xxPro Mod 4.4.2

October 15, 2015, 01:32:47 pm by Jacob
Views: 1909 | Comments: 34

Pro Mod 4.4.2
Rolling out a quick update for RBT. The main purpose of this update is to fix the issue on Dead Center 3, however I included a few of our fixes from 4.5 just to sweeten up the update a bit. You can expect the 4.5 release in early December. Please be sure to give us any feedback / suggestions here. Our plate is already pretty full for 4.5 but we keep a list of all suggestions, and you may see your idea in a future version of Pro Mod. Also wanted to briefly give a shoutout to another new dev we picked up, Darkid. He's done more work in the couple weeks he has been on the team than I could possibly expect!

- Fixed some unbreakable doors becoming breakable on round start.
- Fixed fire, again. (Molotovs have not been re-added yet)
- Fixed a way that infected were still able to skip their death cams.
- Fixed all survivors being warped when only one attempted to leave saferoom during readyup.
- Fixed !cast. Please ensure that when using sm_add_caster_id (such as in confogl_personalize.cfg), you always use STEAM_1 ids rather than STEAM_0.
- Usage of !cast: If a user has been added as a caster, they can type !cast (sm_cast) to self-register. Admins can type !caster <username> (sm_caster <username>) to explicitly add someone.
- Casters now have access to sv_cheats commands, such as fog_enable, mat_fullbright, or mat_postprocess_enable. Cheat cvars will be reset upon joining a team.

Download: Pro Mod 4.4.2

Developers: Jacob, NF, Darkid, High Cookie, Manu, Visor (Redtown)
Inactive Developers: epilimic, Stabby, CircleSquared
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik

xxPro Mod 4.4.1

September 18, 2015, 10:12:40 pm by Jacob
Views: 1165 | Comments: 6

Pro Mod 4.4.1

Anyways you are now safe to update. Expect 4.5 in early December with some big quality of life improvements! I assure you that your jockey experience will be improved on both the infected and survivor side this winter.

- Fixed some instances of survivors dropping their weapons when punched by tank on high tick rate servers.
- Removed molotovs since tanks are still being lit. I will re-add them when I am certain they are working.
- Enabled upgraded weapons in some start saferooms. (c1m4, c2m3, c3m4, c4m2, c5m1, c5m5)
- Lowered boomer horde call per survivor from 18 to 13. Max is still 30 (AKA Boomer Horde scale changed from: 18/30/30/30 to 13/26/30/30)

Download: Pro Mod 4.4.1

Developers : Jacob, NF, Dr Horrible, High Cookie, Manu, epilimic (Inactive), Stabby (Inactive), CircleSquared (Inactive), Visor (Redtown)
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik

xxPro Mod 4.4

September 06, 2015, 10:55:29 pm by Jacob
Views: 5069 | Comments: 78

Pro Mod 4.4
It's been a while, so let's hope this is up to our (low) standards! With the addition of High Cookie and Manu to the development team, I expect us to be back on track to 1 major update every 3 months. As always, if you find any bugs in this update or have suggestions for improvements, please let me know in this thread.

- Players are no longer able to skip their death cam as infected to manipulate their spawn time and sac order. (Pro Mod and Reflux only)
- Spawn timers reduced by 2 seconds in Pro Mod and Reflux.
- Removed custom bonesaw effects. (I got more complaints about them than expected, contact me if you wanna talk about it)
- Doors and breakable props can no longer be broken during readyup.
- Updated readyup so that only the survivor who attempts to leave saferoom will be warped back, rather than the whole team.
- Fixed melee weapons not being limited to 0 in Reflux.
- Common infected will no longer fight each other.
- Removed "Found x in x team. Moved him back to spec team." print.
- Removed "<TankPunchStuck> Found x stuck after a punch. Warped him to a valid position" print.
- Survivors will no longer have a forced delay between melee swings after being punched.
- Survivors will now be forced to pull out their primary weapon (if they have ammo available) when punched by tank.
- Survivors will no longer "slide" if they are stumbled while in a get-up animation. Boomers are an exception and will still push survivors.
- Potentially fixed Swamp Fever finale bugging out for the 2nd team if the 1st team wipes before starting the finale.
- Fixed Autocommunicator getting stuck on "Spit on this!"
- Fixed a bug where infected wouldn't be extinguished when lit on fire.
- By default, all saferooms will now have the unsilenced uzi and pump shotgun. We will be enabling the upgraded weapons based on map balance going into the future.

Download: Pro Mod 4.4

Developers : Jacob, NF, Dr Horrible, High Cookie, Manu, epilimic (Inactive), Stabby (Inactive), CircleSquared (Inactive), Visor (Redtown)
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik

xxAnnouncing RBT #3

August 21, 2015, 03:39:28 pm by Rails
Views: 5303 | Comments: 27


(or Really Bad if you Still Don't Like Us!)

hosted by Rails Barlow, an entire sleeve of fig newtons, and ZerOxShadows. Our official anti-bullshit consultant is ZenDigital.

Sponsored by World 4 Dead!

SIGN UP --------> HERE!!


The Basics:

1. This is a Six Round Swiss Style tournament, which will then proceed to a finals bracket of the top 8 teams to determine the champion (similar to the Really Big Summer ProMod Tournament and the WatchL4D.com Spring ProMod Tournament).

2. This server format for the tournament shall be North American based with server considerations for international teams for the Swiss portion of the tournament; FOR THE ELIMINATION STAGES, HOME AND AWAY SERVERS WILL BE USED FOR INTERNATIONAL MATCHES. Server considerations for international teams for the Swiss portion are defined as such: all games where a European team plays a North American team MUST be played on a New York server. All games where an Asian team plays a North American team must be played on a California server. All games where a South American team plays against a North American team MUST be played on a Dallas server UNLESS the South American team prefers a different North American server.

3. This tournament will use The Latest Version of Promod with a match by match option for both teams to play Reflux if they so choose. If both teams choose to do so, they can play their match on Reflux instead of ProMod; both teams must agree to play Reflux, if one team still wants to play ProMod then the match MUST be played on ProMod.

4. Team Signups will be in THIS thread, in order to keep organization simple. Please designate your team captain, and provide profile links and SteamID information for each player on your roster.

5. Teams have a limit of six players.

6. Team Signups close on Thursday, September 10th, 2015 at 11:59 PM PDT (Pacific Daylight Time)

7. The tournament goes live on Sunday, September 13th, 2015.

8. A round announcement for pairings, scheduling, and result posting (via screenshot) will be supplied for each round, as it was in Another Swiss Tournament and RBWT.


The map pool for the tournament is as follows:

Qualification Stages:
Round 1: The Parish
Round 2: Dead Air
Round 3: Swamp Fever
Round 4: Hard Rain: Downpour
Round 5: Dead Center
Round 6: Dark Carnival

8-Team Finals Bracket:
Finals 1: Diescraper Redux
Finals 2: The Parish
Finals 3: Hard Rain

If you have any questions, comments, or concerns, please feel free to post a reply and/or contact one of our admins.


REMINDER: Please do NOT post your team rosters on this announcement thread; the registration thread is linked in number four on this post.

xxPro Mod 4.3.1

May 15, 2015, 01:04:12 am by Jacob
Views: 6768 | Comments: 57

Pro Mod 4.3.1
This was gunna come out next week but since there were some things that really needed to be fixed in Pro Mod and Reflux, I figured it'd be best to release it earlier. Sorry to everyone for the release so soon after the last. It's been a while, I'm rusty! Give a big thanks to NF and Estoopi, all these map changes are their work. You can check out the 4.3 changelog here if you haven't already.

- Fixed some instances where tanks could be lit on fire.
- Fixed a bug where you would pull your melee out slower when switching from your primary weapon.
- Fixed chrome shotgun spread not being properly adjusted to 3.5

- Fixed spitters spawning in Reflux.
- Fixed hunter limit not being set to 2 in Reflux.
- Fixed shotguns not being limited to 3 in Reflux.

Map Changes:
Dead Center 1:
- You will no longer be pushed by the fire on the bottom floor.
- Removed dressers blocking the window deathcharge at the beginning of the map.
- Fixed a prop being nonsolid near the end of the map.
Dark Carnival 2:
- Blocked an out of bounds spot near the warehouse.
- Repositioned hittable forklift at the start to be in a less awkward position.
- Removed 2 green trash cans near forklift.
- Revamped bush props on elevated area near the start. They should now go around the entire perimeter, take up less space, and will no longer block the infected ladders.
- Added a way Special Infected can get onto the building in the corner near the warehouse.
Dark Carnival 3:
- Fixed pill cabinet having more than 2 pills.
- Blocked an exploit where you could stand on a small corner in the one way drop hole to avoid falling down.
- Blocked a stuck spot near the event button building at the end of the map.
- Blocked an exploit to skip the coaster ramp drop choke.
Dark Carnival 4:
- Blocked a stuck spot under an awning on the barn rooftop.
Swamp Fever 1:
- Blocked a stuck spot next to the white tank next to the gas station at the start.
- Blocked Survivors from getting punched onto the above white tank.
Hard Rain 1:
- Fixed Survivors being able to be punched onto the bushes near the end.
- Blocked a god spot on an edge of the Burger Tank sign.
- Made alarm car spawning logic match campaign mode.
Hard Rain 2 & 3:
- Removed Valve clips in the ramp drop building that would prevent you from jumping in certain areas. Replaced with remade clips of the correct sizes.
- Fixed getting stuck between an angled pipe on the ground and a walkway above near the ramp drop. Added a small prop as a visual indicator.
Hard Rain 4:
- Fixed Survivors being able to be punched onto the bushes near the beginning.
- Fixed items sometimes spawni!mng in the map 5 Burger Tank area.
- Removed a prop accidentally left in.
- Made alarm car spawning logic match campaign mode.
Hard Rain 5:
- Blocked a god spot on an edge of the Burger Tank sign.
The Parish 1:
- Blocked a stuck spot on a roof near the alley choke.
- Blocked a stuck spot on a roof near the end saferoom.
- Added a path to a tall awning in the right alley at the start.
- Fixed Survivors getting punched over a wall and out of bounds near the start.
The Parish 2:
- Blocked a stuck spot on a roof near the beginning.
- Removed a melee weapon that could spawn out of bounds near the start.
The Parish 3:
- Fixed a stuck spot next to the bridge semi truck.
- Readded fire on the burning car at the end of the bridge.
- Removed two pill spawns that could spawn very far off the main path in the graveyard.
- Removed pill spawns right next to the end saferoom.
The Parish 4:
- Fixed a plant prop in the event area having ice-like attributes when walking on it.
Death Toll 5:
- Fixed Hunters being unable to pounce in the water.
- Added a rock next to the dock to nerf camping there.
- You will now start with a Chrome Shotgun and Silenced SMG.
Dead Air 3:
- Added some minor detail props on the ramp at the start.
Dead Air 4:
- Removed the second event triggered by walking through the metal detector.
- Added a few props to the final stretch to compensate for difficulty change.
- Removed all doors from the map.
- Removed some annoying trash can debris props.
- Allowed Tank to spawn at any point in the map.
- Blocked a stuck spot in the collapsed ceiling at the start.
Cold Stream 1:
- Removed ash particle effects.
- Removed slowdown on log.
- The bunker door now opens 400% faster.
- Banned Tanks from spawning after the one way drop from the cabin.
Cold Stream 2
- Removed ash particle effects.
- Removed static Tank.
- Tanks can now spawn anywhere in the map.
- Tank will now lose rage in the saferoom.
- Removed the event (shooting the exploding barrels will still trigger a horde).
- Reduced the intensity of the bright sun particle effect at the beginning.
Cold Stream 3:
- Blocked death charges off the ladder choke at the start.
- Tweaked ladder choke in a similar manner to Parish 3.
- Blocked 6 stuck spots in tree clusters at the start.
- Nerfed death charges after the exploding tanker event.
- Banned Tanks spawning after the exploding tanker event until Survivors reach the water below.
- Added a path onto end saferoom roof for SI.
- Added a way out of a stuck spot near the end.
Cold Stream 4:
- Now plays like a normal map:
- Finale horde removed.
- Removed static 4 pills on the boat near the waterfall drop, as they are no longer necessary.
- Removed ash particle effects.
- Added a bush spawn outside the exit to the first building.
- Removed hittable log near the end of the river.
- Nerfed ladder choke leading to helicopter by adding boxes to see above the ladder.
Haunted Forest 1:
- Removed rock cluster in the right path where the path splits.  This was originally added in CCT1, but this will reduce 1 choke point from the map.
Haunted Forest 2:
- Added additional piping near the ladder choke in the beginning of the map.  The ladder is now nerfed comparable to the sewer choke on Parish 3.
- Added wooden boards leading to the mountain top above the broken SI ladder just before the alarm car area.  This should add more spawn capabilities and may lead to interesting rock tanks.  Note: The props added here are not enjoyable to walk on, but they're something.
- Removed all hittables from the map except for the alarm car.
Haunted Forest 3:
- Reduced Map Distance Score from 700 to 600
- A burst of horde no longer spawns with the piano tank
- Promod tank is forced to spawn after the 65% mark as to reward teams who kill the piano tank
Haunted Forest 4:
- No more early Promod tanks will spawn
- All brown shotguns and unsilenced uzis are replaced with chrome shotguns and silenced uzis
- The pile of rocks near the railings that enables deathpulls over the railings has been removed.
Dead Before Dawn 1:
- Survivors no longer spawn in the air in the beginning safe room
- Made many hittables non-hittable.
- Infected can now spawn behind the various hedges in the map
- The crazy driver in the beginning will no longer appear (the guy who hit Xbyes tank with his car)
Dead Before Dawn 2:
- Infected can now scratch through the doors throughout the map (allowing for more diverse tank spawns)
- Infected can now scratch through the delivery truck backdoor near the event.
- Survivors now bypass the crank-scavenge event. All areas that were accessible for the crank-scavenge are still accessible.
Dead Before Dawn 3:
- The gun shop is now accessible without a keycard
- The god room no longer insta-kills infected when they enter it
Dead Before Dawn 4:
- The forklift event no longer runs infinitely
- Infected ghosts no longer fall through the floor on the second floor of the mall near the gun shop
- The red propane tank near the end is already in place and ready to be blown, skipping the propane-scavenge portion of the map.
Dead Before Dawn 5:
- There will now always be an early tank again
- Fixed an issue where the second tank would not spawn
- Added more exploit blockers
Carried Off 2:
- Removed shelf prop in the warehouse that was blocking an infected ladder
Detour Ahead 2:
- Made 3 hittable cars, not hittable in the main road before the event
Detour Ahead 4:
- Significantly nerfed the train ladder choke
Detour Ahead 5:
- Reduced Map Distance from 700 to 600 (Vanilla map distance is 800)

Download: Pro Mod 4.3.1

Developers : Jacob, NF, Dr Horrible, epilimic (Inactive), Stabby (Inactive), CircleSquared (Inactive), Visor (Redtown)
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik

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