- - ddg1_tower
- - ddg2_gristmill
- - ddg3_bluff
1. fixed a bug wherein survivors who dropped into the finale area before other survivors could trigger a clip that prevented other survivors from entering.
08/08/12 (version 2)
-significant cosmetic upgrades and additions, including substantial custom textures and props.
-updated geometry and tweaked layouts (both cosmetic and for gameplay)
-ongoing edits to navigation mesh
-slight item placement reorganization
-increased brightness on all maps (using flashlight shouldn't really be necessary at most times)
addressed a bug in the intro that prevented gameplay start on dedicated servers.
intro sequence has been deleted and will be revisited at a later time.
hope i've addressed a lot of the major (and some of the minor) concerns from the first version. let me know.:
-considerable focus on coop (and single-player). previous development was wholly focused on versus game mode.
-dialog. not yet very sophisticated, this will be ongoing.
-focus on survivor bot navigation issues
-instituted a wayfinding system that can be disabled in the saferooms to address multipathing disorientation.
-scavenge mode on each of the three maps. this is untested in multiplayer. fingers crossed.
-extensive graphical improvements.
-major lighting improvements.
-ongoing and obsessive navigation editing for infected.
-small nudges to the director here and there to influence the behavior of common infected and up the pace a little. this is ongoing.
-improved bawdiness (where there was a noticeable lack) in saferoom 2, renovations to the other saferooms.
-intro sequence. at this time i can only get the last third of the sequence to play on map load. if you suicide in single player or start round 2 in versus, it plays in its entirety. i suppose this will eventually require a custom animation. give it a look, i think it's neat.
-there may be some imbalance in item spawning. this is an ongoing process. please let me know what you think of it in this version.
-the f-bomb. it's all over the safe room.
-sometimes the survivor bots are dumb. i'm willing to take the blame 50% of the time.
No revision notes have been added by the developer.
Originally conceived and heavily tested as a versus campaign, version 2 constitutes a pretty big art pass, a significant addition of custom content, and small tweaks to the geometry for both vs. and coop.
Though coop is encouraged and conscientiously supported, this is still a versus campaign at heart...if you get a chance, play it that way.
For those who think vanilla versus is a bit too kind to the survivors, disable the survivor handicapping in confogl and alternatively try this approach.