive criticism. Keep it coming.
Map 1:
- Tried a different grass texture
Map 2:
- adjusted some weapons and placements
- marked some battlefield locations for the crescendo events
map 3:
- MAJOR CHANGES
- split into 2 maps (map 3 and map 4)
- adjusted the elevator a little
map 4!:
- new map (basically re-organized map 3 into a better structure)
- optimized the level so it would play faster
- bots will jump to the helicopter when the finale is finished
07/23/09
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Thanks for all your comments. I really appreciate them. Here are the recent changes to Coal'd Blood. There are a few in level 1 the grass was a big one but I actually think I may take it out (it looks rather bad). Level 2 was teh big focus this time I needed to balance some weapons and make it easier for the infected to get around. Good news tho that means since im happy with level 2 for the moment Level 3 is finally going to get the attention people are craving. I do plan to split the third level into 2 pieces just so people wont have to fight through an entire level if they loose in the finale. Enjoy the update!
Map 1:
-Added some smoker friendly locations
-Removed all but 2 Tier 2 weapons and even they are only a 1 in 6 random chance of spawning
-made sure breakable wall was visible from any distance and added indication that it was in fact breakable by infected
-added grass sprites
Map2:
-Fixed some Infected ladders
-worked on the bot nav
-Major fix to the infected not being able to get out of the crevasse once they fell down
-balanced t2 weaps they are now in the second half of the level and have a 4/5 chance of spawning
-Filled out more rooms
-tank should have an easier time of getting around as well
-a few texture changes
-fixed player spawning in the safe room at the end of the level
map 3:
-no changes
07/21/09
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Thanks so much for the feed back. There are a few things I'll say to the comments.
BlueEyedTex:
"The ending... the helicopter arrived and the 3 bots kept fighting after i got on the copter. It finally took off as the others croaked. Ya gotta fix that. The bots have to follow."
Yes I had some trouble getting the bots to actually go on the helicopter so I left it as it is right now. Basically the bots don't "know" the helicopter arrives right now. I WILL fix it when I get to working on the NavMesh for level 3.
Stephen:
"I would like to also add that when the survivors ride the huge elevator down to ground level in the finale, put pillars, walls, or something that shows that the elevator is being supported. It floats lol.
The finale has to be shorter because if all the players die, it's gonna be one hell of a trip back down and no one is going to want to make repeat trips that take a while."
Elevator floating, Noted. Also, I agree Stephen, now that you mention it the third level is a bit long for people to want to have to trek through an entire level before a finale. I may cut it into 2 levels and extend both just a little bit.
CSD:
"Just please do something on the last area so my frames per sec don't drop so bad. =)"
I agree the FPS on my machine were tanking too. Again when I get to the third level I will bring the frame rate back up.
DetectiveJohnKimbal:
"...I think the levels would be a bit more interesting if there were some more rocks/boulders just lying around in various places, because without them the areas are vastly empty and it makes fighting the horde incredibly easy."
The third level is in no way complete. It is only a shell of how it will look. The reason the Pathways are so wide is so it gives me a lot of room to put "stuff" in the way. Don't worry it will be awesome in the end.
Varioius Player:
"In the second map, just before the panic event with the hanged wooden plank (photo 5), you can climb one of the exterior pillar of the small building: when you face the building, it's at the extreme right.
It doesn't look like it was intentional."
No it wasn't Ill make sure its fixed in the next update(after this one)
Me:
"Two things though.... the tall elevator. Zoey got smashed by it. I lost her. She was standing there and when i activated the elevator, it crushed her. Bummer. cant play it in mp.. everyone gets a string table error from the host. tried the stringtable tricks i know and we still couldnt play past map 1 together."
OH NO! Not zoey! NavMesh errors can be tricky. Ill try to get the bots from doing stupid crap like that in the next update. The Multiplayer problem has been fixed! All maps can be played MP now.(I was missing a Quotation mark in the mission file :/)
Spyned:
"...im hoping to see some smoker spots traps platforms :D"
Yes smoker spots are a must! I'll make sure each Infected get a lot of places to play.
SlayerDude:
"Man, this is the correct way to release a map. First a beta and then the final instead of promising releases and not delivering on time like other people... :-@"
Agreed.
So after addressing all your comments, please enjoy the new update. I look forward to your comments. Good comments help me deliver the community a professional looking/playing campaign that novices and experts alike can enjoy.
Updates
Map 1:
- removed a lot of tier 2 weaps.(thinking about removing more.)
- Added a few more props to flesh out some rooms.
- Blocked some exploited spots
Map 2:
- Major updates to the geometry and textures.
- Paths are finished and fleshed out.
- Nav mesh has been updated.
- Weaps, health kits, and pills have been added
Map3:
- No changes
07/19/09
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Level 1 is for all intents and purposes finished. Levels 2 and 3 are still in progress. All three levels can be played through and there is a finale rescue at the end of the third map. All the paths and routes have been added and I am at the point of Beautifying each map. If you have any suggestions about any part of the maps please comment.
The campaign starts in an abandoned bed and breakfast and leads the survivors down into an old abandoned coal mine. The survivors eventually find their way out the other side of the cave to be rescued by a passing news chopper.
Environments: Forest / Woods, Caves / Dungeons, Mountains / Rocklands, Industrial / Commercial
*Good length.
*Very good use of height.
*Can see future areas of maps from earlier areas.
*Multiple routes to take in some places.
Map 1:
*Some areas quite boxy with just props for decoration.
*Some props fade out when you are stil close to them.
*Textures on displacement platforms need blending together.
*In some places a certain prop is breakable, then in other places it's unbreakable. Needs to be more consistent.
*Light was coming from some light props but they were using their lights off skin.
*Dev textures visible in a couple of places.
*No weapons, health or ammo in ending saferoom.
Map 2:
*No weapons, health or ammo in starting saferoom.
*The texture scale of the cavern roof is too high.
*Button for 1st crescendo doesn't glow.
*If you jump on the wooden bridge early, you get stuck on it until it stops moving.
*Needs more ammo spawns during map.
*No health kits in ending saferoom.
Map 3:
*No health kits in starting saferoom.
*If you are too late to get onto the elevator, you just hang from the walkway. It's shouldn't start moving until everyone is on the elevator.
*No weapons, health or ammo in ending saferoom.
Map 4:
*No weapons, health or ammo in starting saferoom.
*Some rock walls were completely flat. These need turning into displacements.
*No one speaking on the radio.
*Horde summoned without any kind of noise, lights or provocation.
*Some invisible walls around roof of bunker.
*No clear indication of where finale start was.
*Some parts of light models were sticking out of the floor from the room below.
*Skybox turned completely black just before the end of the outro.
Overall a decent campaign. There are a few issues that need sorting out to make this run as smooth as possible, as well as some minor trivial things. I'm not sure if some of the cons may have been caused by the game being updated and this having not been updated since 2009.
Whatever happened to the L4D2 version of this? I don't mean that version with the space shuttle either. I mean this campaign converted to L4D2.
- Excellent level design
- Excellent atmosphere
- Lengths of each level was comfortable
- Easy to navigate, even with detours
- Trouble with bots wandering off, leaving me by myself to get killed by a hunter, horde, etc.
- Two bots kept going back to the suspended wooden plank and only to end up needing rescuing. And then, they'd do it AGAIN.... <facepalm>
- [POSSIBLE DIRECTOR ISSUE] On one occasion, the safe room at the beginning of part three had no ammo or health. After I died later on, the level restarted and everything was there.
First of all; GREAT JOB!
I really enjoyed this campaign. The multi-level caves had my team looking in every possible direction because we felt very exposed, especially from the looooooong tongues of the Smokers. LOL!
The finale was disorienting at first but once I caught on, it was fun. There was no indication, whether dialog or text on the screen, that the radio was working, but that's a minor nit and in no way hinders gameplay. I would add a second turret and position them more towards the corners for better coverage.
Thanks again!
Such a shame this campaign was never ported over to Left 4 Dead 2. Me and my friends used to play this campaign so many times back in the day. I think it's still a great piece of mapping work!
*Good length.
*Very good use of height.
*Can see future areas of maps from earlier areas.
*Multiple routes to take in some places.
Map 1:
*Some areas quite boxy with just props for decoration.
*Some props fade out when you are stil close to them.
*Textures on displacement platforms need blending together.
*In some places a certain prop is breakable, then in other places it's unbreakable. Needs to be more consistent.
*Light was coming from some light props but they were using their lights off skin.
*Dev textures visible in a couple of places.
*No weapons, health or ammo in ending saferoom.
Map 2:
*No weapons, health or ammo in starting saferoom.
*The texture scale of the cavern roof is too high.
*Button for 1st crescendo doesn't glow.
*If you jump on the wooden bridge early, you get stuck on it until it stops moving.
*Needs more ammo spawns during map.
*No health kits in ending saferoom.
Map 3:
*No health kits in starting saferoom.
*If you are too late to get onto the elevator, you just hang from the walkway. It's shouldn't start moving until everyone is on the elevator.
*No weapons, health or ammo in ending saferoom.
Map 4:
*No weapons, health or ammo in starting saferoom.
*Some rock walls were completely flat. These need turning into displacements.
*No one speaking on the radio.
*Horde summoned without any kind of noise, lights or provocation.
*Some invisible walls around roof of bunker.
*No clear indication of where finale start was.
*Some parts of light models were sticking out of the floor from the room below.
*Skybox turned completely black just before the end of the outro.
Overall a decent campaign. There are a few issues that need sorting out to make this run as smooth as possible, as well as some minor trivial things. I'm not sure if some of the cons may have been caused by the game being updated and this having not been updated since 2009.











Hi.. Since I'm L4D lover, I had a problem about installing this map. When i put it in the addon folder, everything was invisible and lots of nav errors but fun playing it though. Biggest problem!! When i get stuck to the trees , i immediately respawn to the beginning saferoom.