- - eu01_residential
- - eu02_castle
- - eu03_oldtown
- - eu04_freeway
- - eu05_train
=========
note: version 5.3 and 5.4 were skipped (local test builds)
- Poster: added new widescreen poster
- Level 1 - put pills inside of glass statue case
- Level 1 - added some cubemaps to park area
- Level 1 - minor detail tweaks
- Level 2 - minor detail tweaks
- Level 3 - cleaned up nav at boxes
- Level 4 - swapped out armored truck to fix dynamic bug
- Level 4 - added light at airplane to guide players
- Level 4 - Removed 2D buildings from 3D skybox
- Level 5 - Removed 2D buildings from 3D skybox
- Level 5 - radio hint should now turn off properly
- Level 5 - cubemap improvements to office building
- Level 5 - fixed broken ladder
10/03/11
=========
*****FIXES/UPDATES*****
=========================
+Poster+
------------------
- Order of survivor names now match placement in poster
++CAMPAIGN++
------------------
Level 1
- added details: lights, crosswalks, sparks, smoke, fire, clutter, cable lines, flies
- added light to sewer to help guide players
- removed broken shot from bar
- radios should now stop playing music when broken
Level 2
- added details: flies, stains, steam, wires, bodies, ivy, lamps, flags, sparks, bushes, trash
- nav improvements
- gate event: removed a molly
- gate event: added more gate SFX
- weapons: added a 3rd weapon template for more randomness
- weapons: placed some guns on top of grates for visibility
- weapons: hunting rifle will now sometimes be a military sniper rifle
- weapons: made 1 chainsaw harder to find
Level 3
- added details: ivy, crosswalk, rubble, crates, wood, plants
- removed explosive barrel
- fixed newspaper prop that wasn't appearing
- fixed a versus wrongway prop
Level 4
- added details: smoke, steam, sparks, bodies, paintings, cars, lamps, trees
- nav upgraded for better zombie flow (more zombies)
- lift event: more zombies
- lift event: hint no longer triggers early
Level 5
- added details: roaches, lamps, trees
- added plane fly by
- undead no longer get stuck behind gate
09/13/11
=========
Level 01
- added hanging lights and trees around park
Level 02
- fixed Coach not talking bug
- slightly lowered max infected in gate event script
Level 03
- added breakable walls to prevent infected from getting trapped behind event barricade
- fixed a couple infected ladders
- refreshed AK spawn
- made explosive spawn more random
- small adjustments to event/post-event script
Level 04
- added more directional info at fallen plane
Level 05
- added some radio dialog (incomplete)
- nav improvements
- added a few minor details
08/27/11
=========
*****FIXES/UPDATES*****
=========================
++VERSUS++
------------------
Added Versus mode!!!
++CAMPAIGN++
------------------
Level 01
- weapons: swapped sniper rifles out for shotguns
- weapons: swapped tier 1 gun in park for pills
- cubemap/seam improvements
- added some angry zombies
- fixed "zombie landshark" bug
- more undead ladders
Level 02
- weapons: change spawn count from 1 to unlimited on all tier 2 weapons
- weapons: made upgrades more random
- weapons: added grenade launcher
- weapons: added magnum
- weapons: added m16 to sewers
- weapons: added random item spawn to sewers: pills, pipe, or M60
- weapons: ending safe room: changed tier 2 to tier 1
- can now play the piano
- more zombies during event
- more undead ladders
Level 03
- weapons: starting safe room: changed tier 2 to tier 1
- weapons: added 2 random grenade launcher spawns
- added random pill and shot after event
- more undead ladders
Level 04
- removed inappropriate survivor dialogue
- improved lighting in subway
- 12 more zombie ladders
- added some angry zombies
- 2 more car alarms
- added barbwire to building after ariel lift to make clipping more logical
- more undead ladders
Level 05
- added player clip to train signal to prevent camping
- more undead ladders
06/21/11
=========
++CAMPAIGN++
------------------
Level 01
- added more details
- additional guns
- added European music to a few rooms
- 2 additional zombie rooms
- infected can climb up the elevator shaft
- optimization
- cleaned up nav around holes
- moved some items around
Level 02
- added more details
- added European music to cafe
- added ladder to area near gate event to prevent players from getting stuck
- fixed missing painting texture in cafe
- cubemap improvements
- nav improvements
Level 03
- toned down special infected a little at event and after event
- added warning about extra special infected after event
- reduced maximum common infected at event by about 8%
- added rescue closet after event
- made guns more obvious at fallen truck
- removed inappropriate survivor dialogue
- fixed super bright plant
Level 04
- redid the crane/dumpster event
- nav improvements
- removed inappropriate survivor dialogue
- added a more details
Level 05
- fixed a bug that sometimes spawn a survivor in a black room
- added custom music for the credits
- added rooftop access with new details
- more zombie + human ladders
- revised item placement
- removed the extra tanks
- zombies now chase train during escape
- nav improvements
05/01/11
=========
*****FIXES/UPDATES*****
=========================
++CAMPAIGN++
------------------
Level 01
- more details
- added survivor dialog
Level 02
- gate event: improved flow of zombies
- gate event: zombies don't pile up behind gate anymore
- increased far z clip plane (draw distance)
- added survivor dialog
Level 03
- estate event: 2 new paths for zombies, nav improvements, more zombie spawn points
- added details to estate backyard
- clipped off access to the tops of umbrellas
- more details
- added survivor dialog
Level 04
- added hint that points to door event shut off switch
- added magnum to starting saferoom
- more street & subway details
- laser sight spawn may sometimes be ammo upgrades now
- added a few more pill spawn points
- swapped freeway tank spawn for a charger
- made arrow pointing to office building more noticable
- added survivor dialog
Level 05
- zombies now come up the stair blockade
- added hints: radio & train
- added magnum
- additional details
- added survivor dialog
++SURVIVAL++
------------------
Freeway
- NEW survival level added!
Courtyard
- clipped off access to the tops of umbrellas
03/19/11
=========
++CAMPAIGN++
------------------
Level 01
- extra details in hostel (starting building)
- extra details in hotel (ending building)
Level 02
- difficulty: more zombies
- extra prop details, tents, and junk
- minor overlay fixes
Level 03
- estate event: angle mounted gun more downward
- estate event: added fireaxe
- estate event: added pills
- estate event: added light above barricade
- difficulty: extra special infected now only appear from the estate event onward
Level 04
- alarm door event: now have to turn off alarm far away
- alarm door event: added melee weapons before door
- difficulty: removed 1 of 2 freeway tanks
- difficulty: removed extra special infected
- difficulty: added 2 pill bottles to freeway
03/13/11
=========
++CAMPAIGN++
------------------
Level 01
- disabled tank & witch spawns
- created a non-traditional starting door
- more detail on main street
- nav improvements
Level 02
- added rescue closet to sewer
- can now walk over cage pile in tower
- cubemaps at center tower (exterior) for better visuals
- more bodies, junk, etc.
Level 03
- more special infected and zombies spotted! (script added)
- event: vine ladder at estate is for zombies only now
- event: changed climb up spot at estate and cleaned up nav
- event: extended estate tower spawn so mobs will appear more frequently
- event: mixed in additional special infected
- fixed/replaced missing painting texture in library
Level 04
- more special infected and zombies spotted! (script added)
- adjusted tank mini-event
- crane event: added glow to dumpster button
- nav clean-up throughout: connections, ladders, mobs, etc.
- added rescue/item pen on freeway
- cleaned up collision at airplane climb to freeway
- more static and physic vehicles, junk, bodies, etc.
- made collision under plane wing more logical
Level 05
- finale: swapped rescue trains for easier to get in train types
- finale: made train faster
<><><><><><><><><><><><>
++SURVIVAL++
------------------
Park
- cleaned up nav at hummers
- cleaned up collision and nav in and around park
- minor visual upgrades
Courtyard
- moved one of the ammo piles to prevent easy camping
02/27/11
=========
Added 2 more survival maps!
+ park (from lvl 01)
+ courtyard (from lvl 03)
02/22/11
=========
Survival mode added: castle survival
more survival maps and campaign update coming soon
01/29/11
=========
*FIXES/UPDATES*
Level 01
- music plays now
- enemies no longer attack survivors in starting room
- intro anim icon is no longer visible
Level 02
- zombie attacks from sewer drains
- more directional information
Level 03
- made event more challenging
- fixed missing painting texture
- nav improvements in library
Level 04
- more cubemaps
- fixed "disco" bug (tested on 2 machines with highest shader settings...please let me know if you see it)
- fixed missing rubar textures
- fixed suicidal tanks and moved both to bridge
- fixed 2 broken newspaper models so they will appear
Level 05
- made finale more challenging: added additional uncommon + tanks, less cedar, more police, more construction
*KNOWN ISSUES/FUTURE UPDATES*
Level 01 - tank in starting building is too hard, non-traditional starting door
Level 02 - N/A
Level 03 - make ladder obvious at estate or remove it
Level 04 - AI is bad at crane, better crane info, ceda tents on freeway?, make dumpster event challenging
Level 05 - train is slow, finale need directional info (audio), safe room is quickly shown when you win
Universal - more details/junk/bodies, hordes busting through walls/ceilings, Euro music
Other - versus mode, survival mode
01/26/11
=========
*FIXES/UPDATES*
Level 01
- added uncommon infected (UCI)
- added 2nd pistol to starting room
- added more directional information
- starting area is 'less' hectic with mobs
- added auto crouch and cleaned up collision at scafold windows
- cleaned up player collision at top level stairwell
- changed music from default setting to The Passing
Level 02
- added uncommon infected (UCI)
- added collision to 2nd gate to prevent tank from commiting suicide
- added new sewer path to prevent ledge hanging issue and blocked off old ladder path
- changed music from default setting to The Passing
Level 03
- added uncommon infected (UCI)
- added auto crouch at kitchen window bridge
- added more directional information
- added more ambient clutter (trash/bodies/etc)
- changed music from default setting to The Passing
Level 04
- added uncommon infected (UCI)
- fixed "disco lights"
- added more cars
- added undead ladders to parking area/alarm door event
- added freeway nav connections for zombies at broken building
- moved 1 of the 2 freeway tanks to prevent suicides
- added more directional arrows
- removed that scavange gas can
- turned top floor office lantern collision off
- changed music from default setting to DeadLight
Level 05
- added uncommon infected (UCI)
- additional zombie ladders + nav connections added to finale bridges + overhang
- improved visuals of train busting through 2nd wall
- changed music from default setting to The Passing
*KNOWN ISSUES/FUTURE UPDATES*
Level 01 - tank in starting building is too hard, intro anim icon is visible
Level 02 - more direction info, zombies coming out of horde only drains in sewer
Level 03 - event could be harder, 1 painting texture is white in library
Level 04 - rubar is misssing textures, AI is bad at crane, better crane info
Level 05 - finale train is slow, finale need directional info (audio), finale challenge/diversity update
universal - more details/junk/bodies, hordes busting through walls/ceilings
01/23/11
=========
CHANGES/FIXES
- fixed installer
- fixed missing textures
- fixed transition from level 3 to 4
KNOWN ISSUES
- level 01 - tank in starting building might be too difficult
- level 01 - make starting area "safe"
- level 02 - players sometimes hang from ledge at sewer ladder
- level 04 - AI teammates path poorly at crane event
- level 04 - a player reports getting stuck between crane and wall when near floor
FEEDBACK
Please take this optional survey to help make this campaign better and better: http://goo.gl/ETvvJ
01/21/11
=========
Known issues:
- level 02 - players sometimes hang from ledge at ladder in sewer
- level 04 - AI teammates don't get on to the tower crane consistently
- front-end - add-on selection lists campaign as Deadline 2
- lots of custom textures are missing
- checkerboard cubemap bug
Please take the optional survey after playing the campaign to submit your feedback:
http://goo.gl/ETvvJ
View my complete portfolio, read my blog, and link to my Twitter @ dangerforce dot com
Escape Eastern Europe!
* Turn Game Instructor on to see important HUD messages
Credits
LEVEL DESIGN & MAPS Brian Riggsbee
POSTER Matt Waggle
ADDITIONAL TEXTURES Brian Riggsbee, Drew Chiaro, Matt Waggle, Arthur Klein
PROMOTIONAL VIDEOS Brian Riggsbee
MUSIC Valentino - Ponekad
Tagged: co-op, survival, Versus, Europe, L4D2, Castle, Freeway, Courtyard, Train, novalin
Environments: City / Urban, Village / Towns, Historic / Landmarks
-fun
-not super challenging
-played out nicely with the encounters
-nice variety of locations from small to big
-every tank encounter, the tank was stuck and did nothing
-was a little easy
-slightly disappointed by the encounters being broken
with some fixes of some sort this will be an amazing campaign. nice job!
As this campaign nears 1 million DLs I'm thinking of ways to celebrate. Maybe I can host some kind of giveaway contest on my blog? Any ideas?
-fun
-not super challenging
-played out nicely with the encounters
-nice variety of locations from small to big
-every tank encounter, the tank was stuck and did nothing
-was a little easy
-slightly disappointed by the encounters being broken
with some fixes of some sort this will be an amazing campaign. nice job!










does this work on the first 1?
Sorry to hear about the tank issues. The thing is that I have play tested my levels hundreds of times and, with the exception of a few times on the finale, haven't run into that before. I don't actually specify where tanks spawn since the director does that so in that sense it is out of my control. I hope it didn't ruin the experience too much.
btw, I giggled a little when I saw PRO: not super challenging and CON: was a little easy.
Thanks for the review.