Author Topic: Hard Rain: Downpour (UPDATE)  (Read 16674 times)

Zeon

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Re: Hard Rain: Downpour
« Reply #45 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.
« Last Edit: August 30, 2014, 07:39:19 pm by Zeon »

Zeon

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Re: Hard Rain: Downpour
« Reply #46 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.

Map 1

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Re: Hard Rain: Downpour
« Reply #47 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

Moscow

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Re: Hard Rain: Downpour
« Reply #48 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.

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

Also this and this, which should be self explanatory.

Zeon

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Re: Hard Rain: Downpour
« Reply #49 on: September 01, 2014, 10:45:40 pm »
I responded to your videos moscow, on youtube.
« Last Edit: September 01, 2014, 11:12:52 pm by Zeon »

ProdigySim

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Re: Hard Rain: Downpour
« Reply #50 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 >.>

Zeon

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Re: Hard Rain: Downpour
« Reply #51 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.

fig newtons

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Re: Hard Rain: Downpour
« Reply #52 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.

Zeon

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Re: Hard Rain: Downpour
« Reply #53 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.

NF

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Re: Hard Rain: Downpour (UPDATE)
« Reply #54 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.




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Kissme

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Re: Hard Rain: Downpour (UPDATE)
« Reply #55 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!

NF

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Re: Hard Rain: Downpour (UPDATE)
« Reply #56 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

Zeon

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Re: Hard Rain: Downpour (UPDATE)
« Reply #57 on: September 01, 2017, 01:25:19 pm »
Hard Rain Downpour 2.0 & Hard Rain Comparisons
http://imgur.com/a/DfA0d

Kekkeri

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Re: Hard Rain: Downpour (UPDATE)
« Reply #58 on: September 02, 2017, 08:43:51 am »
Really nice stuff ;)

 

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