I originally thought I could do it in 12 hours or so, but I didn't realize it would take over 50 hours.
This map has been tested on Realism Expert difficulty (on a dedicated server, with 33ms ping and Dissolve Infected) and can be passed without any bot-enhancing plugins (including but not limited to Gear Transfer).
* The Realism Expert difficulty used for testing was slightly harder than vanilla(incap once will be Black & White, not twice).
Required:
* Sourcemod, Metamod and Stripper.
* No plugin or script removes saferoom door. Some code using OnFullyOpen of saferoom door to work(e.g. func_nav_blocker, remove invisible walls from TLS update and commentary.txt)
Installation:
* put the .cfg files into Left 4 Dead 2\left4dead2\addons\stripper\maps\
* put the .vpk files into Left 4 Dead 2\left4dead2\addons\
* put the .nav files into Left 4 Dead 2\update\maps\ , and you have to rename the files with the same name before you do it.、
* Reboot srcds.exe.
- Due to the number of entities being close to the limit allowed by the game engine, the client may have experienced a visual issue with key entities (such as ladders) not being visible in extremely rare cases when running on a dedicated server.
All decorative entities and even some manually added invisible walls have been removed to minimize the likelihood of this issue occurring. Adding new entities to the map increases the likelihood of the problem returning and can cause the game to crash (ED_alloc: no free edicts);
-- Potato Oriented Gaming
- Tank and Witch can now spawn in the second half of the escape route;
- Removed the stupid gas can't event and tank event.
c5m2
- Now no common will be spawned on the map until the generator is started;
- Spawn a magnum near the generator to make the map less difficult for Realism Expert.
- Adjusted navmesh to ensure common and special infected only come from the front during the generator event;
- Removing barricades no longer causes a ForcePanicEvent;
- Removing the red barricade on the left no longer generates a tank, but removing the egg barricade on the right still generates a tank and a boomer;
- Removed the police car and its associated panic event;
- Changed the entity type of all cars on the escape route to prop_physics to allow Tank to knock them out;
- Removed all decorative entities to minimize the possibility of a rare problem where the client doesn't display the model of all entities;
- Tweaked and expanded the bus station event, and expanded the escape route based on it
- The endless panic of the bus station only starts when the button to open the first gate is pressed;
- The opening of the gates has been greatly accelerated;
c5m3
- Thanks to two new invisible wall removal methods, some invisible walls from TLS update and commentary.txt have been removed, and the escape route has been expanded from them (including a remake of some escape route segments);
- The drill event is now moved to a different location;
- The drill event is now used to drill a hole in a wall instead of unlocking a security door (some Payday players may be upset about this xd);
- The drill will explode and damage nearby players after breaking through the wall;
- Removed the forklift event, as it was reported that the func_nav_blocker entities associated with it were not working, causing the forklift to get stuck by common and special infected.
-- Looks like this is a logic_auto related issue. Adding BlockNav related code to the saferoom door as OnFullyOpen should fix this, but I don't plan on fixing it and adding it back to c5m3.
- Removed EMPTY tag from some navmesh areas to allow the director to spawn common in those areas.
c5m4
- Thanks to two new invisible wall removal methods, some invisible walls from the TLS update and commentary.txt have been removed, and the escape route has been expanded from them (including a remake of some escape route segments);
- Removed the EMPTY tag from some navmesh areas to allow the director to spawn normally in those areas.
- Due to the number of entities being close to the limit allowed by the game engine, the client may have experienced a visual issue with key entities (such as ladders) not being visible in extremely rare cases when running on a dedicated server.
All added decorative entities have been removed and some entities on the escape route have been simplified to minimize the likelihood of this issue occurring. Adding new entities to the map increases the likelihood of this problem occurring again and can cause the game to crash (ED_alloc: no free edicts).