Dead before Dawn DC / Part 5 of 5

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You will arrive at a carefully created Crossroads Mall where an ever charming security guard called "Hank Kowalski" will send you on a wild zombie hunt. With over 300 mb of custom music, 200 mb of new mission vocals, Dead before Dawn is the most complex mod for Left 4 Dead 2. With Dead Before Dawn - Director's cut, we would like to give those players that demanded "more mall" a little more areas to explore, while those who still remember the map from the beta will find it updated, refreshed and finalized. Version Update 03/06/2013 Map 1: Changed up world lighting and skybox to "morning" Added random intro convo's Coach is no longer muted in this map Touched up terrain displacements and various details Touched up some nav stuff Fixed able to get stuck behind sattelite in starting area Fixed being able to run up the hill on the left side route near the bridge Gave garage door in anna's house some strength so smoker has a tougher time doing a break/smoke combo on players Fixed bots teleporting trough the barricade firewall at the end of the map Ramped up the item spawn density Helicopter event/crash site is now random Barricade event optimized Map 2: Touched up the map details Slightly ramped up the item spawn density The need to fix the AC unit is now randomized Map 3: Touched up level design Added an instructor advising players not to shoot the ATM's A Player no longer need to "press and hold" for the gate events Survivors are no longer able to break the wall near the laser sight in the weaponshop West (small) gate event is made shorter and no longer happens in 2 steps North (big) gate event made shorter as well (and no longer has 2 stages) Allowing more than 1m customers penalty changed from "waking up in the nightmare room" to a fluffy tank, gone with the "progress blocking" When wandering out the door too far, Andy's FF gunfire doesn't kill any longer: he misses and the story goes that the player is scared back inside the safe perimeter. "Nightmare" room is now open and containing items are accessible all the time Server room is now a bonus room for not letting 1m users in Door in reko bank now opens in both directions Map 4: Undead Center Touched up the some map details Added rescue room near forklift event. Map 5: New Dawn Fixed double ammo pile at police car on deck 2 pre finale tank in the food court is now possible (Cach no like) The Finale's overal horde / tank flow and structure is now more like the parish bridge finale with the following differences: Random tank on either deck 1 or 2 (in versus, tank placement is the same for each team) No more roof showdown with 2 tanks like in last version of the map. (the only roof tanks present now are the escape tanks so hurry up!) Fixed nav bug preventing bots from choosing a direct path to the rescue vehicle Some nav optimization as well Placed the chainsaw/M60 spawn earlier in the map so that it's more useful during the finale for players in expert mode. The former chainsaw/M60 spawn place now has a chance to spawn a throwable or pills Added an extra physics car on the roof to be throwable by the tank Changed the rescue bus' path a bit near the elevator because in the new finale conditions it had a chance to slam survivors in the wall

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