Left 4 Dead 2

Left 4 Dead 2

The Apple Inn (2025)
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更新于:11 月 28 日 下午 8:35
作者:Payne☣

Version 2.51
- Added stringtabledictionary to .bsp ( ZzzzZzzz)
// This might be important. There was a console warning the .bsp needed stringtabledictionary rebuilt
// This will still be considered version 2.50 becuase nothing really changed

更新于:11 月 28 日 下午 7:55
作者:Payne☣

Version 2.50


Changes shared in both maps:
- Fixed some transition bugs between map 1 to map 2.
// Doubles of pipes bombs and weapons were appearing map 2.
Possibly something to fix but couldn't figure it out:
// For some reason the map won't transition over carryables like gastanks, propanes, or fireworks unless held in hand by the player.
- Made a window in the atrium twice the bigger.
- Added more details to the non-playable street area around the Apple Inn.
- Fixed a typo in the soundscape "appleinn.1stfloor.sidewing"


Map 1 changes:
- Updated my ko-fi "advertisement" poster to something much better looking I made with Blender and Gimp and moved the advertisement to above the benches in the player start area.
- Changed the lighting in the Northwest wing 3rd floor hallway to better direct players to the fire escape door.
- Changed the lighting in the northwest 2nd floor hallway to better direct players into the busted pool.
// Areas you not supposed to go have lower light levels
- Added some nodraw collisions around some more furniture like beds around the map.
//so molotovs and pipes etc are not rolling away under the furniture.
- Added a new sound effect for the electric room switch.
- Decreased the smoke around security room ceiling window and added a bright halo glow to the refridgerator below.
// Helps guide players better into the ceiling hole.
- Moved Nick 1.5" westward to stop a tiny bit of his shoulder clipping the door frame on the intro.
- Added some posters around the book shelf to make it more memorable then other areas of the map.
- The fire in the lounge will now set infected on fire.
- Added ceiling inferno particle effect to the lounge area.
- Fixed Tank-only gate in atrium not activating the generator when broken.
- Added timer which will attempt to recompute the nav again when all players are in the safehouse by opening the book case and unblocking the func_nav_blockers there
// As a fail safe in case its broken for some reason
- Modified the boiler room office to move the door frame a bit
// Seemed kind of crowded and annoying and needed more space and positioning
- Added a named light that turns on/off depending on route in the northwest 2nd floor hallway with the pool and security room.
// Will be off if the security room doors are open making that area dark so players don't get confused and go toward the pool after fueling the generator.

Map 2 changes:
- Added a "strongmen effect" to the hanging signs in the finale. When they are hit by a tank rock and swing 180 they will give a small chance of a zombie hoard appearing.
// Adds +1 to the polling of the director anger query (LDQ)
- The special infected (SP) are now pushed off the rescue vehicle when it takes off.
// A SP, like the tank, should no longer be floating in the air where the rescue vehicle was parked.
- Removed the trigger teleport hacks around the finale exit. Survivor bots will no longer teleport through the doors and come back into the hallway.
// Using now a func_nav_blocker there that doesn't affect the flow
- Increased the damage of the explosion when the rescue vehicle busts the exit open. It deals now about max 40 damage if too close.
// stops camping in there
- Added some nodraw collisions around the benches so pipe bombs around are not bouncing underneath them where they are useless when they explode.
- Added invisible walls for throwables outside the windows. So molotov, pipes and jars are not flying into the unplayable area.
// Useful for player wanting to chuck a throwable quickly out the window
- Increased HDR brightness of red tail lights on rescue vehicle
- Added an dirty smoke exhaust particle effect to the rescue vehicle to make the hallway more atomospheric
- Removed about 30 unnecessary entities.
// Some things like the bookshelf prop were dynamic and could be static in map 2, some things could just be deleted like all the paintings in the lounge stairs.
// Some cubemaps and old logic_relays could be deleted too
- Added a fire sound effect, smoke and red light coming from the closed louge gate.
- Moved a physics lobby cart that was catching players in the north east corner of the finale atrium
- Added some military crates to the northeast corner of the map to create a safe "tunnel" area to duck out danger

更新于:11 月 11 日 上午 11:24
作者:Payne☣

Version 2.40

Big Changes:
1. Reformulated the structure of the finale waves and tanks .It now uses logic director queries (LDQ).
// Difficulty of the finale will now be based a bit on how well the survivors are handling each wave of zombies and tanks.
// The global total amount tanks allowed will be 3 tanks for the whole finale.
// The finale will now last randomly between 4 to 5 minutes.
// The amount zombie waves depends on how angry the director is.
// If right away your doing terrible, like a survivor dies with the first tank the director won't be "angry" and it might skip a zombie wave and give you a 30 second pause with nothing happening and then send the second tank.
// But if the survivors are doing very good with no damage and kill the first tank right away the director will be very angry and might even send all 3 tanks one after another with a zombie wave, it might be moderately angry and send the zombie wave right after the tank. It all depends on how the LDQ is interacting with the finale logic.


1. Added more detail to the street for the window view in the atrium. Like a crashed bus that says "EVAC" in the route display.
2. Fixed the fire alarm HUD hint from appearing after the alarm was already used.
3. Readjusted the water drain switch cutscene camera to better show the machete.
4. Fixed some problems with the items transitions between map 1 to 2.
5. Lowered the volume of some of the musics.
6. Added a custom checkpoint results music when the safe house door is closed
7. Changed the music for the tank in the finale.
8. Added another window in the finale atirum overlooking the red hotel sign.
9. Fixed the finale ceiling glass it had some weird gaps in various places.
10. Capitalized the word "finale" in the missions.txt
11. Optimized things in map 1 to stop "Too many vertex format changes. Whole world not rendered"
12. Added the autoshotgun and hunting rifle to the finale
13. Added a collision to the finale ceiling glass frame.
// Solves two problems. The signs spinning unrealistically 360 degrees through the frame
//It blocks the tank rocks thrown from the roof, it wasn't realistic that the rocks were flying through the frame.

更新于:11 月 9 日 上午 9:44
作者:Payne☣

Version 2.4
- Fixed a typo in the map sound overrides
appleinn_py_m3_level_sounds.txt changed to appleinn_py_m2_level_sounds.txt

// This problem was created in and only existed in version 2.30. Didn't catch it before uploading 2.3

更新于:11 月 9 日 上午 8:31
作者:Payne☣

Version 2.30

- Big Change.
1. Made the finale a second map.
// Makes arrival upon the finale like a saved checkpoint.
// This should make the finale more fun if failed, it can be immediately play it again.
// Will reduce entity count and complexity in the first map.

2. Gas cans needed to be collected increased from 3 to 4.
// Collecting just 3 might be too easy.


Small Changes.
3. Fixed a problem with HUD hints not appearing.
// hints were not appearing in previous version of Apple Inn.
4. Added some windows to the finale office room.
4a. Also added some windows to one of the far walls in the finale where a infected ladder is.
// This is to increase visual information for the player in the finale.
5. Added a drop down ceiling window to the finale office.
// This gives an alternative route to escape the second floor if chased by zombies or a tank.


5. Fixed a bug where survivor bots would continually jump back and forth around a grate hole above the windows on the roof.
6. Added a new jockey music
7. Add a zombie groan ambiance to the outside soundscape.
8. The large signs hanging in the finale will move and swing when hit by tank rocks.
// It looks better and is kind of funny when they swing around.
9. The electric switch now will either disable the fire pipe in the security office, or will spawn a machete and boomer bile in the pool drain depending on the route picked.
10. Added some green "army crates" to the finale area which can help block tanks rocks.
// Still felt like getting hit by tanks rocks in expert was unfair. There should be enough spots to duck out rocks now.
11. A first aid kit will always be now located on the room service tray on the first floor near the burning lobby door if the long route is picked.
12. The pill medical cabinet is now removed in the bathroom with the TV if the short route is picked.
13. Added water to the room below the busted pool.
// The pool drained down below so there should be water down there.
14. Added an animated character now seen driving the escape vehicle.
15. Changed the design of the Apple Inn facade in the escape scene from red brick to more of stone castle look and added an "Apple Inn" floor sign.
16. Added a second random camera in the escape scene.
17. Decreased a majority of the fires to deal 2 to 4 damage per second.
// But a couple spots remain where it will deal a lot of damage. Like short cut spots such as the burning sofa (58 damage per second) near the elevator or the fire at the drop down from the second floor to the first floor with the burning hole in the floor remains at 25 damage per second.
18. Spaced out the distance between the weapons in the security room gun rack
// This will make selecting a weapon choice easier, specially in thirdpersonshoulder
19. Increased the thumbnail resolution for levels from 256x128 to 512x256 pixels.

更新于:10 月 30 日 下午 12:29
作者:Payne☣

Version 2.20
- Added more halo glows to various light sources
- Increased defib density
-Added a shortcut to between a window and fire-escape
- Redesigned the outside front doors of the finale a bit
- Changed timing of Falling debris above the helicopter
- Changed the lighting in the pool room to make the smashed hole in the pool more noticeable.
- Added another light on the fire escape ladder to make it more visible.
- Added some more spots to hide from tank rocks on the second floor in the atrium finale.
- Added tier 2 guns to always appear on the hallway bench on the third floor if the ledge path is chosen.
- Decreased the damage of the fire on the couch near the elevator.
- Change roof storage room to be lit by moonlight.
- Added always appearing medkit and pipe bomb on the first floor near the room with the TV if the longer path if chosen in the map.
- Made the boiler office a little bit bigger to give more space around the burning door frame.
- Added a dialogue. Survivor group will say "Run run" periodically when the generator event is active.
- Added a dialogue. Survivor group will say "Get to the vehicle" when the rescue vehicle arrives.

更新于:9 月 5 日 上午 9:43
作者:Payne☣

Version 2.1
- Add tankwall special effect to all tank breakable walls. So versus tanks players can see where these special walls are.
- Added an always existing pain pill to the finale area
- Added an always existing molotov to the finale area
- Added two always existing pipebombs to the finale area
- Improved the finale helicopter supply crate drop
- When players approach the security room during the guantlet stage to get past the bookshelf, there will now be a 15 second grace period before zombies start dropping down the skylight.
- Added an always existing defib to the security room
- Fixed a bug where throwable physics props like gascans can be thrown through a breakable wall like a ghost and become lost on the first floor near the electrical room.
- Fixed some irratations where throwables such as molotovs, bile jar and pipe bombs can get lost underneath the furniture in various parts of the map like under the pooltable.
- Moved the pipes bombs in beginning of map in the boiler room from the corner with the light to a few feet ahead
- Made the finale zombie and tank waves have more predictable structure
- Redesigned the fire-escape ladder where the generator is to be more visible to players.
- Add another possibly teir 2 gun drop on the third floor before the crows.
- Added another infected-only breakable door on the third floor to the fireescape above the generator. This can allow players to skip the crows, but the crows will still need be activated if a gascan is located there.
- Added some better "glows" to some lights.
- Added some lights above the pool table
-Rearranged the doors in all the bathrooms to open in manner so they're not in the way when searching the bathrooms.
- Redesigned a randomly appearing fireworkscrate beside the office desks in manner so it can be shot and create a fire near a possible witch spawn location below the broken pool.
-Rearranged the bottom of the large burned out hole in all the floors to deal less damage if the fire touches a player and also fixed some collisions that snag players walking by.



更新于:7 月 15 日 上午 12:30
作者:Payne☣

Version 2.00 (200)


- Fixed bug where rescue vehicle would not take off when all players are inside it.
- Added a section (Office) to the north west corner of the finale area for survivors to loop around tanks.
- Added a supply helicopter over the final area that drops a two random items after the second tank.

更新于:7 月 14 日 上午 5:55
作者:Payne☣

Version 1.90 (190)
- Fixed up a logic scripting issue between the secret bookcase door and tank-only shutter
- Fixed a bug where the radio button can't be pressed if the players land near the radio too soon before the radio guy is done speaking.
- Got some items off the floor in the finale and put them in some nooks at eye level in the pillars. This helps these items be more visible in combat.
- Added a random fireworks boxes in the map
- Water heater steam now changed to a giant fireball from a leaking natural gas pipe.
- Secret book shelf cutscene disabled if the tank-only shutter is opened by a tank.
- All the gasoline cans entities now stop spawning if the tank-only shutter is opened by a tank.
- Added another second random cutscene perspective to the fire alarm sprinkler event
- Fixed up some spots where tanks or witches spawn in a place thats on fire. Then they die prematurally before even reached by players.
- Moved any items in the laundry room to only the metal table and shelf where the window light is. No more items sitting in the dark in that room.
-Change the railings on part of the roof, added some cob webs.
-Change the lighting to make the ladder to the roof more noticable
- Added a tutorial message to the first red door so new players to the map are told it red doors break with melee weapons
- Remove health items near the secret book shelf in the finale area so bots don't daddle around and jump down fast following the human players so the horde stops.
- Made a part of wood railing breakable in the finale so the distance between the floor below and player doesn't do damage. Giving another spot to drop down.
-Added some window glows to some back ground buildings on the street to help guide the players and create sihiloutes of infected on the ledge.
- Increased boomer jars from 1.5 to 2.0 chance to appear (None still seem to appear..)
-Added couple more melee spawn spots
- Added medical box to bathroom in room 103 , 1st floor of the west corridor. Midway point in a level. Good place for health.
- Maybe 10 other things I forgot.

更新于:7 月 13 日 上午 5:46
作者:Payne☣

version 1.80 (180)

- Fixed scripting/trigger sequencing bug where the gascan glows would turn off.
- Fixed the bots from always focusing on going to the exit. They should follow the human players more in the finale now.
- Every NPC & client will "Freeze" now within a boundary of the cutscene triggers so players cannot be damaged during cutscenes.
- Added medical cabinet to room 103 bathroom , 1st floor east corridor. This is sort of a midway point in the map and could use some health for players
- Added medical cabinet for route 2 (longest route) to appear in the finale area near the large flower pot beside the ammo pile.
- Modified the some soft lights to look better.
- Added a second cutscene camera to the fire alarm sprinkler event. The event will now pick between one of the two cameras randomly.
- Added an outbreak "reveal" music to the cutscenes with medium importance, so it may play or not play depending on the sound system conditions.
- Change most of the fires to deal 4 damage per second (Used to be 10)
- Added an infected ladder from the third floor South corridor stairs connecting to the roof
- Changed the Generator sound effect to stop looping after 15 seconds. Didn't realize this sound effect was playing during the whole finale and is unnecessary.
- Changed the fire alarm ring to stop looping after 15 seconds , used to be 30.
- If a tank breaks the special gate near the elevator in the finale room, the book case cutscene is now disabled.
- Changed the fire alarm ring after the rescue vehicle arrives from inifite loop to 15 seconds. Also the gascans will stop spawning, players don't need to them anymore.
- Added some cobwebs as a finale detail to the boiler room.
- Added a window glow light to the giant window above the "Giant panda" sign so there is better background to see silhouettes of infected on the walkable ledge outside
- Fixed a bug, or maybe the likelyhood of it happening, where a jockey or some other special during the fire alarm sprinkler event would be hanging out stuck on the rubble rock pile that is blocking the entrance on route 2 (short route) to the security room.
- Made sure all the "red" locked doors now have some soft light pointing on them so you can see that their red.
- Added a red light to the finale exit door which will turn on momentarily when a tank or special infected is above in the vent, this red light will also flash momentarily when the rescue vehicle is about to arrive.