Merry Christmas !
Here is my 3rd campaign. built from the vmfs of Black Widow Game's They Hunger: Lost Souls (06-08 build) It was a cancelled zombie game made for the Source Engine.
This was made in about a month or so, not having to build everything from scratch really help, if you're trying to learn how to use hammer.
I retain most of the original map geometry, but they are not in any particular order, and most of the prop and texture are replaced with the one from L4D2.
Like the previous campaigns, the bots can't navigate by themselves (for the most part), most event requires human player to be able to proceed.
[h1]Features:[/h1]
[b]Talker script:[/b] I've learned to make use of the talker script, though it doesnt make a real story or long conversation, mostly used around the panic event and such.
[b]Custom melee weapon:[/b] The campaign feature a torch as a melee weapon, igniting any zombie it hit. Deal hefty FF damage.
[b]The Bell:[/b] Each map minus the finale has a bell that will summon a horde when rung. It can be used by the infected and has a cooldown of 2 minutes.
[h1]Stats:[/h1]
Difficulty rating: HARD - Increased SI count to 5 and make them more aggressive with the director script.
Average COOP playtime: 40 minutes (no restart).
Has basic support for Versus, but untested. Please report any bug you find
Map name in the console: lost_map1, lost_map2, lost_map3, lost_map4
[h1]Optional addon to lower difficulty:[/h1]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3122508359][img]https://steamuserimages-a.akamaihd.net/ugc/2260308645813054340/EE6FCF01F611EF3D7511EC85C0551541728B5F64/?imw=200&imh=200&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true[/img][/url]
[h1]Map 1: The Lost[/h1]
The survivors has washed up the shore of an unknown island's beach. saferoom is located inside a monastery/church building.
[h1]Map 2: The Mist[/h1]
Traverse the misty cliffside over a drawbridge, featuring a scavenge leading to a panic event, saferoom is within the end of the cliffside building.
[h1]Map 3: The Damned[/h1]
The survivors has now reached the inner area of the village's graveyard, bewary of Mr Hector in the morgue and proceed toward the church to meet the crazy man who may or maynot let them into the saferoom.
[h1]Map 4: The End (Holdout Finale)[/h1]
Make contact with the military for rescue using communication device in the radio tower. The finale format has a few random variants, with random panicwave/tank counts.
[h2]Credit:[/h2]
Valve - Some building/structures, bell model/textures, sound samples
Black Widow Games - Base geometry
Venturion - Bloodborne's SFM Torch model
Mr. Who+JasperCarmack - Skybox texture
L2R - Torch sounds
ChimiChamo - Scripts
Henrietta - Playtest
7EMPEST - Mapping, scripts, SFX, VFX
[h2]v1.5b:[/h2]
Compression and removing redundancies (265mb -> 181mb)
Reworked music
Fixed torch sound being too loud
Various diff tweaks
Shorten finale average holdout time
[h2]v1.5:[/h2]
- Fuck it we ball: torch can now stun tank and specials
Map 3:
- Fixed pond rocks collision
- Added glasses to the graveyard truck
- Changed lighting
Map 4:
- Reduced ambient light's saturation
- Fixed janky nav at the restaurant's patio
- Adjusted water fog (more visibility underwater)