ProMod Differences

This page is an unofficial list of the differences between casual play and ProMod 4.4.1.

Improvements

 * will help you communicate without voice
 * Votes cannot be called until 60 seconds after map change.
 * Joining players will have their geo-location announced.
 * The round does not go live until each player has readied up.
 * Ghost infected cannot die during readyup.
 * Players can register to be casters:
 * Casters must be ready for round to start
 * Casters are allowed additional privileges, like addons.
 * Casters can move faster as spectator.
 * Message of the Day will display config
 * to flip a coin, or  to roll a die.
 * to flip a team.
 * to display the survivor's percentage progress through the map.
 * warp to a particular survivor. Names must be lowercase.
 * 0: Bill/Nick
 * 1: Zoey/Rochelle
 * 2: Louis/Coach
 * 3: Francis/Ellis
 * will print the distance percentage for the Tank and Witch spawns.
 * Damage dealt to tank is announced after tank dies, when the survivors wipe, or when the round ends, whichever comes first.
 * Damage dealt to witch is announced after witch dies, or when the witch successfully scratches a player.
 * Players drop their secondary (melee weapon, magnum, pistol) on death.
 * will call a vote to set the team scores.
 * Some player statistics are printed out at end of round.
 * The intro cutscene is disabled for infected.
 * Tanks can use Secondary Attack, Use, and Reload to throw one-handed, underhanded, and two-handed rocks respectively.
 * While selected, pills can be passed with  to avoid accidental drops and canceling reload animations.
 * allows you to locally mute players.

Balance changes

 * Balances so that a boomer vomit always spawns the same number of horde.
 * Otherwise, clearing common too aggressively can spawn extra horde.
 * Prevents bots from taking pills, since they are very trigger-happy.
 * Disables the infinite tank spawn on the Parish bridge finale.
 * Charger damage is reduced to 10 per punch, and 8 per pound while incapped.
 * On certain maps, tank can now lose rage while the survivors are in the saferoom.
 * Despawning a special infected restores 50% of missing health. (50% health -> despawn -> 75% health)
 * Finale tanks are limited to 1 fixed spawn. Some finales do have two tanks, see below.
 * Special infected that are not a Boomer or Spitter cannot be shoved to death.
 * It always takes 5 scratches from an infected player to kill a common infected
 * Jockeys can leap again 12 seconds after a ledge hang.
 * Gas cans and fireworks are removed.
 * Special infected are not slowed down when shot.
 * Tank is randomly selected every round, not based on damage. All four players on the team need to get a tank before any player is allowed seconds.
 * The tank is granted full rage whenever he hits a survivor with a hittable (car, dumpster, etc)
 * Objects which are hit by the tank disappear only when tank dies.
 * There is a limit of 3 Machine Guns, 2 Magnums, and 0 Hunting Rifles.
 * Infected players cannot see pills and other usables until the survivors can.
 * Precise control over invulnerability (god frames):
 * Hunters and Chargers: 1.8 seconds
 * Smokers and Jockeys: 0.1 seconds
 * Spit damage will not take effect until 0.5 seconds after Hunter and Jockey god frames.
 * Hittables (cars, dumpsters, etc) always deal damage.
 * Witches always deal damage.
 * Hittables only deal damage every 1.4 seconds, making them harder to kill with cars.
 * Hittables do not deal self-damage.
 * When climbing a ladder, other players above you will be pushed up. AKA no ladder blocking.
 * Shoving delay is increased after a deadstop.
 * Blocked hunter instant re-pounces.
 * Players will pull out their primary weapon after being punched.
 * Players cannot shove tanks.
 * Tanks are not allowed to bunny-hop.
 * AI infected cappers (Charger, Hunter, Jockey, Smoker) are killed after 10 seconds if they don't land.
 * Spitters cannot spawn while there is a player-controlled tank.
 * AI tanks no longer auto-aim
 * Points are awarded for player's health at the end of the round:
 * Bonus = (Map points)*(Number of alive players)*(Average health)
 * Average Health = Sum of all players' health value
 * Health value = (Permanent health) + .30625*(temp health if incapped 0 times) + .175*(temp health if incapped 1 time) + .1*(temp health if incapped 2 times)
 * Special infected cannot damage each other. The tank can damage other special infected.
 * Pills heal over 10 seconds,
 * Lerp is capped between 0ms and 100ms, and players can only change 5 times per round. Lerp changes are printed in chat.
 * Rate must be 20000 or higher, and changes are printed in chat.
 * Tanks cannot be set on fire, special infected are extinguished every 1 second.
 * Water slowdown is reduced while tank is alive.
 * Spit changes: Consistent DoT, 3 damage per tick. 28 max damage ticks. 6 godframe ticks (vanilla is 8).
 * Haymakers (Attacking and rocking at the same time) is blocked.
 * FF is disabled when too close, shooting teammates being carried by a charger, or by bots.
 * Saferooms by default only carry the unsilenced uzi and pump shotgun.
 * Health packs and throwables have been removed from saferooms.
 * Witch spawn cannot be with in 20% of tank spawn.
 * There is a 20 point bonus for killing the witch.
 * AI tanks do not throw underhand rocks, since they cannot aim them well.
 * Uncommon infected (Ceda, Clowns, Riot cops, Road crew) do not spawn. Their spawns are replaced with common infected.
 * Players cannot be stumbled for a short period of time after getting up from a charger or hunter.
 * Shotguns have static spread. This makes skeets more consistent.
 * Pills are given to all players when exiting saferoom.
 * Tier 2 and Tier 3 weapon spawns are converted to Tier 1 according to the following rules:
 * M4, Scar, and SG 552 -> Unsilenced SMG
 * MP5 and AK47 -> Silenced SMG
 * Autoshotgun -> Pump Shotgun
 * Spaz Shotgun -> Chrome Shotgun
 * Military Sniper, Scout, Awp -> Hunting Rifle
 * Grenade Launcher -> Pistol
 * M60 -> Magnum

Bug fixes

 * If a player charges, then becomes tank mid-charge, the charge is no longer "heat-seeking".
 * Ensures that  includes preset tanks.
 * If a survivor is incapped when the rescue vehicle leaves, they don't get full distance points.
 * Alarm cars spawn the same for both teams.
 * Survivors cannot hear ghost footsteps.
 * Objects which are hit by only tank rocks disappear when tank dies.
 * Players who get stuck in the roof by a tank punch will teleport out after 1 second.
 * Blocked an exploit where players can remove textures from their game to see through walls.
 * Blocked an exploit with players using third person shoulder.
 * Hunters don't fall off of walls after being shot.
 * AI special infected deal and take the same damage as players. This makes it possible to level AI chargers, e.g.
 * Death-spit is now properly visible.
 * Players are less likely to have a double-getup.
 * Players cannot be jockeyed and charged at the same time
 * Melee weapons always deal consistent damage to SI.
 * Survivors don't make the Coach swing noise when swinging an axe.
 * Spectators stay spectator on map change.
 * Tanks no longer miss point-blank punches on doors.
 * Players who are incapped by hittable have correct health once revived.
 * Jockeys always make noise and play music when they spawn.
 * Tanks cannot be stumbled while rocking, since rocks turn invisible otherwise.
 * Spawns for the first hit are announced once round starts.
 * Players cannot skip their deathcam by pressing space or clicking.
 * Infected will not blocked from spawning due to "Waiting for Finale to start".
 * Players cannot scratch (as charger) while in the stumble animation.

Map-specific changes
All hunting rifles are replaced by ammo piles or random uzi/shotgun spawns.

Map 1: Hotel

 * There is an ammo pile in the map room.
 * There is a chrome shotgun and silence uzi in saferoom.

Map 2: Streets

 * The police car at the bottom of the first hill is removed.
 * Fixed a bug where horde wouldn't spawn until the shop doors opened.
 * The cola is moved from the back of the store to the small closet.
 * All doors in the store are removed.

Map 3: Mall

 * Survivors are forced to take the longer route through the event, starting from the ground floor.
 * There is a shortcut for tanks to avoid the glass storefront: The nearby bathrooms have a breakable wall.

Map 4: Atrium

 * There are two tanks on this finale, one before the event, and one during.

Map 1: Highway

 * The clip brush above the motel is removed.
 * There is an extra ammo pile in the room at the bottom left at the end of the motel.
 * There is an extra ammo pile by the outhouse, before climbing the final hill.

Map 2: Fairgrounds

 * This map is worth 600 distance points.
 * Fixed a bug where horde would not spawn while inside the trailer.

Map 3: Coaster

 * The clip brush above the swan room shelf is removed.
 * There is always a fire axe at the start of the coaster, beyond the broken fence just after the start of the coaster.

Map 4: Barns

 * The holdout waiting for the doors is worth 40 points for full survival.
 * The Moustachio event is removed.

Map 5: Concert

 * There are two tanks on this finale, one before the event, and one during.
 * One of the forklifts is removed.

Map 1: Plank Country

 * The holdout waiting for the ferry is worth 60 points for full survival.
 * There is an extra ammo pile

Map 4: Plantation

 * Fixed a bug where if one team didn't start the finale, the other team would get full finale distance before it starts.
 * There are two tanks on this finale, one before the event, and one during.
 * There is always a chrome shotgun and silence smg in the mansion.
 * There is an ammo pile and propane tank in the yard.

Map 1: Milltown

 * There is an ammo pile below the treehouse on the second street.
 * There is a single pump shotgun and unsilenced uzi in the saferoom.
 * There is a chrome shotgun and silenced uzi in the diner.
 * There are 5 alarm cars:
 * The car before the broken fence
 * Both cars on the first street
 * The car at the end of the second street
 * The middle car on the third street

Map 2: Sugar Mill

 * The clip brush over the sugar mill is removed.
 * The holdout waiting for the elevator is worth ?? points for full survival.
 * It is not possible to scratch people from behind the bottom of the elevator.
 * Players take no spit damage in the elevator.

Map 3: Mill Escape

 * The clip brush over the sugar mill is removed.
 * It is not possible to scratch people from behind the bottom of the elevator.
 * Players take no spit damage in the elevator.

Map 4: Return to Town

 * There is an ammo pile below the treehouse on the second street.
 * You are forced to climb through the white house after the second road.
 * There are 4 alarm cars:
 * The middle car on the first street
 * The car at the end of the second street
 * Both cars on the third street

Map 5: Town Escape

 * The car after the broken fence is alarmed.
 * The broken fence is a point of no return.

Map 1: Waterfront

 * The clip brushes over the starting and ending saferooms have been removed.

Map 2: Park

 * The cars outside the saferoom are not hittable.

Map 3: Cemetery

 * The route through the cemetery is static, and many paths are open.
 * The ladder choke in the car park is nerfed, there is a pipe to stand on.
 * Players take no spit damage on the ladder.

Map 4: Quarter

 * The holdout waiting for the clown car is worth ?? points for full survival.

Map 5: Bridge

 * There are two tanks on this finale, one before the event, and one during.
 * The cars on the bridge deal full damage.

Map 1: River Bank

 * Most cars are not hittable.

Map 3: Port

 * There are two tanks on this finale, both during the event.

Map 3: Port

 * There are two tanks on this finale, both during the event.

Map 3: Sewers

 * The door in the parking lot is inoperable.
 * The hittable forklift and hand truck in the warehouse are removed.
 * Players take no spit damage on the ladder.

Map 4: Hospital

 * The holdout waiting for the elevator is worth ?? points for full survival.

Map 5: Rooftop

 * There are two tanks on this finale, one before the event, and one during.
 * The ladder choke is nerfed, there is a pipe to stand on.

Map 1: Caves

 * Most cars are not hittable, with the exception of two on the far side of the broken bridge.
 * There is an additional ammo pile in the maintenance room.
 * There is an additional ammo pile at the end of the tunnel.

Map 2: Drains

 * The holdout waiting for the bridge to lower is worth ?? points for full survival.

Map 3: Church

 * The holdout waiting for the final saferoom is worth 100 points for full survival.
 * The horde during the holdout is more consistently sized and spaced.

Map 5: House Boat

 * There are two tanks on this finale, one before the event, and one during.

Map 2: Offices

 * The holdout waiting for the dumpster is worth 60 points for full survival.

Map 4: Terminal

 * The metal detector is disabled and does not spawn an event.

Map 5: Runway

 * There are two tanks on this finale, one before the event, and one during.

Map 1: Alpine Creek

 * The event door opens faster, and does not spawn an event.

Map 2: South Pine Stream

 * The static tank is removed, a tank can spawn anywhere.
 * The bridge event is removed.