THIS VERSION IS OUTDATED. Please download the latest version. I would like to thank Peredice, the mod leader of "Lost Industry 2" for helping me with this update by optimizing the maps and making adjustments. Thanks!
THIS VERSION IS OUTDATED. Please download the latest version.
I would like to thank Peredice, the mod leader of "Lost Industry 2" for helping me with this update by optimizing the maps and making adjustments. Thanks!
Change log
cosmoanut01:
- Heavily optimized the starting area to make frame rates better. (Thanks Peredice)
- Set the starting health value to 35 instead of 34. (Thanks HoodlumScraggy 1)
- Fix an issue when the cops following you would block the door making it never unlock. (Thanks Vizzys)
- Completely overhauled the escape sequence. The player has no risk of being shot while trying to solve the pipe puzzle.
- Removed the torture sounds as there was too much confusion surrounding it.
- Made the wall in the pipe/barrel room thicker and adjusted the lighting origin. (Thanks Eyaura)
- Made the wall in the in vent room thicker. (Thanks Stanley_ros)
- Fixed an instance where metro cops could be seen disappearing from a torture room. (Thanks Lucia)
- Fixed door in that opened too far and clipped the wall.
- Clipped the door in garage that the 2 cops run into as the player could get stuck in there.
- Removed the Easter egg where the player could break the window in the garage.
- Made the elevator drop down water deeper. (Thanks HoodlumScraggy 1)
cosmoanut02 :
- Tweaked generator puzzle to give the player more options. (Thanks Peredice)
- Added an info_lighting to the screens cabinet in the initial rocket screen room. (Thanks Eyaura)
- Removed some props in the first outside section to make movement easier.
- Removed 6th metro cop from the canals section as it was in a silly place!
- The cops in the underground section, behind the blocked up door now walk away once the manhacks have entered the room.
- Removed pallet that obstructed the player’s movement.
- Made the water in pipe puzzle slightly higher and the floor lower to make deeper water.
- Removed creepy invisible dead citizens in super secret vent. (Thanks Lucia)
- Added a few more ammo pickups. (Thanks Vrabo)
cosmoanut03 :
- Added a sound cue to the wooden plank in warehouse as a hint it can be broken. Too many players were backtracking to find barrels to stack.
- Changed the wooden pipe planks to metal in warehouse to avoid confusion.
- Removed the citizens from one train carriage.
- Blocked up stupid looking area making it inaccessible to the player. (Unless they pile up props to get over it.)
- Raised the damage on the electrified water puzzle at the end of the map. (Thanks IMakeLevels)
cosmoanut04 :
- Moved the plug socket above the door to keep environmental continuity. (Thanks Lucia)
- Removed button pressed sound from a pointless decoration button. (Thanks Lucia)
- Removed glitchy melon.
- Made the doors to the health charger and HEV charger room closable.
- Ensured the 2 soldiers having a conversation acknowledge the player when the player moves toward them. (Thanks Strontvlieg)
- Enabled the motion on the dumpsters in the street section.
- Added a railing to the mine elevator. (Thanks Eyaura)
cosmoanut05 :
- Shifted ladder at the start to the middle to accommodate the new railings.
- Made the bar at the first door wooden so it can be punted and broken (Thanks Klems)
- Remove a few lockers that had nothing in them.
- Removed boiler room at bottom of staircase.
- Widened doors during elevator/antlion finale so the antlions can attack the player in the sheds. (Thanks Peredice)
cosmoanut06 :
- Removed some scenery to improve frame rates and heavily optimized the map. (Thanks Peredice)
- Removed wooden crosses from the generator puzzle.
- Made it possible to do the generator puzzle in reverse as I am too lazy to rework it! (Thanks CW3D)
- Fixed buttons on initial elevator having an effect on the assets even when the elevator is moving. (Thanks Lucia)
- Fixed various texture bugs.
- Removed fast zombie from the western warehouse.
- Clipped the infamous “difficult ladder”. (Thanks to everyone who pointed it out)
- Remove "Oliver the Gnome" from conveyor belt. (Thanks Lurker)
- Removed fire from final warehouse as it was not necessary and did not make sense as the character that lit it, got cut a while ago.
- Added blocking damage on the warehouse elevator (Thanks JanKaszanka)
- Remove barnacles for the underground so the mod will no longer crash if the zombie is picked up.
cosmoanut07:
- Fixed various texture bugs.
- Added wall to the end of the sniper bridge so as not to mislead the player.
- Fixed electric puzzle in the final arena where the plug would teleport out of sight of the play in certain areas.
- Added a gate to the bottom of the launch structure so the player does not run up there prematurely. (Thanks Lucia)
All maps:
- Changed some doors that did not open to decoration doors to form consistency. (Thanks Melc311)
- Adjusted the amount of pick-ups in each level to make hard mode harder that is was.
- Tried to give a few hints around the locations of Gnomes.
Thanks the frame rates is increase but sometime is low but is nothing.
I played through it and wanted to give you some bug reports if that's alright. I just saw you released version 1.0.2 and I haven't played it yet, but I see that you're dedicated to making the gameplay experience as smooth as possible so I'll comment on this version;
- You can get ran over by the APC and die at the start of the game without you being able to move out of the way. This is also inconsistent with the APC during the chase sequence that can't run you over but just pushes you aside instead.
- You can crawl through the vent in front of the cop before he starts typing and he isn't going to react to you.
- When you blow up the first barrel, you can go back to the cop and he will just stare at you.
- Right after the first manhack fight, you can turn the valve through the pipes so you don't have to go around the pipes.
- The first time you encounter the turrets and have to open a door, there's a turret facing you immediately and you're forced to take damage in order to progress. There's a vent that could indicate you have to throw a grenade into the room to disable the turret before entering it, but I haven't been able to find a grenade.
I think you miss grenade at the Health & HEV suit changer here is image.
Imgur.com
Set the starting health value to 35 instead of 34. - Is this a thing?
Removed the torture sounds as there was too much confusion surrounding it. - Aww (
Removed some props in the first outside section to make movement easier. - Like it was hard in a first place.
Removed 6th metro cop from the canals section as it was in a silly place! - I couldn't even find 6th!
Removed creepy invisible dead citizens in super secret vent. - Aww (
Added a sound cue to the wooden plank in warehouse as a hint it can be broken. Too many players were backtracking to find barrels to stack. - Oh, fix dedicated to me.
Widened doors during elevator/antlion finale so the antlions can attack the player in the sheds. - Hm, they did it before.
Made it possible to do the generator puzzle in reverse as I am too lazy to rework it! - Thanks to Dredile podcast I find out this puzzle wasn't broken.
Clipped the infamous “difficult ladder”. - If this what I think it is, I cant believe it's "difficult".
Remove "Oliver the Gnome" from conveyor belt. - Why?
Remove barnacles for the underground so the mod will no longer crash if the zombie is picked up. - I replayed that part just to find out will mod crash. Yeap.
Tried to give a few hints around the locations of Gnomes. - Thanks, I found only 12.