L4DNation

Competitive => Custom Campaigns & Mapping => Topic started by: Zeon on April 13, 2014, 11:05:27 pm

Title: Hard Rain: Downpour (UPDATE)
Post by: Zeon on April 13, 2014, 11:05:27 pm
(http://i.imgur.com/aVbXnWC.png)   Hard Rain Downpour
Come Hell and High Water

CHAPTERS:
  •     Chapter 1: Milltown
  •     Chapter 2: Sugarmill
  •     Chapter 3: Sugarmill return
  •     Chapter 4: Milltown return
  •     Chapter 5: Milltown escape
(http://www.gamemaps.com/embed/image/12237) (http://gamemaps.com/details/12237)

(http://i.imgur.com/02iTGdz.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=34BFHGH4TLJ82)

Credits:
NF for co-designing.
Femputer for helping me make the poster.
komaokc for his skybox.
bunny for making custom models.
Dangerous Person & Rectus for technical support.
Eranthis for infected skins.


Report any bugs with screenshots.
Suggestions are welcomed for the maps.


Changelog:

April 24th Update:
Code: [Select]
- Maps 1, 4, and 5:

- Optimized many areas significantly for better fps
- Potentially fixed crashing on map 1 -- please report if you still crash
- Added more detail and polish across the entire map
- Redesigned many house interiors
- Redesigned a few other areas around the map
- Increased the amount of dry land to walk on
- Saferoom weapons are no longer single pickup
- Changed the time of day to the evening; map should also be a bit brighter
- You can no longer get on top of the shelves in the Save 4 Less store
- Increased the amount of space in the saferoom on map 1
- Made the left warehouse beside Burger Tank a bit more open and added weapon spawns to make it a more enticing route
- Made it a bit easier to get a death charge into the river at the start
- Removed wooden dock at the start
- Added some higher quality and updated models from CS:GO
- You can now Charge/Jockey/Pull people over the concrete wall one-way-drop towards Burger Tank
- Fixed the troll ladder on the silver trailer being hard to climb
- Fixed players sometimes getting stuck on infected ladders while climbing to rooftops
- Fixed an exploit where you could jump from the second story balcony of the tall house and skip part of the map
- Reduced infected ladder spam; tweaked placement of infected ladders into more strategic positions
- Removed infected ladder leading to map 1 end saferoom / map 4 opening saferoom rooftop
- Added more ammo piles and item spawns
- Health items are less likely to spawn very far off the main path
- Tweaked locations of hittable cars
- Improved clipping and collision across the map
- Fixed being unable to shoot out of the window in map 1 end saferoom / map 4 beginning saferoom
- Small sign in front of Burger Tank now lights up upon activating finale
- Map 4 Versus distance points reduced from 500 to 400
- Added an alarm car choke near the end of map 1 / beginning of map 4

- Maps 2 and 3

- You can now go directly into the sugarmill building in front of map 2 saferoom, instead of taking the alternate longer route to the right
- Reduced infected ladder spam; tweaked placement of infected ladders into more strategic positions
- Removed infected ladder leading to map 2 beginning saferoom / map 3 end saferoom rooftop
- Added more ammo piles around the map
- Optimized many areas for better fps
- You will now start with Chrome Shotguns / Silenced SMGs
- Increased the amount of dry land to walk on
- Reduced foliage across the map
- Fixed items spawning in the map 3 area in map 2
- Added more melee weapon spawns around the map
- Set some doors to default to the closed position to nerf easy infected room spawns
- You can now Jockey/Charge/Pull people out of the second story office window (map 3)
- Fixed some windows being invisible from behind
- Added a bush to spawn behind outside map 2 saferoom
- Removed some pill spawns very far off the main path (map 3 only)
- Fixed a grenade launcher spawning in an unreachable area
- (Map 5) Reduced distance points you gain in the area leading up to the finale from 20% of map distance to 10%


September 6 update:
Code: [Select]
- Removed useless clips and improved clipping on stairs. (Map 1, 2, 3, 4, 5)
- Improved the stair cases after the double ladder drop to be able to stand on the railing without sliding off. (Map 3)
- Raised the yard sale house and the displacements around it so it's no longer flooded. (Map 1 and 4)
- Widen the path next to the yard sale house. (Map 1 and 4)
- Replaced the roof covering the truck at the yard sale house for a tarp. (Map 1 and 4)
- Made some cosmetic changes. (Map 1, 4 and 5)
- Fixed missing textures. (Map 2 and 3)
- Fixed sugarcane texture having weird lighting. (Map 2 and 3)
- Infected can now get behind the workshop cabin at the holdout house. (Map 1 and 4)
- Fixed a very bright reflection caused by a cubemap.  (Map 4)
- Fixed wandering commons and horde spawning above map 4 start saferoom. (Map 1 and 4)
- Added and modified the canopy supports at burger tank. (Map 1 and 5)
- Changed burger tank building appearance. (Map 1 and 5)
- Replaced the bus in front of the storage building for a trailer. (Map 1 and 5)
- Improved rescue vehicle (boat) lighting. (Map 5)
- Added new survivor skins.
- Removed a block bullet brush to allow bullets to pierce the window at the starting saferoom of map 4.
- When starting the rescue event on map 5, the burger tank sign (not the beacon) will lit up.
- When the rescue vehicle is arriving in map 5, the light at the dock will lit up.
- Changed the vehicle blocking the street before getting to end saferoom of map 1. (Map 1 and 4)
- Removed the green gas cans at the saferoom in map 3.
Note: Promod now removes pill spawns outside the play area of map 2 and bans flow tanks on map 5.


August 31 update:
Code: [Select]
- Fixed missing dialogue.
- Fixed a floating tree in sugarmill and milltown maps.
- Fixed nav flow breaking after loading in a new round in map 3.
- Fixed broken SI ladders in sugarmill maps.
- Fixed a few missing textures.
- Improved nav in a few areas.
- Optimized many areas.
- Improved clipping in many areas.
- Made many cosmetic changes.
- Temporarly removed "survivor" custom skins for later changes.


August 30 update:
Code: [Select]
- Fixed a invisible prop blocking a path in map 5.
- Did a few cosmetic changes.
- Fixed paranormal supernatural activity happening on a door inside the generator building in map 3.
- Fixed AI getting at the porch's staircase near the ambulance.


August 28 update:
Code: [Select]
- Fixed missing items in map 3 and 5 (medkits, weapons, melees).
- Widen the broken fence next to map 5 saferoom (for all milltown maps).
- Fixed nav at the lift inside the elevator building.
- Finale now works will all gamemodes.
- Fixed metal table after sugar mill office building being non-solid.
- Added custom skins for Coach, Rochelle, Ellis & the Witch.
- Fixed uncommon common not appearing.


August 25 update:
Code: [Select]
- Fixed floating trees.
- Fixed floating lights
- Fixed many stuck spots.
- Fixed wierd skybox during storm.
- Fixed fog volumes for better lighting inside interiors.
- Fixed getting stuck randomly on map 4 after spawning.
- Added campaign features.
- Reduced file size by new render.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: SiDEWAYSBOX on April 13, 2014, 11:28:35 pm
What does the "✕'s" mean?
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Kissme on April 13, 2014, 11:35:00 pm
X marks the spot.  Come on SWiB-buddy :)

Honest response: It means they are not done yet.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: thorazine on April 13, 2014, 11:57:14 pm
I'm really amazed. Wasn't expecting to see a total revamp of HR 1 like this. Adds new chokes, paths, map feels longer but there is some familiarity to it that makes it feel natural. Great job..
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Alona on April 14, 2014, 09:02:59 am
Goodstuff. was fun to playthrogh
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: NF on April 14, 2014, 04:20:39 pm
bump for visibility

Great map, Zeon has worked very hard on it over the past couple months. Hope everyone gets to try it out and give feedback, there's a lot of potential for new strategies and interesting survivor/infected play across the map.

I also made a few areas myself, namely the Burger Tank new exterior, the store next to Burger Tank, the gas station, and some other places. So blame me if you don't like them. :P
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Dyl Dough on April 14, 2014, 04:29:25 pm
I wish I could look at it right now. I'll give you feedback in May! I promise Zeon!
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Riven on April 15, 2014, 12:34:41 pm
I was surprised this isn't getting more love. So I had to login to say this is some amazing work. Looking forward to the 4 remaining maps!
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Blade on April 15, 2014, 03:06:51 pm
Played through map 1, awesome stuff. The house before the final stretch was really neat and made it feel completely different from the old HR.

Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Blakee on April 16, 2014, 11:11:24 pm
gonna check this out when i get home tomorrow, i'm really excited.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Zeon on April 25, 2014, 12:43:41 am
Sorry been very busy, will try to get a update soon, will be modifying first post for the changes of new update.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: sygnus on April 25, 2014, 04:16:33 am
zeon dodges every scrim to put his heart and soul into this map
+ rep
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: fig newtons on April 29, 2014, 05:16:06 pm
Did this get added to any servers yet? Anyone want to 2v2 on downpour1?  8)
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Kissme on April 29, 2014, 05:48:50 pm
Release Date: June 2014

O.O
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: NF on April 29, 2014, 06:11:00 pm
Map 1, 4, and 5 will be done in a couple hours.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Jacob on April 29, 2014, 06:15:34 pm
sick
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: ZenDigital on April 29, 2014, 08:59:42 pm
They will be on all StickUpKidz and PuppyPalace servers shortly.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: Zeon on May 01, 2014, 05:24:40 am
Campaign updated, check changelog for information.
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: NF on July 15, 2014, 06:08:36 am
Map is pretty close to being done. :) Finishing up a brand new area in the next couple days, then it's on to nav + misc stuff. After that, expect an official announcement of another new campaign!
Title: Re: Hard Rain Downpour *BETA Testing*
Post by: terrible on July 24, 2014, 09:25:00 am
This looks very good.  Caught Kissme's stream of map 2 and the changes look impressive.  Looking forward to the release.  Hopefully soon.  Getting excited.  Keep up the good work Gents.
Title: Re: Hard Rain: Downpour
Post by: Zeon on July 28, 2014, 12:17:46 pm
I have uploaded map 2 to the download, If anyone has free time, beta test the navigation system and if you see a AI stuck or failed to climb a ladder take a screenshot and send it to me.
Title: Re: Hard Rain: Downpour
Post by: VinnioD on July 30, 2014, 07:50:17 am
Campaign looks really nice, just played it in campaign mode and I really liked the changes to map 1 and map 2. After loading into map 3 the server crashed (Hyper-V). I looked and saw that map 3 ain't ready yet, so I tried to load the campaign from map 4. But then I started at map 1 again.

Title: Re: Hard Rain: Downpour
Post by: Dena on July 30, 2014, 08:44:03 am
u gotta go back to lobby and force it from map 4. Just played a 1v1 with my Teammate. and i gotta say. Really Impressive Job Zeon+ Helpers. Really a amazing map.
Title: Re: Hard Rain: Downpour
Post by: Visor on July 30, 2014, 11:24:58 am
I think there's no need to limit T2s. It is better to keep the campaign universal for both comp and pub play. Confogl will convert T2 to T1 anyway, whereas pubs will feel the lack of T2s. Throwable density is fine though. And it's a great campaign otherwise.
Title: Re: Hard Rain: Downpour
Post by: atomicsheep on July 30, 2014, 05:23:35 pm
Really like this so far.

From a pub game perspective. The medkits on map 1 spawn in the centre building meaning that you rarely take the alternative 2 routes through the first choke purely because you would be leaving medkits behind if you did.

Title: Re: Hard Rain: Downpour
Post by: NF on July 30, 2014, 06:39:20 pm
Really like this so far.

From a pub game perspective. The medkits on map 1 spawn in the centre building meaning that you rarely take the alternative 2 routes through the first choke purely because you would be leaving medkits behind if you did.

Good point, sometimes it's easy to forget about vanilla when making these maps. They'll probably be moved onto the dock.

Also, weapon spawns are tier 1 only (except HR) on map 1 unless I'm mistaken. On map 2 onwards, all weapon spawns are random (tier 1 or tier 2).
Title: Re: Hard Rain: Downpour
Post by: Zeon on July 31, 2014, 01:40:02 pm
Thanks for the feedback guys, working as much as I can to finish it as quickly as possible.
Title: Re: Hard Rain: Downpour
Post by: Map 1 on August 02, 2014, 07:02:39 pm
The stock Hard Rain is probably the most boring campaign of the entire set of stock campaigns. This reboot is much better.

The only major revision I would suggest (though too late likely) is making map 3 take a different set of random paths to connect back to Milltown return. Perhaps the storm would allow credence to that.
Title: Re: Hard Rain: Downpour
Post by: NF on August 02, 2014, 07:37:33 pm
The stock Hard Rain is probably the most boring campaign of the entire set of stock campaigns. This reboot is much better.

The only major revision I would suggest (though too late likely) is making map 3 take a different set of random paths to connect back to Milltown return. Perhaps the storm would allow credence to that.

There will be a new path for map 3.  8)
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 02, 2014, 08:02:59 pm
You don't go back into the sugar field, you go right into the train station.
Title: Re: Hard Rain: Downpour
Post by: Kissme on August 02, 2014, 08:28:25 pm
...Way to spoil it Zeon ;-;
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 02, 2014, 08:40:58 pm
Why isn't it that obvious? XD That's why the wooden fence is there.
Title: Re: Hard Rain: Downpour
Post by: Jacob on August 02, 2014, 08:56:07 pm
You guys have an updated ETA on when map 3 will be done?
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 02, 2014, 11:22:46 pm
You guys have an updated ETA on when map 3 will be done?

Can't say for sure but the campaign should be ready to be played on versus in 1 week.
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 23, 2014, 07:30:26 pm
Uploaded new version of downpour, includes all maps and new changes.
Title: Re: Hard Rain: Downpour
Post by: Map 1 on August 23, 2014, 09:11:52 pm
Some feedback from a quick run through, so if im wrong about something, I probably missed it.

Overall

Much better than the vanilla Hard Rain, more detailed, harder, etc.

Noticeable things/suggestions

Map 3

1. I got one big ERROR sign at the top of the train track main building, with the missing content fix enabled along with only a couple smaller ones
2. One thing that bugged me about vanilla Hard Rain is the lack of crescendos, even simple ones
2A. I always felt going back on map 3, the elevator should've been the same crescendo from the bottom up, for a lack of realism, I always felt the elevator should've gone back up after map 2, only to be called back again in Map 3.
2B. In the case of Down Pour, I'd simply add a small crescendo to that garage door that brings you back on the vanilla map 3 path back, make the door slower, etc.

Map 4

1. I should've taken a screen of this, but anyway when I started on map 4, I was stuck inside the bottom part of the saferoom as if I were in the skybox and not inside the actual saferoom. I couldn't move and had to restart the map since I was in singleplayer. I'm sure if I could've gone idle in campaign, I may have gotten unstuck.

Map 5

1. Just a suggestion, allow the survivors to access the Save 4 Less roof but make it an instant kill if they get pulled off/charged, etc. Since the roof is seemingly higher off the ground than the Burger tank roof.
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 23, 2014, 09:38:07 pm
I updated the addon, fixed the model errors and dark 3dskybox for map 3.

Edit:

Map 3 is sort of long imo, I'll have to see how it goes and update on the future.
I still need to test campaign mode and add a few more campaign features.
Title: Re: Hard Rain: Downpour
Post by: Map 1 on August 25, 2014, 11:29:19 am
Newest version fixes the model errors but I still get the Map 4 saferoom problem being stuck in a skybox that's actually the inside saferoom to start map 4.

I tried closing the door on map 3 and putting my character at the top of the stairs for the following map. I still load stuck inside a skybox inside the saferoom.

http://cloud-4.steampowered.com/ugc/25088485555588629/660F6D19BCBCFF9D4E7C9C1355C5A0B9B0029978/ (http://cloud-4.steampowered.com/ugc/25088485555588629/660F6D19BCBCFF9D4E7C9C1355C5A0B9B0029978/)
Title: Re: Hard Rain: Downpour
Post by: NF on August 25, 2014, 11:54:33 am
I think I know why this happens, I'll talk to Zeon tomorrow about it
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 26, 2014, 01:12:33 am
Changelog:
August 25 update:
Code: [Select]
- Fixed floating trees.
- Fixed floating lights
- Fixed many stuck spots.
- Fixed wierd skybox during storm.
- Fixed fog volumes for better lighting inside interiors.
- Fixed getting stuck randomly on map 4 after spawning.
- Added campaign features.
- Reduced file size by new render.
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 28, 2014, 10:10:03 pm
August 28 update:
Code: [Select]
- Fixed missing items in map 3 and 5 (medkits, weapons, melees).
- Widen the broken fence next to map 5 saferoom (for all milltown maps).
- Fixed nav at the lift inside the elevator building.
- Finale now works will all gamemodes.
- Fixed metal table after sugar mill office building being non-solid.
- Added custom skins for Coach, Rochelle, Ellis & the Witch.
- Fixed uncommon common not appearing.
Title: Re: Hard Rain: Downpour
Post by: Corgi on August 29, 2014, 06:15:26 am
invisible wall? in dprm5
http://i.imgur.com/pn6LVoa.jpg (http://i.imgur.com/pn6LVoa.jpg)
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 30, 2014, 04:04:43 am
August 30 update:
Code: [Select]
- Fixed a invisible prop blocking a path in map 5.
- Did a few cosmetic changes.
- Fixed paranormal supernatural activity happening on a door inside the generator building in map 3.
- Fixed AI getting at the porch's staircase near the ambulance.
Title: Re: Hard Rain: Downpour
Post by: Ryan on August 30, 2014, 04:20:26 am
- Fixed paranormal supernatural activity happening on a door inside the generator building in map 3.
- Fixed AI getting at the porch's staircase near the ambulance.
  :D Ha, you actually used my exact description for the change log? :P
I guess I'm too used to always reading the actual technical descriptions of the problems. ;)
Thanks for looking into that for me! :)
Couldn't think of any other way to describe the behavior. ;)
Title: Re: Hard Rain: Downpour
Post by: Corgi on August 30, 2014, 10:18:31 am
Versus Map3 2nd round
i got this error

ERROR: FLOW IS BROKEN - DIRECTOR CANNOT POPULATE WORLD
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 30, 2014, 01:19:08 pm
Versus Map3 2nd round
i got this error

ERROR: FLOW IS BROKEN - DIRECTOR CANNOT POPULATE WORLD

Seems kind of random, can you replicate the error to appear again, same map same round?

Edit: Found problem will update soon.
Title: Re: Hard Rain: Downpour
Post by: Zeon on August 31, 2014, 04:52:59 pm
August 31 update:
Code: [Select]
- Fixed missing dialogue.
- Fixed a floating tree in sugarmill and milltown maps.
- Fixed nav flow breaking after loading in a new round in map 3.
- Fixed broken SI ladders in sugarmill maps.
- Fixed a few missing textures.
- Improved nav in a few areas.
- Optimized many areas.
- Improved clipping in many areas.
- Made many cosmetic changes.
- Temporarly removed "survivor" custom skins for later changes.
Title: Re: Hard Rain: Downpour
Post by: Map 1 on August 31, 2014, 05:26:58 pm
So far this has been a solid effort all around. I'd say its already better than the vanilla counterpart.

I look forward to reboots for Death Toll, Swamp Fever along with combining No Mercy and Dead Air as a reboot as one of Valve's old ideas during playtesting.

 ;D
Title: Re: Hard Rain: Downpour
Post by: Moscow on September 01, 2014, 08:55:41 pm
Played this for the first time yesterday and really liked it. Hopefully it ends up replacing the normal hard rain entirely for competitive play. There were a few issues though.

The SI ladder on the warehouse at the beginning of map 3 is intermittently broken. I think it might have to do with what angle you're facing when you reach the roof, but I didn't get much time to mess with it. Here's a video. (https://www.youtube.com/watch?v=W2rhgidVe98)

Also on map 3, there's a bit of broken fence that ends up looking like a ladder. I walked off the side, lost all of my bonus, and got laughed at. It was very sad. :( Doesn't help that there's an actual ladder on the other side of the platform that's a similar yellow/orange color. http://i.imgur.com/K3IgIkn.jpg (http://i.imgur.com/K3IgIkn.jpg)

Also this (https://www.youtube.com/watch?v=MuGoUm26xrA) and this (https://www.youtube.com/watch?v=Ly5eoFaNr8k), which should be self explanatory.
Title: Re: Hard Rain: Downpour
Post by: Zeon on September 01, 2014, 10:45:40 pm
I responded to your videos moscow, on youtube.
Title: Re: Hard Rain: Downpour
Post by: ProdigySim on September 01, 2014, 11:03:26 pm
Seems like the curve at the top of that ladder in the first video could be kind of annoying >.>
Title: Re: Hard Rain: Downpour
Post by: Zeon on September 01, 2014, 11:05:23 pm
Seems like the curve at the top of that ladder in the first video could be kind of annoying >.>

It's more annoying to hit huge brushes as survivor, could also affect infected, half of the ladders in downpour are like that because of the roof edges.
Title: Re: Hard Rain: Downpour
Post by: fig newtons on September 02, 2014, 03:29:43 pm
It's more annoying to hit huge brushes as survivor, could also affect infected, half of the ladders in downpour are like that because of the roof edges.
Agree that it's a much higher priority to eliminate the litter of "shit on the ground that you can get stuck on even though it doesn't look like you can get stuck on it" that plagues valve maps. We are comp players who will play this map hundreds if not thousands of times each. Once we've learned the map we're not going to forget that there is a ladder there.
Title: Re: Hard Rain: Downpour
Post by: Zeon on September 06, 2014, 03:49:17 am
September 6 update:
Code: [Select]
- Removed useless clips and improved clipping on stairs. (Map 1, 2, 3, 4, 5)
- Improved the stair cases after the double ladder drop to be able to stand on the railing without sliding off. (Map 3)
- Raised the yard sale house and the displacements around it so it's no longer flooded. (Map 1 and 4)
- Widen the path next to the yard sale house. (Map 1 and 4)
- Replaced the roof covering the truck at the yard sale house for a tarp. (Map 1 and 4)
- Made some cosmetic changes. (Map 1, 4 and 5)
- Fixed missing textures. (Map 2 and 3)
- Fixed sugarcane texture having weird lighting. (Map 2 and 3)
- Infected can now get behind the workshop cabin at the holdout house. (Map 1 and 4)
- Fixed a very bright reflection caused by a cubemap.  (Map 4)
- Fixed wandering commons and horde spawning above map 4 start saferoom. (Map 1 and 4)
- Added and modified the canopy supports at burger tank. (Map 1 and 5)
- Changed burger tank building appearance. (Map 1 and 5)
- Replaced the bus in front of the storage building for a trailer. (Map 1 and 5)
- Improved rescue vehicle (boat) lighting. (Map 5)
- Added new survivor skins.
- Removed a block bullet brush to allow bullets to pierce the window at the starting saferoom of map 4.
- When starting the rescue event on map 5, the burger tank sign (not the beacon) will lit up.
- When the rescue vehicle is arriving in map 5, the light at the dock will lit up.
- Changed the vehicle blocking the street before getting to end saferoom of map 1. (Map 1 and 4)
- Removed the green gas cans at the saferoom in map 3.
Note: Promod now removes pill spawns outside the play area of map 2 and bans flow tanks on map 5.
Title: Re: Hard Rain: Downpour (UPDATE)
Post by: NF on April 24, 2016, 10:27:40 pm
April 24th Update:
Code: [Select]
- Maps 1, 4, and 5:

- Optimized many areas significantly for better fps
- Potentially fixed crashing on map 1 -- please report if you still crash
- Added more detail and polish across the entire map
- Redesigned many house interiors
- Redesigned a few other areas around the map
- Increased the amount of dry land to walk on
- Saferoom weapons are no longer single pickup
- Changed the time of day to the evening; map should also be a bit brighter
- You can no longer get on top of the shelves in the Save 4 Less store
- Increased the amount of space in the saferoom on map 1
- Made the left warehouse beside Burger Tank a bit more open and added weapon spawns to make it a more enticing route
- Made it a bit easier to get a death charge into the river at the start
- Removed wooden dock at the start
- Added some higher quality and updated models from CS:GO
- You can now Charge/Jockey/Pull people over the concrete wall one-way-drop towards Burger Tank
- Fixed the troll ladder on the silver trailer being hard to climb
- Fixed players sometimes getting stuck on infected ladders while climbing to rooftops
- Fixed an exploit where you could jump from the second story balcony of the tall house and skip part of the map
- Reduced infected ladder spam; tweaked placement of infected ladders into more strategic positions
- Removed infected ladder leading to map 1 end saferoom / map 4 opening saferoom rooftop
- Added more ammo piles and item spawns
- Health items are less likely to spawn very far off the main path
- Tweaked locations of hittable cars
- Improved clipping and collision across the map
- Fixed being unable to shoot out of the window in map 1 end saferoom / map 4 beginning saferoom
- Small sign in front of Burger Tank now lights up upon activating finale
- Map 4 Versus distance points reduced from 500 to 400
- Added an alarm car choke near the end of map 1 / beginning of map 4

- Maps 2 and 3

- You can now go directly into the sugarmill building in front of map 2 saferoom, instead of taking the alternate longer route to the right
- Reduced infected ladder spam; tweaked placement of infected ladders into more strategic positions
- Removed infected ladder leading to map 2 beginning saferoom / map 3 end saferoom rooftop
- Added more ammo piles around the map
- Optimized many areas for better fps
- You will now start with Chrome Shotguns / Silenced SMGs
- Increased the amount of dry land to walk on
- Reduced foliage across the map
- Fixed items spawning in the map 3 area in map 2
- Added more melee weapon spawns around the map
- Set some doors to default to the closed position to nerf easy infected room spawns
- You can now Jockey/Charge/Pull people out of the second story office window (map 3)
- Fixed some windows being invisible from behind
- Added a bush to spawn behind outside map 2 saferoom
- Removed some pill spawns very far off the main path (map 3 only)
- Fixed a grenade launcher spawning in an unreachable area
- (Map 5) Reduced distance points you gain in the area leading up to the finale from 20% of map distance to 10%

This update was released for Kissme's Bleed Out Tournament, addressing most people's concerns with the map. Concerns with lack of ammo, crashing, spawns that were too easy, low FPS, etc, have been fixed. If you have any more ideas or bugs please let us know on Steam or here in this thread.

Special thanks to Volarium and Hot Mess players for beta testing several updates!

I've received some interest in donations on Steam. If you would like to throw us a tip for our work on Downpour, or on other things (Zeon's competitive addons and graphics design, my work on Promod including exploit and map fixes, props, Christmas lights, etc) then you can do so here! We greatly appreciate any donations! Any donations will go towards the creation of future campaigns and competitive remakes.

(http://i.imgur.com/02iTGdz.png) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=34BFHGH4TLJ82)


DOWNLOAD:

Gamemaps (http://www.gamemaps.com/details/12237)
Mediafire (http://www.mediafire.com/download/c6v335k1ea7xb35/downpour.zip)
Mega (https://mega.nz/#!jgE0DKzR!kuFTJHGvSx7wkSxfQwxUZ15y6hMRVWDXKj0IRVrvG10)

Workshop version not recommended.

Title: Re: Hard Rain: Downpour (UPDATE)
Post by: Kissme on April 24, 2016, 10:29:10 pm
Just a heads-up, this week in BOT is not Hard Rain: Downpour for anyone wondering or confused.

Just for anyone wondering.  HR:DP is another week ;)

Thank you NF and Zeon for your hard work on this map!
Title: Re: Hard Rain: Downpour (UPDATE)
Post by: NF on April 24, 2016, 10:33:57 pm
Oh shit, I didn't realize that. Hope nobody is confused. Maybe I shoulda waited until next week to post this rofl.

Thanks for hosting our map in the tournament Kissme.  :D
Title: Re: Hard Rain: Downpour (UPDATE)
Post by: Zeon on September 01, 2017, 01:25:19 pm
Hard Rain Downpour 2.0 & Hard Rain Comparisons
http://imgur.com/a/DfA0d (http://imgur.com/a/DfA0d)
Title: Re: Hard Rain: Downpour (UPDATE)
Post by: Kekkeri on September 02, 2017, 08:43:51 am
Really nice stuff ;)