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[L4D] Death Aboard updated to v8.0 (sound fix) 
Saturday, 20 August, 2011, 22:35 - Left 4 Dead
Posted by ned
Diputs has updated his awesome campaign Death Aboard to version 8

Fixed custom music not working correctly




Death Aboard v8.0 is now on both servers.

Left 4 Dead servers info - HERE -

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[L4D] Crash Bandicoot Course updated 
Tuesday, 26 July, 2011, 10:04 - Left 4 Dead
Posted by ned
FlyingBandicoot has updated Crash Bandicoot Course to v4.2




Ok, finally updated :D

It took longer than I envisioned as I had problems with textures etc. But hopefully its all good now. Let me know if there are any problems and I will do my best to fix them.

Soooo, changes:

-Made Versus mode easier (hopefully) - reduced life on Tikimon, reduced life on Ripper Roo, reduced zombies, reduced life on robots on level 2, and overall just tried to make it easier. Without a full team on both sides to try it on, I don't know how balanced it is. So any feedback on the versus side is welcome.

-Made campaign easier somewhat - reduced life for Tikimon and Ripper Roo, reduced zombies here and there slightly, removed a few scripted specials. Tweaked here and there.

-Made it so custom sounds work (at least they do for me, let me know if they don't but they should do now).

-Hopefully enabled textures on models to work too, as for some reason, I had real trouble getting them to work again (mainly because I used to use Pakrat, so now I had to mess with the directory etc).

-Fixed miniguns disappearing and thus leaving the player stuck. (This was originally made to make it more difficult, but with that odd glitch, I removed it now so they stay, enabling Tikimon to die easier.)

So, I will be touching up the L4D2 one as well and hopefully both of these campaigns will be as good as they will be.

Send any feedback as soon as possible, as I do not know if I will be able to work on them in the near future after this week.

SOURCE http://www.l4dmaps.com/details.php?file=4528




Crash Bandicoot Course v4.2 is now on both servers.

Left 4 Dead servers info - HERE -

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[L4D] server update.. 
Monday, 6 June, 2011, 07:28 - Left 4 Dead
Posted by ned
The latest official campaign The Sacrifice has been crashing between 1st and 2nd chapters and the Tank wasn't showing up correctly in Chapter One. Looks like this was caused by the Coal'd Blood Campaign. Thanks to Keldorn for this information. I've removed this campaign from the main server. If it's ever updated with a fix or I find a way to have it on the server without causing issues to The Sacrifice then I'll add it back.


Keldorn has been busy. Precinct 84 has been updated to v9.1
- Finale difficulty ramped up but not in a way that will make it irritating.
- Tank cheese strategy where you can ignore the tank and collect gas safely is now fixed/countered by spawning common infected every time you collect gas.
- Glitch fixed where the police car can still be activated if someone is incapacitated inside the police station. This would cause the finale to break.
- Removed the ladder off the army truck with the minigun. Simply jumping on the truck is faster.
- Optimization: Added Ragdoll fader to finale area. This will improve the framerate by ridding of ragdolls quickly.
- Added 3 more songs, Portal Still Alive, All I want for Christmas, Re Your Brains to the Nightclub. (For now a total of 5 random songs)
-Changed the Circuit breaker model in map 3 in the tunnel to the breaker from HL2. Since the other model is deeply associated with panic events. Which is not the purpose of the breaker.




Precinct 84 v9.1 is now installed on Main Server.
Coal'd Blood can be played on the Test Server on request.

Left 4 Dead server details - LINK -

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[L4D] Precinct 84 updated to v9 
Tuesday, 24 May, 2011, 10:47 - Left 4 Dead
Posted by ned
Precinct 84 by Keldorn has been updated to v9

Unfortunately there is no changelog but here are some notes from players leaving feedback on l4dmaps.com after the update..


chewaz
PROS
update 5/24/2011 v.9
- cool custom textures.
- maps are still great
- i love the new add on's for all the maps
- finlale 100 times better
- bot nav very good
- gas pump dont go boom bots cant f... you over more then normal.!!!!!!


Ban3
I love the new camera angles when you finish this campaign, It's better than before :) On a sad note I do not like what you did with the security gate by the stairs, i loved opening it and hearing a different gate sound, I also am not happy with the room where you get ammo and weapons, it feels too wide and there shouldn't be four medkits if you already get 4 in the room you start in. Other than this the changes are great and I do not agree with what RainingMetal says at all.



Read more here - http://www.l4dmaps.com/details.php?file=7359 -



Now installed on Main server.
Left 4 Dead server details - LINK -

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[L4D] Precinct 84 updated 
Thursday, 24 March, 2011, 08:58 - Left 4 Dead
Posted by ned
Precinct 84 by Keldorn has been updated to v8
- Al checkpoint exit doors now have bars.
- Checkpoint exit fixed on map 3 for versus.
- More pills added to map 2 and the finale.
- Versus score modified for map 2
- Nav cleaned up a bit more.
- Added a microphone to the club on map 3.
- Made the HL2 trainseats on map 2 unique named to avoid conflicts with campaigns using the same model.

and other various small things not worth mentioning.



Now installed on Main server. (Test server still down)




Left 4 Dead server details - HERE -

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[L4D] Precinct 84 now on main server 
Saturday, 19 March, 2011, 04:44 - Left 4 Dead
Posted by ned
Precinct 84 by Keldorn is now a complete campaign and a damn good one! I've just given it a playthrough. Unique features, great atmosphere and an excellent weapons/packs layout. The "Scavenge" style gameplay for the finale works very well and can be quite a challange. Precinct 84 is now on the main server. Thanks to Unknown and Racer X for helping me with the playtest.
Ever wondered how L4d2 gascan scavenge would play out in l4d1? Now for the first time you can! Experince the versus and coop Scavenge finale in the original game. Complete with a unique animated police vehicle cutscene!


• Left 4 Dead - Precinct 84




Left 4 Dead server details - HERE -

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[L4D] No Precinct and Hunter Training map updates 
Thursday, 17 March, 2011, 09:27 - Left 4 Dead
Posted by ned
• The No Precinct Campaign by Keldorn has been updated to v7.0 Complete and is now called Precinct 84. This is now a full campaign with apparently a L4D2 Scavenge style finale.

Unfortionately no changelog update.

For now it's listed on my test server. I'll test this Campaign soon.



• eyeonus has updated his Hunter Training map to v4.5

• Reorganized Challenges 16-18 to better reflect difficulty.
• Added two "Secret" techniques: "Jump start" (in C3), and "Pounce Sliding" (in C9).
• Somehow managed to make the map veiwable outside the Challenge chambers except in C16-18.
• Other minor tweaks.

• Update to Read Me.txt, to include info. on string table error.




Left 4 Dead server details - HERE -

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[L4D] I Hate Mountains updated 
Sunday, 30 January, 2011, 12:00 - Left 4 Dead
Posted by ned
I Hate Mountains has been updated to v1.2 with a big list of fixes and is now on the main server..

VERSION 1.2 (January 29th, 2011)

* Fixed: [forest] A pair of molotovs could not be picked up due to a bogus colision model (reported by AtomicStryker)
* Fixed: [forest] Players could become stuck when crouching under the fallen tree on the left path (reported by BigDaddy)
* Fixed: [forest] The auto-crouch was not entirely functional under the fallen tree on the left path (reported by BigDaddy)
* Fixed: [forest] Tweaked the ambient lighting to make it a-bit-less-dark-but-still-not-daylight© (reported by Icarus)
* Fixed: [forest] Players could become stuck in low rocks behind the right path's shack (reported by Billy Duchene)
* Fixed: [forest] Players could walk on a one unit edge of the ending fence wall (reported by _vwvwv_)
* Fixed: [forest] Bots were randomly unable to follow the players on the Canadian bridge path (reported by placeboing)

* Fixed: [manor] Players could become stuck between trashbags and a sofa chair (reported by ninijacob)
* Fixed: [manor] Players could become stuck on the crashed helicopter's debris (reported by half a million people)
* Fixed: [manor] Bots could become stuck if standing under the moving garage door while it closes (reported by Zarxrax)
* Fixed: [manor] Reinforced and/or enlarged most of the woodboard catwalks to avoid players falling from it (reported by Icarus)
* Fixed: [manor] Tweaked the lighting and opened a few doors by default to better guide players (reported by UglyDuck)
* Fixed: [manor] Removed a large part of the arrows scattered everywhere in the building (reported by Icarus)
* Fixed: [manor] Survivors yelled too much after they called the chopper and continued until the end of the level (reported by Daniel Fendrich)
* Fixed: [manor] Emphasized the weapon's location in the attic with a flickering light to prevent players from missing it (reported by Daniel Fendrich)
* Fixed: [manor] Disabled the weapons in the attic until survivors reach it, it was distracting the bots during the climb (reported by a lot of people)
* Fixed: [manor] Clipped the crashed helicopter's tail to ease the jump on top of it during the horde (reported by NykO18)
* Fixed: [manor] Helicopter could become sticky even before it took off from the helipad (reported by NykO18)
* Fixed: [manor] Clipped the manor's attic entrance to prevent players in a hurry from being stuck (reported by NykO18)
* Fixed: [manor] Added a ladder to allow infected to reach the back of the church (reported by NykO18)

* Fixed: [underground] Survivors tempted to jump on the infected-only stone plateau would fall in the chasm (reported by AtomicStryker)
* Fixed: [underground] Players could walk on a tiny portion of the chasm wall near the end and stay stuck (reported by _vwvwv_)
* Fixed: [underground] Strange looking light beams replaced with new ones available in the Left 4 Dead engine (reported by NykO18)
* Fixed: [underground] Bogus lighting on several spider webs all around the level (reported by NykO18)
* Fixed: [underground] Added two ladders after the bridge so infected can jump in the gap and climb back to the event area (reported by Daniel Fendrich)
* Fixed: [underground] Switched off the light on top of the wine cellar's stairs to prevent players from going backward (reported by Daniel Fendrich)
* Fixed: [underground] Players could fall to their death or become stuck while going under one of the mining elevators (reported by _vwvwv_)
* Fixed: [underground] Lighting issue near the grand staircase in the wine cellar room (reported by Moroes)
* Fixed: [underground] Tier2 weapons flying in the air during the second round of a Versus game (reported by NykO18)
* Fixed: [underground] Tweaked the lighting and opened a few doors by default to better guide players (reported by UglyDuck)
* Fixed: [underground] Event bridge could become sticky when standing on it while it was opening (reported by NykO18)
* Fixed: [underground] Players could become stuck if they stayed near the door when the bridge opens (reported by NykO18)

* Fixed: [lumberyard] Unnecessary physics conversions throwing errors under the Linux dedicated server (reported by Mark)
* Fixed: [lumberyard] Simplification in order to work around the crashes randomly occuring when survivors loose the game (reported by several people)
* Fixed: [lumberyard] Tweaked the container's fall to have less chance of it blocking entirely the way (reported by Jer9-Carver)
* Fixed: [lumberyard] Tier2 weapons flying in the air during the second round of a Versus game (reported by NykO18)
* Fixed: [lumberyard] Bots were randomly unable to follow the players on the train tunnel path (reported by placeboing)
* Fixed: [lumberyard] Survivors were talking all at once when reaching the coast road (reported by NykO18)
* Fixed: [lumberyard] Event crane could become sticky when standing on it while it was moving (reported by NykO18)
* Fixed: [lumberyard] Tweaked the lighting and added several light sources to better guide players (reported by UglyDuck)
* Fixed: [lumberyard] Emphasized the crane booth building with multiple lights and spots (reported by Icarus)

* Fixed: [lakeside] Smokers were able to pull survivors through some parts of the breakable walls of the cottage (reported by flying-emu)
* Fixed: [lakeside] Common infected were able to hit survivors through some parts of the breakable walls of the cottage (reported by AtomicStryker)
* Fixed: [lakeside] Restored the 4 first aid kits located near the weapons during the finale in Versus (reported by Daniel Fendrich)
* Fixed: [lakeside] Bogus common infected navigation near two rock piles in the finale area (reported by Michael Roanhaus)
* Fixed: [lakeside] Area reported to be a bit too safe to be honest on the vending machines of the airport (reported by someone we lost the name)
* Fixed: [lakeside] Changed the location of the first aid kits so they are no longer next to the weapons and ammo (reported by NykO18)
* Fixed: [lakeside] Slightly increased the delay before the escape vehicle can be reached (reported by The William Wallace)
* Fixed: [lakeside] Plane could become sticky when you walked on it or near the fuselage (reported by NykO18)
* Fixed: [lakeside] Tweaked the lighting and added several light sources to better guide players (reported by UglyDuck)
* Fixed: [lakeside] Clipped a few areas (a tree, a log stack, a barricade) where players could become stuck (reported by Moroes)
* Fixed: [lakeside] Unblocked the watertower near the airport building for both infected and survivors (reported by ollie27)
* Fixed: [lakeside] Reduced the exterior raining sound volume by 15% to avoid headaches when playing with headphones (reported by ollie27)
* Fixed: [lakeside] Players could climb out of reach from the infected and avoid the final (reported by Mike)
* Fixed: [lakeside] Blocked the roof of the white shack near the airport dock to avoid camping (reported by NykO18)
* Fixed: [lakeside] Plane was randomly suffering from weird stuttering and lack of lighting effects on a second versus round (reported by NykO18)

* Fixed: [generic] Tweaked all of the minigun's yaw and pitch angles for the sake of usefulness (thanks to Zsu)
* Fixed: [generic] Reduced by 15 to 25% the quantity of items made available by the director (reported by The William Wallace)
* Fixed: [generic] Repositioned the names of the survivors on the poster to allow longer nicknames (reported by liszto)
* Fixed: [generic] The random alarm/klaxon sound playing when setting infected on fire should have disappeared (reported by Keldorn)





Left 4 Dead server details - HERE -

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[L4D] new campaign added to test server, No Precinct 
Saturday, 15 January, 2011, 01:32 - Left 4 Dead
Posted by ned
I've added a campaign called No Precinct by Keldorn to the test server. It's incomplete but a work in progress. No Precinct is a very nice looking campaign and even at this early stage is quite well balanced with not too many kits etc.

Once all maps including a finale have been completed I'll add it to the main server, even if still in beta stage.


Left 4 Dead server details - HERE -

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[L4D] One 4 Nine added to both servers 
Tuesday, 11 January, 2011, 11:28 - Left 4 Dead
Posted by ned
One 4 Nine by Kev Edwards is now on both servers. This is an excellent Campaign. It's visually great and very well balanced and supports all game modes. One 4 nine is the current Left 4 Dead Official Blog's featured campaign.


Left 4 Dead server details - HERE -

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