L4D Dead Before Dawn
Name: L4D Dead Before Dawn
Spiel: Left 4 Dead
Autor: Left 4 Dead Mods
Website: http://www.l4dmods.com/
Nexus Mod:
Download: soon


Dead Before Dawn ist eine Add-on-Kampagne mit einer eigenen Geschichte und "hausgemachter Musik" für den Zombie-Shooter Left 4 Dead. Was diese Kampagne bzw. Modifikation im einzelnen beinhaltet ist unter dem Punkt "Beschreibung" aufgeführt.

Um die Custom-Sounds abzuspielen, muss der Befehl "snd_rebuildaudiocache" in die Konsole eingegeben werden.
Dead Before Dawn ist eine Add-on-Kampagne mit einer eigenen Geschichte und "hausgemachter Musik" für den Zombie-Shooter Left 4 Dead.

Um die Custom-Sounds abzuspielen, muss der Befehl "snd_rebuildaudiocache" in die Konsole eingegeben werden.

September 30th 2010- RELEASE CANDIDATE

Added tv set in map 5 that randomly playes last 3 news items of the zombie apocalypse
Added elevator event to the finale map to prevent players from camping the elevator shaft during the finale
Blocked more spots so survivors can't get past the "infected domain" in the finale event.
Removed banner that blocked ladder access for SI bots and players above the map 5 ground level truck right of the costello's store

Added custom finale music and an escape audio action sequence

Fixed inaccessible SI vent in map 1
Tweaked vs settings related to the chance of tank and witch spawns troughout the campaign

Septembet 4th 2010

General Changes:
Removed map 5 (undead center) due to length issues with the campaign
Replaced former map 5 with new parking finale map and changed map 4 / map 5 safehouse appearence accordingly

Weapons and items:
Maps 1, 2, 3 and 5 have received improved logic (random) weapons spawn system
Maps 1, 2, 3 and 5 have received enhanced random items system

Cosmetics and Layout:
Added stratigic fire barrels that burn the "intro zombies" as they attempt to reach the survivors in the "safe zone" up the city hall stairs
Changed mood and lighting of map 1
Maps received a huge amount of fixes for reported visual glitches, texture malfunction and brush cosmetics
Map 4 received a new mood : night time
Map 4 received a new section to avoid backtracking from the west side (small double door) lock crecendo event
Map 4 received a little overhaul of the north gate milionth customer fail reset procedure. Players won't be forced
to view the counter anymore. This streamlines the event and also solves some camera problems with dead players.
Map 5 received a fix for an exploit that could allow the survivors to jump over the intended finale borders to the "infected area" of the finale

Maps 4 and 5 receives new CJ voices for events (like the finale) that have been added in this build)

Several optimizations and new ladders troughout the campaign have been added for SI convenience
Medkits in end of level safehouses are now consistently being removed in versus
In versus, the "milionth customer gate" event in map 4 will not teleport survivors but punish them with extra
SI when they fail it. (when they let the counter pass 1.000.000 "customers")

August 2nd 2010 1.15

Packaging and vpk:
Removed dated source engine models preventing us from creating a vpk (due to a crash related to these models)
Campaign size reduced around 700 Mb
Removed unused mission audio files and music

Weapon spawn placement updated trough-out all maps
Random items placement tweaked trough-out all maps
Proper implementation of Rescue closets on all maps (Coop only)
Proper optimization of crescendo areas (nav optimization)

Corrected miss-pronouncing in the map 3 mall entrance area
Boosted volume of all audio that was too quite trough-out the campaign
Removed some of the music cues and updated several location music arrangements
Now using the correct boomer vomit custom music wave file
The intro music is called using the correct mission start music convention
Starting in the safe-house now correctly plays "safe-house music" (due to nav optimization)
We drastically cut verbose CJ information to facilitate the removal of many story locks.
Custom sound-scape in the mall (maps 5 and 6) Story locks:
Removed story locks in Anna's house and allowed all relevant doors to be breakable by zombies as well as active for survivors
Drastically reduced the second mall entry story locks so players can proceed to the warehouse while CJ is talking
Removed lock on roof access door in map 3
Made it clear by instruction messages and light guides where players have to go trough-out the maps
We allow players to throw the (map 4 safehouse) toilet trough the window while CJ is talking
In general, doors that were locked while CJ was talking, now open up when players approach. We solve the problem of overlapping CJ voices by delaying subsequent dialog lines, should players arrive at key locations
Reduced cj lines in length and cut the voice story to it's essentials. (removed verbose info). This is a part of our effort to reduce the "story locks"

Event optimizations:
Created clear instructor messages to indicate custom events. and "things you shouldn't shoot in DBD"
Subliminal icons may appear to illustrate other kinds of danger trough-out the campaign
Made map 1 explosions and destructions purely cosmetic. (no penalty for players)
Smoothed and optimized the helicopter event in map 2
Optimized the barricade event at the end of map 2 (no SI spawning behind the barricades)
Split the west "hold button to close door" event in map 4 in 2 parts. Progress of the event is now visible in the environment by the movement of the doors and subsequent shutter gates
Removed the "search Paulie's key-card" event for the sake of a better flow experience in map 4
Optimized the north entrance (1 mil customer counter) event the same way as the west door by visually indicating movement of closing doors and shutter gates.
Optimized "failure to hold back zombies" event by tele-porting survivors to a fake safe-house and give them another chance (only in coop)
Removed random server activation puzzle in the staff offices of map 5 and created regular l4d flow inside this area
Added a mandatory map 5 crescendo event
Removed food court area and optimized map flow to be more "left 4dead"
Because the Food Court is gone, the "get 6pack of beer" mission no longer exists

VS optimizations:
Created lots of new vertical and horizontal space in maps 2 and 3 in order for proper hunter movement
Created lots of extra catwalks, infected ladders and behind the scenes (breakable) infrastructure for infected to spawn
Maps 4 and 5 now have walkable vents for the infected so they can distribute themselves more quickly to set up attack positions
Players who reach the end of the warehouse via the wooden catwalk can open the door at the bottom to relief the smoker threats for team mates


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