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L4D1 Campaigns on L4D2: Last Updated January 28, 2011

Started by Icy Inferno on 4:39pm 10/10/10. 2,017 views and 14 posts, 0 users reading, last post by intelbrah.

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Quickly threw together a port of the L4D1 versus maps. Currently there are no L4D2 items, no intro scenes, and no radio voices.

There is a project currently going that has all of the L4D1 maps imported with L4D2 item spawns added, but all of the maps are based on the L4D1 campaign maps, meaning many infected ladders are unmarked/nonexistent. (It's here, for those interested: http://www.l4d1onl4d2.com )

Being frustrated with that fact, I did this: https://sites.google.com/site/l4d1directport/campaigns

Currently no melee weapons or L4D2 weapons.

Update: Valve fixed addon campaigns with today's update. Maps should now work as intended.

Steam Group: http://steamcommunity.com/groups/l4d1versusports

Current Bugs (If it's not there anymore, it ain't broke no more):
-Lamps in Blood Harvest 5 Farm House are missing a texture.
-Finale distance points are all rewarded upon finale start, like they are in L4D1.
-Death Toll 3 Crescendo is neverending.
-Train car model is seemingly missing some pieces. About half of the model is completely transparent.

Current To Do List:
-Try to figure out how to implement intro scenes, and why my initial attempts haven't worked.
-Figure out how to implement talker scripts, and do so. Currently, the survivors do not respond to goings-on in the maps, and radios are silent but still functional as finale triggers.
-Either try to learn Hammer and add L4D2 features/items, add a plugin to give melee weapons in the saferoom/change some weapon spawns to L4D2 weapons, or decide to leave the campaigns without L4D2 features.

Changelog:
-January 28, 2011
* Finales are now worth 200 distance points, terminating when rescue is called. This is a workaround until finale distance scoring can be implemented. In the meantime it promotes an L4D1-style finale experience.

Edited 17 times, last edited 28/1/11 - 7:05pm.
Posted on Sunday, 10th October 2010
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Nice job, lets get some support for this. Would be cool to have a google site for custom maps and ports for competitive play because quite frankly, l4dmaps is terrible.
Posted on Sunday, 10th October 2010
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So after toiling away all day trying to figure out why the hell the campaign won't advance in versus mode, I found out that Valve seems to have broken it completely for addon campaigns. I tried to play Death Aboard in versus and saw the same behavior.

You finish map 1 and then the game thinks you've finished the entire campaign. The vote to replay menu pops up and it says that the higher-points team has won. What the hell, Valve?

"Fixed some addon content eclipsing game content even when not playing an addon campaign. This resolves several issues with missing or incorrect models, textures, and effects. This fix temporarily affects the ability to host custom campaigns on dedicated servers. We are working to restore that functionality as soon as possible." I think this is it.

So it won't work until Valve fixes custom campaigns, but in the process of trying to make it work, I found both how to put L4D1 survivors into a custom campaign, and the reason that tank spawns are borked on No Mercy.

Edited twice, last edited 11/10/10 - 1:34am.
Posted on Monday, 11th October 2010
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Lamps on Blood Harvest finale are missing textures.
edit: ugh.. was thinking of Heartless's old port of nm for some reason.. Aus timezones are bad ya'know.

Edited twice, last edited 11/10/10 - 12:21pm.
Posted on Monday, 11th October 2010
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Quote from Jekt on the 11th of October 2010:
Smashed train doors from a tank are missing textures on Subway of No Mercy.

I think you'd have to talk to Valve about that once since No Mercy isn't an addon campaign =P
Posted on Monday, 11th October 2010
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You are correct about the lamps. I'll have a look at some point and see if I can find what's missing, but for the moment I'm a tad unenthused after learning that custom campaigns don't work at all until Valve decides to re-enable them.
Posted on Monday, 11th October 2010
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Le bump. Valve fixed addon campaigns, I fixed a few of my own errors. Initial release is up. https://sites.google.com/site/l4d1directport/campaigns

Edited twice, last edited 15/10/10 - 6:46pm.
Posted on Friday, 15th October 2010
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Nioce.

Another problem is the way finale distance points are given, with all the points being given for just reaching the button. A common problem among custom campaigns.

I know the authors of Death Aboard and Dead City found solutions.

Edited once, 15/10/10 - 4:54pm.
Posted on Friday, 15th October 2010
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I have a feeling that may be part of the bsp/nav (which I have no experience editing,) but I really couldn't say. I'll have a look and see if I can't figure it out, or maybe try to get in contact with ilcannibal since he seems to be a generally helpful guy when it comes to custom mapping.

Edit: In the meantime I think it would be possible to change it to only give 200 points for hitting the button, like L4D1. Or something like that.

Edited once, 15/10/10 - 8:27pm.
Posted on Friday, 15th October 2010
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Fixed Death Toll missing map 5, and missing a nav for map 4 (error when compressing? not sure what caused this.)

Noted that DT3 church event does not end. Looking into a fix (population.txt? vscript?)
Posted on Saturday, 16th October 2010
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Currently working on: adding item spawns to Dead Air and fixing Dead Air finale scoring.

Next up: Fix Death Toll 3 crescendo/add item spawns to Death Toll/fixing Death Toll finale scoring.

Finally: BH item spawns/finale scoring.

Thanks go out to Blade for his work in Hammer.
Posted on Sunday, 17th October 2010
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Keep it up Icy, Blood harvest was fun and needs to be standard rotation once all of it is fixed.
Posted on Tuesday, 19th October 2010
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Been seeing some renewed interest in this, rolled out a small update today to make finale scoring work like it does in L4D1 (200 points on rescue call, rest from health bonus) and let everyone know that I'm still interested in this project.

That said, I still need someone with Hammer experience to help me figure out how to trigger the DT3 end safe room door to open, as well as add some suggested L4D2 features (listed below.)

Currently suggested features include:
*Make finale scoring L4D2 style instead of L4D1
*Add in limited melee weapons to the maps (popular opinion seems to be that one melee for the HR would fit the style of these maps, I'm undecided myself.)
*Possibly add bile bombs if anyone has an argument for these to join in on the fun.
*Add in L4D2 weapons
--Possible implementations:
*Valve style random spawn upon map load based on the type of weapon spawn.
*L4D1 weapons in safe rooms, L4D2 weapons at T2 spawns (my favorite option)
*L4D2 weapons only (I feel this one dulls the experience of playing L4D1 in L4D2)

Edited once, 28/1/11 - 7:08pm.
Posted on Friday, 28th January 2011
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*L4D1 weapons in safe rooms, L4D2 weapons at T2 spawns (my favorite option)
The best option IMO.

*Possibly add bile bombs if anyone has an argument for these to join in on the fun.
Seeing how in l4d1, events can have people just sit in a room instead of actually pushing through the horde but with the new SI that seems like the strategy isn't going to work too well anymore, so a single bile bomb per map would be fine imo.
Posted on Saturday, 29th January 2011
 

L4D1 Campaigns on L4D2: Last Updated January 28, 2011