Fatal Freight is a 5-map campaign being developed by myself (Zorbos) with some help from friends here and there. The campaign will support all stock L4D2 gametypes (Versus, Survival, Scavenge, Coop).

Post news Report RSS Fatal Freight - 1.4 Released!

Updates, updates, updates! Still alive and kicking! This will most likely be one of the final updates for the campaign before I move onto other projects.

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Fatal Freight 1.4 is out!

Updates, updates, updates! Still alive and kicking! This will most likely be one of the final updates for the campaign before I move onto other projects.

Enjoy!

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Fatal Freight - Release 1.4

Fatal Freight - Release 1.3


VERSION 1.4 - FATAL FREIGHT

* NON-MAP SPECIFIC

- Doubled the resolution of ALL campaign UI graphics
- Revamped certain chapter photos such as the Backlot and Woods to be more descriptive of their settings
- Fixed the addon image and updated the description for the in-game addon browser
- Fixed the campaign title clipping through the loading bar when loading the campaign

* ALL MAPS

- Updated certain director hints which indicate direction to show up on the HUD in order to reduce confusion
- Lowered lightmap scales in certain areas. Shadows in these areas should appear sharper and more defined
- Overall nav mesh tuning
- Survivor audio overhaul: added many new additional dialogue opportunities throughout all maps
- Fixed various floating props and objects
- Reimplemented the old saferoom music
- Improved clipping in various areas to discourage 'common hopping'
- Updated all unbreakable glass with a new texture that is clearly indicative that they cannot be destroyed
- Scavenge: Normalized all maps to have a limit of 16 gas cans
- Fixed directional survivor vocalization (meant to be used in Co-op and Versus) sometimes playing during Scavenge and Survival rounds
- Added color randomization for all tank-hittable vehicles

* CHAPTER 1

- Versus: Removed certain infected clips to allow for more dynamic attack points for the infected team
- Versus: Added additional infected ladders to the final area of the map
- Fixed survivors slightly floating above the ground during the intro camera sequence

* CHAPTER 2

- Removed a few tank-hittable vehicles throughout the map
- Added an additional T1 weapon spawn in the underground generator room

* CHAPTER 3

- Updated the beginning saferoom to always distribute Tier 2 weapons
- Removed several tank-hittable vehicles on the highway segment
- Removed a few cones on the highway causing AI to become stuck
- Removed a few metal panels from the fences at the truck drop-off to allow survivors to save teammates who have been pinned behind the fence
- Rotated the ladder at the end of the map to face the catwalk directly. This should allow the AI to path correctly there
- Eliminated an unintended holdout spot in the back warehouse of the Depot

* CHAPTER 4

- Versus: Fixed special infected being set on fire when using certain ladders in the train tunnel
- Versus: Added additional infected ladders to the gauntlet
- Versus: Removed certain infected clips to allow for more dynamic attack points for the infected team
- Removed all lights which do not indicate direction during the gauntlet crescendo. This should make the correct path more intuitive
- Updated the beginning and checkpoint doors for the gauntlet so that they open outward, away from the survivors
- Made certain graffiti arrows more visible during the gauntlet
- Updated the nav mesh to prevent bots from getting stuck at the gauntlet checkpoint
- Reduced the amount of common infected spawned during the gauntlet

* CHAPTER 5

- Added new survivor vocalization when answering the finale radio
- Slightly lowered the volume of the train operator during the finale. He shouldn't be so blaringly loud anymore
- Finale: Slightly lowered the stream of common infected spawns during the gas can phase
- Added new voice lines for the train operator during the finale
- Added a train start up sequence for the end of the finale
- Added the ability to rush the beginning sequence of the finale by pressing the radio a second time while the train operator is still speaking
- Added more infected entrances into the long hallway near the caboose of the train

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