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Left 4 Dead 2

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Feb 24, 2012
L4D Blog


PC Gamer
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title="Permanent Link to Team Fortress 2 action figures and life-sized Portal Gun hitting shops this summer">Portal Gun 3



We've seen some impressive fan-made Portal guns in the past, but they've been rare, costly one-off projects. Valve are giving us the chance to get hold of our own Aperture Science Handheld Portal Devices without having to burn ourselves horribly putting together an injection mould. Joystiq mention that, at Valve's request, toy manufacturers, NECA have put together a life-sized Portal gun. It'll hit the shops this summer with a $130 price tag attached.



There will be lights and those lights will change colour, but will it make the "pwung" noise? There's only one way to find out, and that's to buy at least five. Perhaps ten. Maybe more. More. MORE.



NECA will also be releasing a line of Left 4 Dead, Team Fortress 2 and Half-Life action figures, a few of which were shown off at the NYC Toy Fair. The Team Fortress 2 wiki has a snap of the new figures, you'll find that below along with a few shots of that Portal gun. Baggsy the Heavy.















Product Update - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

General:
-Fixed missing steam avatars in transition panel.
-Witches on fire will now continue to attack instead of sometimes flailing around aimlessly.
-When infected players slash at a jockeyed survivor, all damage will be applied to the survivor and not the jockey.
-Added some missing music files for the L4D1 campaigns.

Crash Course 1:
-Rescue closet doors that are blocked in versus are now inaccessible to both teams.
-Fixed the area portals near the howitzer event. Players should now be able to see through the infected-broken holes in the walls properly.

Crash Course 2:
-Rescue closet doors that are blocked in versus are now inaccessible to both teams.
-Removed a bad item cluster in the finale which was causing too many items to spawn.

Dead Air 3:
-Fixed an AI bot pathing issue with climbing the fence leading into the construction yard.
-Removed the ability to climb an electric box prop near the barricade in the construction yard. It should no longer be possible to skip the barricade event.
-Added an infected ladder to some pipes on the far side of the barricade to create a route for player infected on that side to easily enter the construction yard.

Blood Harvest 4:
-Widened the gap in the railing on the final bridge.
-Falling off the cliff or the final bridge is now fatal to both teams.

Blood Harvest 5:
-Fixed a potential bug for low-end machines where certain walls and textures near the starting safe room would vanish in certain views.


Cold Stream 1:
-There is now only a single hunting rifle in the cabin after the rope bridge.

Cold Stream 2:
-Moved the magnum near the start of the map, nearer to the other tier 2 weapons.
-Tier 2 weapons near the start of the map are no longer single-spawn.
-Adjusted cars and road props to reduce the chances of players getting caught on geometry.
-New infected ladders added.
-Added a weapon spawn in the tent on the barrel explosion bridge.
-Fixed an exploit that allowed survivors to climb the tent on the bridge to skip the barrel explosion event.
-Added an M60 under the barrel explosion bridge.
-There are now slightly more infected coming at slightly faster intervals during the end-level onslaught.
-Fixed a bug where players and infected could get caught in the geometry along the walls in the tunnel leading to the stairwell during the onslaught.
-Several minor visual tweaks and bug fixes for performance throughout the map.
-Added wrong-way signs to indicate when infected players have reached the end of the playable parts of the map.
-Fixed several spots where players and AI could get stuck.

Cold Stream 3:
-Added a new, much more obvious path across the tanker explosion gap.
-Tweaked the wooden catwalk area following the tanker explosion to make it easier for survivor and infected AI, as well as infected players, to navigate.
-The water now has a new texture effect which will work on low end machines.

Cold Stream 4:
-Fixed a melee weapon that liked to spawn inside of a table near the start of the map.
-Fixed a case where AI infected would sometimes get stuck trying to mount the drain to climb up toward the start of the map.
-Consolidated items in the tank fight area at the halfway point.
-Altered tank fight area in the stream so that AI tanks don’t spawn in nearly useless/sitting duck locations.
-Removed one of the triage tents and replaced it with an open trash/storage area.
-Added a pair new routes up the final tower for infected players to reduce AI common infected collision and pathing issues, and to give infected players more strategic options.
-Several prop adjustments for players using low-end settings.
-Added wrong-way signs to indicate when infected players have reached the end of the playable parts of the map.
Community Announcements - the gish
Hard Eight!!
Double the specials, quadruple the fun!

Face eight Special Infected at one time, this is double the standard number! And if that wasn’t trouble enough, we also increase the spawning frequency so it is raining Specials.

Why aren’t you going to give it a try? Scared?

More Cold Stream
Today we are releasing some bug and exploit fixes on the PC for Blood Harvest.

We have to thank everyone for their feedback and help catching these issues and making the campaigns better but we want to give a special thanks to Tabbernaut from the Steam forums for providing a concise lists of issues.

We still have a few minor fixes and performance improvements for the Cold Stream Campaign. We are going to be releasing those changes in a few weeks as the final build for the DLC.

On the 360 side we have been making some additional performance improvements. The finale section of Cold Stream in particular was a sticky area to pull off. Not only do we have to worry about view distances but the way the common infected move and navigate areas.

One of the results of our extensive performance tuning of the Cold Stream campaign is that we will be writing up and sharing some information with modders on improving the performance of their campaigns.

So enjoy Hard Eight and in a few weeks we will have another content update as we prepare Cold Stream to go into the Xbox 360 certification process.
L4D Blog



Hard Eight!!

Double the specials, quadruple the fun!



Face eight Special Infected at one time, this is double the standard number! And if that wasn’t trouble enough, we also increase the spawning frequency so it is raining Specials.



Why aren’t you going to give it a try? Scared?



More Cold Stream

Today we are releasing some bug and exploit fixes on the PC for Blood Harvest...

Product Update - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Blood Harvest Campaign:
- Item density revision.
- Several minor bugs fixed.

Blood Harvest 3:
- Fixed a potential exploit where survivors were able to jump to onto the cliff side prior to the train onslaught.
- Added tooltip to prompt players to fight to the safe room when the onslaught begins.

Blood Harvest 4:
- Changed the lights on first large train depot building to be non-solid, to prevent survivors from being able to jump into the upper windows.
- Moved a bookshelf in front of a window on the ground-floor of the last building in the level.
- Adjusted the slope of the concrete that makes up the bottom section of the last building in the map so that players slide off of it. It was previously used as part of an exploit to skip content.
- Doubled the height of the fence that leads around the last building in the map to prevent players from skipping the final building.
- Added tooltip to prompt players to fight to the safe room when the onslaught begins.
- Added new a new spawn location on the final bridge for infected.
- Removed a piece of railing along the final bridge to create an opening for infected attacks.

Blood Harvest 5:
- It should now be much harder to get stuck inside of the APC when it arrives.
Kotaku

The Half-Eaten Valve Art of Peter KönigPeter König is a concept art legend. Over the past quarter of a century his creature designs, sculptures and animation work have been featured in blockbuster hits like Jurassic Park, Starship Troopers and Cloverfield.



Which is all well and good, but he's also spent the last four years working as a concept artist, modeller and texture artist at Valve, where he's lent his talents to the Left 4 Dead series, Portal 2 and DOTA 2.



While there sadly aren't any images from Portal, and only one from DOTA 2, König's Left 4 Dead stuff is a treasure trove of the walking dead, rotting flesh and rejected designs for special infected that involved shooting rats out of a zombie's stomach.



You can see a nice collection of König's body of work, both in games and cinema, at his personal site.



Fine Art is a celebration of the work of video game artists. If you're in the business and have some concept, environment or character art you'd like to share, drop us a line!

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König

The Half-Eaten Valve Art of Peter König


Product Update - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Item density revision
- Various minor bugs fixed.

Dead Air 2 – The Crane:
- Fixed bug where the tooltip for the Crane Event would appear near the start of the map instead of near the crane.
- Fixed an exploit where survivors could skip the crane event by jumping onto the fence and across the gap.
- Removed hotel luggage carts to prevent survivors from having their progress blocked.
- Removed an exploit where survivors were able to jump from the roofs following the crane to the ground, skipping the office section entirely.

Dead Air 3 – The Construction Site:
- Fixed a case where an SI ladder was being blocked by a door prop in the construction site.
- Fixed an invisible wall in a rescue closet in the construction site.

Dead Air 4 – The Terminal:
- Fixed a bug where the Van event tooltip would appear at the start of the map, instead of when nearing the van itself.
- Tweaked van event start so that the horde begins after the van begins to make noise, not before.
- Added tooltip to prompt players to fight to the safe room when the onslaught begins.

Dead Air 5 – Runway Finale:
- Added an info_director entity.
- Swapped out L4D2 mounted gun for the L4D1 mini-gun.

Death Toll 5 – Boat House Finale:
- Fixed a bug where the survivor closet doors near the finale could not be broken by infected players until the finale started.
Product Update - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Item density pass.
- Minor visual bugs fixed across all maps.

Death Toll 1:
- Fixed a case where several rock props were intruding through a wall near the safe room.

Death Toll 2:
- Fixed an case where survivors could jump into infected-only areas using an electrical box in the bridge holdout room.

Death Toll 3:
- Removed an exploit where players could jump from the wheel pedestal of a flatcar onto a train car to skip the balcony area and exit the train yard.
- Altered the PZ spawn area near the train yard exit. Instead of a tanker and a pile of gravel, it is now an overturned truck and van.
- Church guy zombie returns!

Death Toll 4:
- Blocked survivors jumping onto the left bus from the fence near the start, which allowed players to skip the beginning of the map.
- Fixed pipe hanging in the middle of a room during end-level onslaught.
- Removed the mounted gun, as this was causing players to try to outlast an infinite horde.
- Added tooltip to prompt players to fight to the safe room when the onslaught begins.
- Fixed a case where survivors could climb an electrical box prop into infected-only areas during the onslaught.
- Fixed end-level trigger size exploit, which allowed players to stall the end of the map trigger by standing on top of a water-cooler.

Death Toll 5:
- Swapped out the L4D2 mounted gun for the L4D1 mini-gun.
Product Update - Valve
Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Fix for Windows Dedicated Servers operating in LAN mode only.
...

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