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Badwater Basin version Dev 3
Only Minor Changes:
-Restored VTX files to proper extensions
-WAV sounds and new songs from recent TF2 updates are now packed and properly hooked up
-Updated reslist, if that really matters
-Restored poster to original layout
-Reduced size of outro title
-Addon JPG is now working
-Found ten bucks in the pocket of my jeans
Badwater Basin version Dev 2
"Chocolate Helicopters" Music is from Mike M. of Valve
Thanks to Green and Haiddasalami for playtesting and tolerating the pain that is Badwater Basin.
-Visual quirks during dedicated server to client game. The client might see things like doors not fully closing/opening and other strange things. I'm not sure what the cause is, but many people suggest that it's a VPK system issue and cannot be fixed.
-Other issues that may be caused by a VPK system still in development by Valve.
-Custom sounds do not work properly and rely on buggy .mp3 files. Expect player_start music, danger music, sound effects to cut off. Valve is hoping to get a system up that will be compatible with .wav files some day.
-Germ music from L4D1 is temporarily substituted by Mall music because of lack of custom sound suppport.
-Custom particles don't work at all. You can see in the previous screenshots that particles did work.
-Pacing might be off. Sorry guys, I'm still trying to get the right balance.
-Survivor bots might get stuck going into escape vehicle. This is being closely monitored.
-Versus is not available because per-gascan scoring is not possible before a finale is triggered.
-No survival game mode.
-Survivors can't detect a smokered coop buddy due to lack of nav mesh in that certain spot above the victim.
-Choreographed voice acting have volume priority and situation clashes. It might not be possible to fix this.
-Post-death coop finale survivor spawn may have some peculiarities, especially visual ones.
-The entity work is really complex and it may be possible to move the mechanics to vscripts.
-The source vmf files may give compile errors that don't seem to affect anything regarding performance or function.
-Added reslists. Hopefully that will improve loading times. Thanks, ilcannibal!
-Added more music and sound effects.
-Added some community survivor voices.
-Added Scavenge Gamemode to the finale consisting of 13 gas cans. This is experimental. As always, questions, comments, complaints are welcomed!
-Added l4dmaps.com and teamfortressmaps.com logos in poster for contest.
-Added simple addon logo and outtro picture.
-Forgot to add chopper instance to the mapsrc folder. New addition mapsrc for dialogue.
-Removed BATTLEFIELD completely because PanicEvents are non-existent in this map.
-Removed ammo in the back of the cart.
-Increased special infected limit to 3. Before "The Passing" update, it was 1. Thanks, tsr2.
-Reduced number of gascans from 34 to 24. Finale stays at 13 gascans.
-Initial weapons in saferoom are now limited to two tier 1 primaries with 5 limit. Thanks, Green.
-Infected ladder textures have been properly aligned in most places. Thanks, Green.
-Ending has been altered in an attempt to be more dramatic and now has 12% less nonsense. Please leave feedback on what you think.
-Hopefully fixed intro camera lag when it is a client to dedicated server connection. This was done by changing the moving entity from a multiplayer camera to a func_tracktrain. Thanks again, EvolvedAnt.
-Fixed awkward shadows found on train tracks and rocks. Thanks, Green.
-Fall damage is no longer possible within interior Cap 1 arena.
-Death pit post-explosion now damages any person that falls in there.
-Experimented with nav mesh to slightly improve bot terrain navigation. Still not the best.
-Reduced width of ramp leading to chopper "container". This might improve chances of getting bots in the container.
-Attempted balance of difficulty. Feel free to leave any questions, comments, or complaints.
-Cap 1 gas cans have been moved in a blind attempt to improve pacing.
-Ghost trigger_finale hovering over near the escape vehicle platform is not longer glowing long before finale is available.
-Survivors are completely restricted from the Red spawn rooms.
-Cart now pauses when the first player is filling it up.
-Finale really, really waits for survivors to get near the cart now, when clear of infected.
-Alleviated any known material/texture conflicts. I'm sure there's more! There's always more...
-Annoying "ding sound" at cap 1 is now less emphasized. It is now restricted to a certain radius.
-Map vrad is now compiled only in HDR and the size of the map is reduced to nearly half.
-Meow meow meow meow.
Badwater Basin version Dev 1
This is an unadvertised Silent Update. They're just minor changes to make the campaign work again. A major update has an unknown ETA since the source map for that has been pulled apart.
(?) Public Revisions: Accepted with credit