Skip to content

Map Changes

MrFailzz edited this page Nov 12, 2022 · 22 revisions

General Changes

  • More ammo piles.
  • Revamped weapon spawns. As a general rule you will get T2s towards the end of the second level, or before the horde event on 4-5 map campaigns. On 2-3 map campaigns you will get them halfway through the first level typically.
  • QOL navmesh and clipping fixes.

Dead Center

  • Map 1
    • Added T1 weapons in the starting area.
    • Added railings in the elevator.
  • Map 2
    • Removed 3 medkits in the gunshop.
    • Added a police car behind the cola store.
    • Separated a section of the CEDA camp behind the cola store with chainlink fence.
    • Added a bus and extra awning by the end saferoom.
  • Map 3
    • Hallway path is now random like Campaign mode. The path to the toystore, or the stairwell can be open. Note: It will give the same RNG for each team/round.
    • All escalators in the alarm event area will spawn. Survivors can now choose which path to take.
  • Map 4
    • Added railings in the elevator.

Dark Carnival

  • Map 1
    • Removed guaranteed Hunting Rifle spawn.
    • Added a bus onto the highway after the motel.
  • Map 2
    • Added some fencing at the bottom of the slide.
    • Opened up and detailed the closed off rooms by the carousel event. Sniper spawns in the one before the one way drop.
  • Map 4
    • Pathway at the start is now random like Campaign mode. Barricade in between the carnival tents can now spawn. Note: It will give the same RNG for each team/round.
  • Map 5
    • Added new scaffold infected can climb ontop by the button to turn on the concert lights.

Swamp Fever

  • Map 1
    • Increased fog density in the swamp area after the ferry ride.
    • Added a hittable log in the back of the swamp area.
    • Added some extra bushes and props in the left side swamp area.
  • Map 2
    • Increased fog density to limit survivor visibility.
    • Added a hittable log at the early tank fight area.
    • Added various rocks and trees in the early tank fight area.
    • Added more trees on the left and right side of the water section after the plane.
    • Added extra bushes by the campfire.
    • Added a hittable alarm car at the end of the map.
  • Map 3
    • Increased fog density to limit survivor visibility.
    • Added a small shack, extra fences, rocks, and trees by the fire barrel area.
  • Map 4
    • Added extra bushes and hedges outside the starting saferoom.

Hard Rain

  • Map 1
    • Added railings to the docks to block off death charges.
    • Detailed the open area across from the green house tank fight. Now it is a construction site.
    • Removed Hunting Rifle spawn.
  • Map 2
    • Added some spools by the vents in The sugar mill area.
    • Opened up and detailed the upper level cat walk in the grinder area. Optional path for survivors.
    • Added railings in the elevator.
  • Map 3
    • Added railings in the elevator.
    • Opened up and detailed the upper level cat walk in the grinder area. Optional path and shortcut for the survivors that will cost them some fall DMG.
    • Added a new Witch event that is randomized. Survivors will have to traverse through an area with multiple Witches. They can spawn in either the abandoned building with the elevator, or the office building at the end. Note: It will give the same RNG for each team/round.
  • Map 5
    • Added railings to the docks to block off death charges.

Parish

  • Map 2
    • Added extra bushes and hedges to the left and right sides of the park section.
    • Added some bushes and a humvee on the other side of the fence by the end.
  • Map 3
    • Added a crashed truck ontop of the overpass at the start.
    • Added some fencing with covers by the overpass at the start.
    • Cemetery path is now random like in Campaign mode. There are four different pathways. Note: It will give the same RNG for each team/round.

No Mercy

  • Map 3
    • Added some extra pipes to spawn behind in the sewer section.
  • Map 4
    • Added collision to the railings in the elevator.
  • Map 5
    • Added a railing on the roof to make death charges harder at the ladder chokepoint.

Crash Course

  • Map 1
    • Reduced the number of hittable cars.
  • Map 2
    • Reduced the number of hittable cars.

Death Toll

  • Map 1
    • Reduced the number of hittable cars.
  • Map 4
    • Added a metal panel to block the death charge at the start.
    • Added a large dead tree by the front of the church.
    • Added a truck by the back of the convenience store.
    • Added a crashed bus near the military blockade at the start.
    • Added an ambulance outside the offices in the parking lot.

Dead Air

  • Map 4
    • Added button to turn off the metal detector alarm, and stop the horde event.

Blood Harvest

  • Map 3
    • Changed the horde event from a gauntlet event to a timed horde event. Horde is no longer infinite.
  • Map 4
    • Removed gauntlet event at the end of the map.
    • Added some traincars on the bridge at the end that creates a one way drop.

Cold Stream

  • Map 1
    • Removed horde event at the bunker. It is now open by default.

Last Stand

  • Map 1
    • Added a ladder at the waterwheel house one way drop.
    • Removed alarm car by the fire barricade.
    • Reduced the amount of generators survivors have to start during the junkyard event. Randomized which generators survivors must activate. Note: It will give the same RNG for each team/round.
    • Added a guaranteed Tank spawn at the end of the junkyard event when survivors drop the cargo container. This is the only Tank spawn on the map now.
    • Removed the breakable wall at the overseer office.
    • Added rocks from Scavenge at the waterfall one way drop.
  • Map 2
    • Added a cluster of trees at the start to help prevent the death charge.
    • Decreased gascans required on finale to 6. Using the Normal, Advanced, and Expert difficulty gascan locations.
    • Added a hittable log on the beach.