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Announcement

At the time I'm writing this, it's been way over a year since any meaningful content was posted to this forum. Also, the last and final version of I Hate Mountains was released almost three years ago. Which is why I believe it is time to definitely pull the plug on this forum which is going to remain in a readonly format from now on.

A warm 'thank you' to everyone that contributed to this project in a way or another! If you really need to contact the team, feel free to shoot us an email, our contact information is right here : http://www.ihatemountains.com/contact-us/
– The I Hate Mountains Team

#1 2011-10-02 21:59:42

NykO18
Administrator
From: Montréal, QC
Registered: 2010-05-13
Website

THINGS WE WON'T OR CAN'T FIX

During the development, there's a few things we had to accept and among these is the fact that not everything is possible in a Left 4 Dead 2 campaign. Because of this, there's a few problems we are aware of but can't fix or didn't had the time to fix before release. Here's a little list just so you guys know what's going on.

BEWARE, THIS LIST CONTAINS SPOILERS REVEALING PART OF WHAT HAPPENS DURING THE I HATE MOUNTAINS 2 CAMPAIGN. YOU SHOULD NOT READ IT IF YOU DON'T WANT MOST OF THE ACTION SPOILED.

LEFT 4 DEAD 2 ISSUES

THE SOUND SYSTEM NIGHTMARE-ISH
The Left 4 Dead sound system is rubbish and even if Valve is aware of this problem since over a year, they don't seem to plan on fixing it so custom campaigns have to suffer from incomprehensible issues that can't be fixed. Hopefully, the situation has improved with Left 4 Dead 2, but this is still not perfect since we're still missing some legacy support for some Left 4 Dead 1 sounds.

NO MAP NAMES DURING LOADING
There is a possibility that no map name will be displayed on the loading screens between the levels. This is not something we were able to fix and we don't know where the problem comes from. IF you know about it, please tell us, but this is unlikely to be fixed some day.

CLUMSY SPITTER
At some points in the campaign, the spitter might encounter some precise spots where her spits will explode in mid-air next to rocks. This is because Valve's collision models for these rocks are clumsy as hell.

THIS IS TOO DAMN EXPENSIVE FOR YOUR RIG
For a reason we were not able to identify, some of our levels will just make the game crash if you go into noclip or the free-roaming spectator mode and try to leave the playing area to go into the void. It does this rarely on the 'Climbing the Manor' level, extremely often on the 'The Underground Way' level and rarely on the 'Lumberyard Evacuation' level.

BILL IS A SLOOOOW SPEAKER
We tried to do our best by reusing Left 4 Dead sentences between survivors but we had to do with what was provided to us. Unfortunately, Bill's sentences are bugged out and he makes huge pauses (5 sec) after each sentence. It kinda kills the atmosphere, but there's nothing we can do about it.

THE ROCKY TRAPS
Believe us, this campaign is huge and very detailed, we did our best to check for every place where you can stuck yourself in a rock or something, but this is just impossible to check everything, there's probably more than a thousand rocks in the campaign. If you try hard, you may stuck yourself in the environment, it should not happen to survivors but could happen to infected in versus. In this case, take a picture of it, and post it on the forums.

FRAMERATE ISSUES
We put an incredible amount of time trying to optimize the levels and approximately reach the same framerate than official campaigns but there's some locations where it was just impossible. This includes:

  • When you look at the entire manor from the saferoom of the 'Climbing the Manor' Level

  • When you look at the lumberyard from the coast road in the 'Lumberyard Evacuation' level

  • When you look at the coast road from the location where the event takes place in the 'Lumberyard Evacuation' level

  • During the finale, when you're on the docks looking at the whole peninsula in the 'Lakeside Finale' level.

Please note that these are relatively gentle framerate drops of 10 to 20 FPS compared to the rest of the campaign. It should not impair the gameplay but if it does, please adjust the graphic settings accordingly.

UNRELATED GAME INSTRUCTOR MESSAGES
Due to the fact that we can't create customized game instructor messages to guide the players, we had to rely on default options provided with the game. This is why some of the hints may sometime seem a bit unrelated, like when it talks about closing the floodgate to make a bridge when it's actually a real bridge. Hopefully, it's still easily understood.

NO MAP NAMES DURING LOADING
There is a possibility that no map name will be displayed on the loading screens between the levels. This is not something we were able to fix and we don't know where the problem comes from. IF you know about it, please tell us, but this is unlikely to be fixed some day.

EXPLOSIVE WHEELWARROW
For a reason we were not able to identify, some of our physic-simulated wheelbarrow explode when you open fire on it and if you have some other custom campaign installed in the same folder than I Hate Mountains.

LEVEL 2: CLIMBING THE MANOR

THE TALKING SMOKE FLARE
In the 'Climbing the Manor' level, someone's constantly calling for survivors on the radio and it's your goal to try and reach this radio. Only problem is, when you reach it, you actually light a smoke flare instead on replying to the radio. This is because we lacked the power to record our own voices. The radio should have made clear it was a tape loop and that survivors should just make some smoke/light for someone to come and rescue them.

INVISIBLE HELIPAD COLLISION BOX IS INVISIBLE
On the 'Climbing the Manor' level, there's an invisible block standing in the middle of the helipad before the helicopter arrives. That shouldn't be much of a problem because you don't need to run on the helipad before the helicopter arrives, but it can prove itself a bit strange for infected in versus trying to attack from the helipad. Don't worry, the collision box is only like 20 inch wide.

WRONG SURVIVOR NAME DISPLAYED ON EVENT
When you launch the event from the top of the tower and have the game instructor turned on, the name of the survivor that triggers the event could be different from the one that really triggered the thing due to technical reasons.

LEVEL 3: THE UNDERGROUND WAY

SIR, THIS CEILING IS TOO LOW
In the 'The Underground Way' level, when you walk on the train cars just before the end, the ceiling is very low because obviously, it was not intended for people to stand on top of running trains. Because of this, there's a few spots where you can be stuck against the ceiling while climbing on the train cars. We're sorry, but we did everything we can, we just can't make more space.

WATCH FOR THE CHASM
In the 'The Underground Way' level, when you play in versus and you're in infected ghost mode waiting to spawn, try not to fall in the ending chasm. The fall would normally kill you, but it doesn't work with ghosts obviously and there's no way to climb out of the chasm. You'd just have to spawn there and die immediately or wait for the game to allow you to return next to the survivors (if it isn't the case already).

LEVEL 4: LUMBERYARD EVACUATION

INVISIBLE RAIN?
When you take the coast road path and get into the first shack on the right of the first barricade, you might hear a raining sound when you're inside even if it's not raining on the outside. This is a perfectly logical condition that we cannot easily fix with the little amount of resources left on this level. If you can't see the rain at all, check your display settings, one of the advanced options controls the display of the rain.

FLOATING DEBRIS
When you smash the house at the end of the 'Lumberyard Evacuation' level, some of the debris falling to the ground are floating between 5 to 20 inches from the ground. This is a limitation of the model we used and the organization of the area around the house, nothing we can do something about. Hopefully, the debris are not solid and should not impair the gameplay.

LEVEL 5: LAKESIDE FINALE

THE TWILIGHT ZONE
On the 'Lakeside Finale' level, there's a zone expending from the cottage to the airport building where infected played by humans are unable to break objects. This is the most incomprehensible issue we ever had with the campaign, there's absolutely no logic behind this problem. AI infected and survivors are not affected, only infected played by humans in versus. This prevents them from breaking some of the windows and walls that would have helped them to enter the buildings. You should wait for custom infected to break them instead.

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