Author Topic: Hard Rain: Downpour (UPDATE)  (Read 17413 times)

Zeon

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Hard Rain: Downpour (UPDATE)
« on: April 13, 2014, 11:05:27 pm »
   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




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.
« Last Edit: April 24, 2016, 10:26:17 pm by NF »

SiDEWAYSBOX

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Re: Hard Rain Downpour *BETA Testing*
« Reply #1 on: April 13, 2014, 11:28:35 pm »
What does the "✕'s" mean?

Kissme

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Re: Hard Rain Downpour *BETA Testing*
« Reply #2 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.

thorazine

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Re: Hard Rain Downpour *BETA Testing*
« Reply #3 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..

Alona

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Re: Hard Rain Downpour *BETA Testing*
« Reply #4 on: April 14, 2014, 09:02:59 am »
Goodstuff. was fun to playthrogh

NF

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Re: Hard Rain Downpour *BETA Testing*
« Reply #5 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

Dyl Dough

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Re: Hard Rain Downpour *BETA Testing*
« Reply #6 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!

Riven

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Re: Hard Rain Downpour *BETA Testing*
« Reply #7 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!

Blade

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Re: Hard Rain Downpour *BETA Testing*
« Reply #8 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.


Blakee

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Re: Hard Rain Downpour *BETA Testing*
« Reply #9 on: April 16, 2014, 11:11:24 pm »
gonna check this out when i get home tomorrow, i'm really excited.

Zeon

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Re: Hard Rain Downpour *BETA Testing*
« Reply #10 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.

sygnus

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Re: Hard Rain Downpour *BETA Testing*
« Reply #11 on: April 25, 2014, 04:16:33 am »
zeon dodges every scrim to put his heart and soul into this map
+ rep

fig newtons

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Re: Hard Rain Downpour *BETA Testing*
« Reply #12 on: April 29, 2014, 05:16:06 pm »
Did this get added to any servers yet? Anyone want to 2v2 on downpour1?  8)

Kissme

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Re: Hard Rain Downpour *BETA Testing*
« Reply #13 on: April 29, 2014, 05:48:50 pm »
Release Date: June 2014

O.O

NF

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Re: Hard Rain Downpour *BETA Testing*
« Reply #14 on: April 29, 2014, 06:11:00 pm »
Map 1, 4, and 5 will be done in a couple hours.

 

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