- - To many to mention here.
- - READ the CHANGE LOG.
Added missing tree, traffic sign and light models.
Added missing sound files on other church map, i heard really nasty static sound playing instead.
DELETE the old VPK before installing this update.
The campaign is complete
6 New maps that includes new sound files. 2 regular map and 4 finales.
When "Dead Air" outro title pops up after every Finale you finished, that happens because the finales isn't in the campaign menu. The credit map shows the actual outro title.
Every map has been optimized for a single core cpu on places that weren't. Average FPS depending on (single core) system 40-50.
Map 1: None (Don't remember)
Map 2: You have to do the puzzle in the school in a proper order, added additional light sources. Added area portal windows.
Map 3: The start is longer, but there are less random flying supplies in the air (still some flying around though, i cannot get rid of them no matter what i do), a new texture for the alternate school.
Map 4: Added area portal windows.
Map 5: None (Don't remember)
Map 6: Changed the moving brush shelf into a prop to prevent it to get stuck randomly, new wall texture.
Map 7: Added area portal windows.
Map 8: Added area portal windows.
Map 9: Added area portal windows. There are two areas that won't get improved properly performance wise, one is near the Indian Runner and near the Lighthouse.
Map 10 (New): The other half of Amusement Park can have a bit of struggle in performance/stutters. Added area portal windows.
Map 11 (New): None
You will NOT be able to choose one of the finales in the campaign menu, this is intended. Do not comment about that.
When i played this VPK addon through L4D2, all these FPS issues (more like stuttering) on certain maps weren't even noticeable on the sequel. The average FPS on L4D2 were 50% higher then on L4D1.
Two new maps (one is the credit/finale)
Map 9 (Resort Area) can have slight performance issues, please do not comment about that since i know it already, for me the issue is barely noticeable (currently improving that)
Map 3 is changed a bit, the nav is properly made without the FINALE workaround, but the random pills, ammo, molotov spawns still exists and i cannot get rid of that, working on it still (can be that bad i have to redo the whole map from scratch and would look different).
Added more signs with their street names on map 1.
Waited for a model for map 9, but since my brother had something else to model, i released it anyways.
Spent two days to be sure that models and sound scape/sounds worked properly, triple checked that.
Sound scape and sounds pakratted and works 200% even on my old snd_rebuildaudiocache (steam update made that work?)
I remove the bridges on map 7 (other church)
There might be more fixes that i do not remember at all.
Song by: RS3 - Midwich
DELETE the old VPK before installing this, missing models will go missing otherwise.
If you manage to encounter a bug or there is anything else on your mind, just comment.
Missing models and textures works. I deleted every source material i had in my L4D folder, so i know everything works.
Pakrated the soundfiles and the soundscape. So you do not have to rebuild the audio
I do not have a sound card or speakers installed on my server. Let me know if this work around doesn't work at all. Do not type "it doesn't work", let me know if you have a clean install, or a old install of L4D, then i know.
The file size is bigger, barely noticeable.
Delete the old VPK before installing this update, models can go invisible if you copy/paste.
As usual, linux servers, rename the vpk to "silenthill".
This is the final update until the Resort map is done and converted to l4d2.
Beta 5.2 includes major fix due to a critical bug.
Remove the old VPK before installing the new one.
Beta v 5.1
Everything pakrated by the auto feature, except sound files and nav, hence the bigger file size.
Nav mesh fixed on map 7 and 8 (terrible nav mesh construction overall)
Removed the fade effect on map 7, caused problems.
Added checkpoint attribute on map 6 and 8.
Played clips added where you might encounter a tank at the alley ways (prevents you flying outside/behind the garages).
Other invisible walls has been removed completely, unless they are there for a reason.
The 3 bridges are changed, one is always enabled, now there is only 2 to choose from, they are random as usual.
Getting stuck behind the generator on map 4 is old news (at the start)
There might be more i have fixed, i do not remember them all.
Credits go to lillbrorsan for the ammo box model.
REMOVE THE OLD VPK COMPLETELY before you install the new update, can cause the models go invisible.
Linux users, rename the vpk to "silenthill" in order for the campaign to work.
Beta Version 5.0
Two new maps.
New sounds and music.
Added weapons on each map except one.
More custom textures.
Minor bug fixes.
Working custom models, yes, the dogs are back (for those who remembered V2.0 release)
Named the VPK "silenthill_5.0 - For those are running linux servers, rename the vpk to "silenthill", then it should work.
Big thanks to Adam Sierra for the Key model and the t******le model.
Finally it is uploaded properly, took me 4 tries. Don't expect to see an update for a long time if this continues.
Beta Version 4.0
6 maps is included.
Every nav mesh has been recreated from scratch.
Every texture works.
New Movie Poster at the loading screen.
Fixed the puzzles/improved them.
Added some guide lines (you'll see)
Beta Version 1.0
Lots of things has happend, i added more details on the outdoor maps. I was going to type lots of other stuff i added, but that would be a big spoiler. I will tell you one thing though, i had one effect on a certain map that i removed long time ago due to it blocked players, but now it is back in action and its working propely :)
Inside Midwich Elementary School, map two, i optimized the performance alot, so i hope that will be an satifaction.
I think i got the sounds right this time, so they would play where it should be played from the start like in the game.
Made everything stuff like, pipe bombs, fuelcans, pain pill and so on, so they spawn at random and/or that the director desides where on all maps.
I reconsidered and gave some thoughts about the ideas, tips, that you have commented on l4dmaps.com to unclude it anyways, some of it anyhow. :P
Lots of improvements has been done, created a skybox from scratch, fixed small bugs, added more hints to easier advance. One weapon added on the first map, pipebombs, fuelcans, changed the lightning, fog has been changed. If you had performance issues earlier, that has been optimized on all maps so far and i look into further problems there. Dont really remember anymore changes at the moment.
No revision notes have been added by the developer.
This is based on the first Silent Hill game for the Playstation.
Warning, this is a long campaign
* 11 maps
* The four Finales are random and they all end up to the credit map
* Credit map included
This is the l4d2 version of the l4d1 Silent Hill, 12 maps long campaign created originally by Leafo....campaign
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