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[L4D2] Routing (Dynamic Paths)


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Eraa
Senior Member
Join Date: Mar 2010
Old 10-09-2010 , 07:45   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #261

Here every file I Create/Edit. Better to use on versus with more 8 player.

----------
DEAD CENTER MAPS :
----------
c1m1_hotel : untalented version modified
c1m3_mall : Major change in final room for the hard path only
Start : http://img338.**************/img338/3216/c1m3mall01.jpg
Event (Modified) : http://img96.**************/img96/3122/c1m3mall02.jpg & http://img168.**************/img168/5061/c1m3mall03.jpg
Final : http://img63.**************/img63/664/c1m3mall04.jpg - http://img267.**************/img267/5521/c1m3mall05.jpg - http://img411.**************/img411/6800/c1m3mall06.jpg
----------
THE DARK CARNIVAL MAPS :
----------
c2m1_highway : hard path modified. #1 #2
c2m2_fairgrounds : untalented version modified
c2m3_coaster : untalented version modified
c2m4_barns : untalented version modified
----------
SWAMP MAPS :
----------
c3m1_plankcountry hard to take screen many additions :
After the river : #1
Final Zone : #1 #2 #3 #4
c3m2_swamp :
before the event : #1 #2
After the aircraft and middle map : #1 #2 #3
c3m3_shantytown : a little modif
Befor the event : #1
Stop direct acces to saferoom : #1
c3m4_plantation : elevate the park hedge #1 #2 #3
----------
THE HARD RAIN MAPS :
----------
All map have being modified. Some good idea taken from untalented version. On c4m3 i have add fence on elevator like c6m3, that prevent spitter ganking for the survivor.
c4m1_milltown_a : #1 #2 #3 #4
c4m2_sugarmill_a : #1 #2 #3 #4 #5
c4m3_sugarmill_b : #1 #2 #3 #4
c4m4_milltown_b : #1 #2 #3 #4
----------
THE PARISH MAPS :
----------
c5m1_waterfront : untalented version modified
c5m2_park : I redid the hard and medium path of the maze. #1 #2 #3 #4 #5
c5m4_quarter : untalented version modified (only final fence)

Have fun !

Update:
Add all files + death aboard 2 on the ZIP with the weapons on start of each maps.
Attached Files
File Type: zip l4d2 routing without weapon on spawn.zip (34.0 KB, 991 views)
File Type: zip l4d2 routing with weapon on spawn.zip (46.8 KB, 1044 views)
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Last edited by Eraa; 10-20-2010 at 04:08.
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 10-09-2010 , 10:19   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #262

Quote:
Originally Posted by McFlurry View Post
Gnome Chompski in the new campaign intros.
finally. thx for this

nice work Eraa! will definitely try out your newest cfgs, btw what happend to the passing cfgs?
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ghosthunterfool
Senior Member
Join Date: Mar 2010
Old 10-09-2010 , 10:30   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #263

do some for the sacrifice and no mercy too XD
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Glide Loading
Member
Join Date: May 2010
Old 10-09-2010 , 12:00   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #264

Quote:
do some for the sacrifice and no mercy too XD
This code replaces a breakable door with unbreakable.

Last edited by Glide Loading; 10-26-2011 at 09:45.
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Cthulhu
Member
Join Date: Apr 2010
Old 10-09-2010 , 12:02   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #265

Quote:
l4d2 routing with weapon on spawn.zip (40.4 KB, 1 views)
l4d2 routing without weapon on spawn.zip (34.0 KB, 3 views)
What's the difference?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 10-09-2010 , 13:18   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #266

Quote:
Originally Posted by Cthulhu View Post
What's the difference?
lol, your joking? one is with wepoans and the other is not, as stated in the file name
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Cthulhu
Member
Join Date: Apr 2010
Old 10-09-2010 , 14:20   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #267

Quote:
Originally Posted by GanjaStar View Post
lol, your joking? one is with wepoans and the other is not, as stated in the file name
I mean, is one the default map's weapons + additional weapons and the other are just default weapons?
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GanjaStar
Senior Member
Join Date: Jun 2009
Old 10-09-2010 , 14:55   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #268

Quote:
Originally Posted by Cthulhu View Post
I mean, is one the default map's weapons + additional weapons and the other are just default weapons?
one is just map changes, other is also weapons, yes.
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iNFiNiTeX
Senior Member
Join Date: Dec 2009
Old 10-09-2010 , 15:52   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #269

Quote:
Originally Posted by GanjaStar View Post
one is just map changes, other is also weapons, yes.
GJ, you managed to provide no more info then the OP has.
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YoniZ[ZSC]
Member
Join Date: Jul 2010
Old 10-09-2010 , 16:21   Re: [L4D2] Routing (Dynamic Paths)
Reply With Quote #270

Quote:
Originally Posted by Eraa View Post
Here every file I Create/Edit. Better to use on versus with more 8 player.

----------
DEAD CENTER MAPS :
----------
c1m1_hotel : untalented version modified
c1m3_mall : Major change in final room for the hard path only
Start : http://img338.**************/img338/3216/c1m3mall01.jpg
Event (Modified) : http://img96.**************/img96/3122/c1m3mall02.jpg & http://img168.**************/img168/5061/c1m3mall03.jpg
Final : http://img63.**************/img63/664/c1m3mall04.jpg - http://img267.**************/img267/5521/c1m3mall05.jpg - http://img411.**************/img411/6800/c1m3mall06.jpg
----------
THE DARK CARNIVAL MAPS :
----------
c2m1_highway : hard path modified. #1 #2
c2m2_fairgrounds : untalented version modified
c2m3_coaster : untalented version modified
c2m4_barns : untalented version modified
----------
SWAMP MAPS :
----------
c3m1_plankcountry hard to take screen many additions :
After the river : #1
Final Zone : #1 #2 #3 #4
c3m2_swamp :
before the event : #1 #2
After the aircraft and middle map : #1 #2 #3
c3m3_shantytown : a little modif
Befor the event : #1
Stop direct acces to saferoom : #1
c3m4_plantation : elevate the park hedge #1 #2 #3
----------
THE HARD RAIN MAPS :
----------
All map have being modified. Some good idea taken from untalented version. On c4m3 i have add fence on elevator like c6m3, that prevent spitter ganking for the survivor.
c4m1_milltown_a : #1 #2 #3 #4
c4m2_sugarmill_a : #1 #2 #3 #4 #5
c4m3_sugarmill_b : #1 #2 #3 #4
c4m4_milltown_b : #1 #2 #3 #4
----------
THE PARISH MAPS :
----------
c5m1_waterfront : untalented version modified
c5m2_park : I redid the hard and medium path of the maze. #1 #2 #3 #4 #5
c5m4_quarter : untalented version modified (only final fence)

Have fun !
GJ tnx
can u add to all maps weapon at start? no only few.
YoniZ[ZSC] is offline
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