# L4D2 Version 2.2.0.0
## Extra Changelogs
- [**Steam Changelog**](https://store.steampowered.com/news/75849/)
- [**General Changelog**](https://pastebin.com/BfJaf2cG)
- [**Map Fixes & PVP Changelog**](https://pastebin.com/fHeWVG6k)
- [**Talker Changelog**](https://pastebin.com/QrziQws8)
- [**Survivor Animations Changelog**](https://pastebin.com/dWtYsbE5)
---
## General
- Singleplayer mode has been added as an option in the dropdown menu for all co-op gamemodes.
- Singleplayer icon has been removed from the main menu carousel.
- Vote cooldown has been removed from singleplayer mode.
- Enabled the Private Game option in lobby permissions.
- Realism now has the proper delays between stages on L4D1 finales.
- Several exploits with the idle mechanic have been fixed.
- Idling after shooting the grenade launcher will no longer do massive damage to survivors.
- Idling after being biled on will no longer clear your screen.
- Idling repeatedly while grabbed by a charger will no longer prevent damage.
- Fixed infinite pistol spawning exploit.
- Fixed a longstanding bug that affected boss spawn rates on several maps.
---
## Weapons & Items
- Two new melee weapons.
- Pitchfork.
- Sharp melee weapon.
- Spawns on Hard Rain, Swamp Fever, Blood Harvest, and The Last Stand.
- Shovel
- Blunt melee weapon.
- Spawns on Death Toll, Blood Harvest, Cold Stream, Swamp Fever, Hard Rain, The Parish, The Passing, The Sacrifice, No Mercy, and The Last Stand.
- Melee lists has been updated for some campaigns.
- Dead Center can spawn the golf club.
- The Sacrifice can spawn the golf club, and tonfa.
- No Mercy can spawn the tonfa.
- Crash Course can spawn the frying pan, and tonfa.
- Death Toll can spawn the fireaxe, and tonfa.
- Dead Air can spawn the gold club, and tonfa.
- Blood Harvest can spawn the tonfa.
- CSS weapons will now be available to everyone on all gamemodes.
- Added cvar `director_cs_weapon_spawn_chance` (default 0.5) to set the chance of each CS weapon getting added to the spawn pool for each spawner. This is to reduce their likelihood in comparison to the standard weapons
- CSS weapons will only spawn on RNG weapon spawns.
- CSS snipers will not spawn in finale holdout areas, however they will be able to spawn in the starting saferooms.
- Scout damage has been increased to 105 (was 90).
- Knife has been tweaked slightly.
- Swing speed has been reduced by 10%.
- Swing hitrays are now a diagonal arc (was a horizontal sweep).
- The CSS weapons have been re-built right-handed; script files will no longer be required for customizing these weapons
- Fixed the mp5's melee shove canceling its reload animation.
- Added incendiary gunfire audio for CSS weapons
- Fixed a transition bug that would cause the CSS weapons to freeze after reloading
- All CSS view models were rebuilt with improved finger orientation and new walk cycles
- Improved view model meshes with less visible gaps
- MP5 UI icon was changed to include the stock
- Restored smooth groups on the view model of the MP5
- Improved smoothing on the view model of the AWP
- Fixed inverted vertex normals on the lens of the AWP
- Fixed the flashlight not following the AWP's movement
- Added phong to the view model materials
- Knife uses frying pan animations for third person attacks
- Reverted the Scout's gunfire audio back to the original CSS track
- The AWP properly emits a muzzle flash when firing
- Fixed a visual error where the SG552 appeared briefly unusable after reloading
- Re-enabled mipmaps on view model textures
- Re-enabled shell eject particles on view models
- Tier 1 shotgun reserve ammo has been increased to 72 (was 56).
- Tonfa swing hitrays are now a horizontal sweep (was a diagonal arc).
- Added individualized UI icons for all weapons and items; script files are no longer required for making custom hud icons
- New UI icons for the pistols, representing the models added in L4D2
- Higher quality view models for L4D1 weapons
- Higher quality view models for Desert Rifle, Grenade Launcher and M60.
- All view model sequences transition in and out of idle state with improved animation blending.
- Added new brass eject particles for pistols, smg's, desert eagle, rifles, AK & M60.
- Fixed scripting error where the silenced smg used the wrong particle in 3rd person.
- Fixed a particle error where the silenced smg fell back to one of the regular smg's particles.
- Higher quality textures for L4D1 weapons and items.
- Added normal and exponent map for guitar.
- Restored missing flashlight wire on military sniper.
- Restored text on the side of the spas shotgun.
- Optimized world models by removing several unused and useless dmx bones and hitboxes.
- Weighted the magazines and pumps to move in all weapon world models.
- Flipped the scope on the hunting rifle's world model to face the correct direction.
- Added item pickup animations for Pistols, Dual Pistols and Desert Eagle.
- All weapon view models emit muzzle smoke from the correct position.
- Added jiggle bones to several view models & world models.
- Strap on the Silenced SMG.
- Sling chain on the SMG.
- Sling chain on the hunting rifle.
- Flashlight wires on the SCAR and military sniper.
- Stock and chain on the Spas shotgun.
- Sling chain on the M16, a la L4D1 beta.
- Sling chains on the grenade launcher.
- Forward sight on the grenade launcher.
- Straps and zippers on the medkit.
- Starter cord on the chainsaw.
- Molotov's cloth strap (world model).
- Pipebomb's fuse (world model).
- All jigglebones on the world models use LoD's to deactivate after a certain range.
- Added walking cycles and vertical posing for the pistols, Desert Eagle and defib.
- Rebuilt the Fireaxe & Machete animations to no longer obscure the camera when playing at a higher Field of View.
- Moved origin positions of several view models farther from the camera, more centered and more consistant.
- Desert Eagle
- Hunting Rifle
- AK
- Rifle
- Desert Rifle
- Military Sniper
- SMG
- Silenced SMG
- M60
- Spas shotgun
- Fireaxe
- Machete
- Added 1st person arm support to Gnome & Cola carryables.
- Fixed the M16, AK47 and SCAR not playing audio of operating their bolts when deployed.
- Fixed an error where the M16 played the AK47's foley deploy audio.
- Fixed visual clipping with the Desert Eagle's reloading, where the magazine could be seeing going through the grip.
- Fixed an error where the world model of the Desert Eagle and single-wielded pistol would not eject shell cases.
- Fixed incorrect positioning of muzzle and flashlight attachments on the Desert Eagle's world & view models.
- Improved the Desert Eagle's view model mesh to display double-sided along the slide.
- Fixed the spas shotgun and military sniper's bolts going out-of-bounds during run animation.
- Fixed incorrect angle of shell eject attachment on M60 world model.
- The Desert Eagle uses the correct reload audio instead of the pistol's.
- Fixed incorrect positioning with the Military Sniper's bolt in the deploy and walk animations.
- Removed muzzle light from the Silenced SMG.
- Fixed incorrect positioning with the Spas shotgun's bolt in the walk animation.
- Fixed incorrect UV baking on parts of the Spas's inner layers, which would show a shell inside foregrip.
- Fixed the bolt of the SCAR going through the receiver during animation.
- Uzi SMG's bolt no longer moves when firing.
- Silenced SMG's bolt was rebuilt to move more correctly to the weapon's nature (opposite direction).
- Removed unweighted extra shell seen inside the view model of the Auto-shotgun during reloading.
- Fixed unnatural wrist twisting on the hunting rifle's vertical posing.
- Fixed arm twitching in the hunting rifle's idle loop cycle.
- Slowed down the rate at which the Minigun visually heats up.
- Fixed a visual error with the chains on the chainsaw during attack loop animation.
- Melee animation on single pistol and desert eagle was adjusted with less frames and a more streamlined motion.
- The magazines no longer clip with the weapon when the SCAR and M16 are reloading.
- Fixed the hunting rifle's bolt not moving with the weapon on the walk animation.
- Fixed various UV inaccuracies on the M60's view and world models.
- Increased frames-per-second of M60's fire sequence from 30 to 40 for a smoother display of the ammo belt's animation.
- Fixed unnatural twisting on the left hand of the machete animations.
- Removed blur particle from the machete and frying pan's shove attack.
- Fixed z-fighting textures on SCAR's view model trigger guard.
- Added animation to the shell doors on the Automatic shotguns.
- Added double-sided faces to the inside of the mesh behind the shell door on the auto shotgun.
- Cleaned the ambient bake and UV of the AK47 base texture to correctly showcase the entire magazine.
- Added rotation dampening to the physics of the golfclub world model.
- Assigned new surfaceprop settings to various weapon world models, with new unique sounds.
- Fixed inconsistant camera angles on adrenaline animations.
- Pump shotguns, molotov, SG552 and Scout use more accurate collision models.
- Corrected a syntax error in electric_guitar.txt; "player_activity_idle" under "secondaryattacks" was written as "ACT_SHOOT_SECONDARY_GUITARq"; corrected to spell "ACT_SHOOT_SECONDARY_GUITAR"
---
## Audio
- Added individualized audio files and game sounds for silenced SMG, chrome shotgun, Spas shotgun, M60 and cricket bat
- Added individualized deploy audio for the MP5, Scout and SG552 and all melee weapons
- Waterfront sound script was modified to feature a full music set.
- Fixed "npc.Biker_IncapacitatedInitial01" playing the wrong sound (played "No1.wav" instead of "IncapacitatedInitial01.wav")
- Fixed and restored broken sound "Player.Biker_No01"
- Restored missing "Player.Biker_ArriveGeneric01" game sound for Francis
- Restored missing "Player.Biker_ReviveCriticalFriend01" game sound for Francis
- Restored missing "Player.Manager_Reloading01" game sound for Louis
- Restored missing "Player.TeenGirl_Hurrah23" game sound for Zoey
- Fixed an oversight where "Player.NamVet_ReactionPositive06" had a volume level of 0 (now 0.6)
- Channel of "PainPills.Use" was changed from "CHAN_BODY" to "CHAN_ITEM" to prevent interruption from footstep audio
- Volume of "AK47.FireIncendiary" was lowered from 1.0 to 0.7, to match volume level of "AK47.Fire"
- Volume of "Pistol.Fire" was raised from 0.65 to 0.75, to match volume level of "DualPistol.Fire"
- Volume of "Shotgun.Fire" was raised from 0.7 to 1.0 to match volume level of Shotgun.FireIncendiary & Shotgun_Chrome.Fire
- Pumpshotgun and Autoshotgun randomize between both loadshell sounds
- Fixed bad syntax in soundlevel of "Achievement.Earned" (Set "SNDLVL_94dB" instead of "94")
- Fixed bad syntax in soundlevel of "Minigun.SpinUp", "Minigun.Fire" & "Minigun.SpinDown" (Set "SNDLVL_94dB" instead of "94")
- All gunfire audio use a random pitch (97%-103%)
- Added unused hordeslayer tracks for L4D1 campaigns
- Added unused horde tracks for L4D1 campaigns
- Flashlight audio was split into two separate files for being switched on and off
- Changed channel on ChargerZombie.Charge from CHAN_VOICE to CHAN_STATIC, to prevent the charger's warcry from being interrupted by pain audio
- Added 4 lines for Francis from custom L4D1 maps (Dead Before Dawn, Night Terror, Last Drop) and created scenes, facial animations, soundscript entries & subtitles for each
- Added missing fall04 WAVs for biker, manager and teengirl (currently they are copies of fallshort01, fallshort02 and fallshort02, respectively)
- Biker ReactionStartled03 "Woah! Jesus..." - raised volume on "Jesus"
- Changed channel on "Inferno.StartSweeten" from CHAN_WEAPON to CHAN_STATIC so it would play alongside "Inferno.Start" when a Molotov or gas can explodes, instead of overriding it
- Raised volume on Mob Signal music cues in L4D1 campaigns to be closer to how they were in L4D1
- Altered Waterfront music set to try splitting the difference with intentionally music-free custom campaigns; Replaced intro music with checkpoint intro cue, lowered loop volume
- Fixed a bug where L4D1's version of the leftfordeath music would cut short when mode of spectation was changed
---
## Survivors
- Fixed L4D1 survivors not selecting their canonical preferred weapons when scavenging.
- Allow survivors to pick up ammo while fighting a tank or in close combat if they are less than 40% full.
- Bots will use pills only if health < 50 (was 60)
- Bots consider health to be critical at < 30 (was 40). This means real health must be < 5 before a bot will use first-aid over a full temp health buffer
---
## Infected
- L4D1 campaigns will now use the L4D1 models for the infected.
- Police infected will now drop their tonfa when they die.
- Burnt shaders have been added for all special infected.
- Fixed an animation bug where the Witch was damaging incapacitated survivors at an inconsistent rate, doing less damage than intended.
- Enabled `z_boomer_gibs` by default for all gamemodes.
- Bosses will no longer spawn inside end saferooms.
- Chargers will no longer stumble if they charge while already in contact with a survivor.
---
## Versus Changes
- Infected spawn timers now range from 20 seconds. (Previously ranged from 20-30)
- Jockey leap recharge time after incapping a survivor reduced from 30 to 25 seconds.
- Jockey ride damage reworked from 4 every 1 second, to 2 every 0.5 seconds. (Same damage per second)
- Reduced duration of bile jar effect on player controlled infected from 20 to 15 seconds.
- Reduced fire damage vs tank from 80 damage / second to 66 damage / second.
- Tank initial frustration "grace period" increased from 10 to 15 seconds.
- Removed tank spawn variation between teams.
- Tank chance changed to 100% on Hard Rain 4.
- Added 40% chance for tank to spawn on No Mercy 4.
- Added 20% chance for witches to spawn on No Mercy and Death Toll finales.
- CEDA zombies and Fallen Survivors no longer drop items in versus.
- 800+ new infected ladders, infected clip reworking to open many areas, and much more viewable with the ShowUpdate method posted above.
---
## Campaign Changes
:::info
The changes below apply to *both* campaign mode and versus mode. However, versus mode has a lot of extra changes which you will have to check the PVP changelog to see. They are simply too extensive to list here. Thank you!
:::
:::info
I would personally suggest to look at the new clipping changes with these new script functions:
`script ShowUpdate()` `script HideUpdate()`
In order to use these you must be running the game in developer mode.
Add `-dev` to your launch options for L4D2.
:::
### Dead Center
#### **Map 1:**
- **Clipping:**
- Survivors can no longer hang on the roof in order to get ontop of the hotel.
- Survivors can no longer jump over a barricade of furniture that is on fire.
- **Navmesh:**
- Fixed infected pathing ontop the overhang. [**Image**](https://i.imgur.com/ta7wanV.jpg)
- Fixed infected pathing on AC units at the start of the level. [**Image**](https://i.imgur.com/stmcp15.jpg)
#### **Map 2:**
- **General:**
- Whitaker has some shorter voicelines that will result in the gunstore door opening quicker.
- **Clipping:**
- Infected clipping to allow infected to get behind the CEDA trailer.
- Survivors can no longer boost OOB near the long walkway before the Gunstore.
- Survivors can no longer boost OOB at the Cola store.
- QOL clips have been added to the curbs in the parking area by the Cola store.
- Survivors can no longer boost OOB or back inbounds at the end of the level.
- **Navmesh:**
- Fixed infected pathing onto the hood of the white truck. [**Image**](https://i.imgur.com/7cV1BhW.jpg)
- Fixed infected pathing onto the white van. [**Image**](https://i.imgur.com/aYLoANj.jpg)
- Fixed infected pathing behind the CEDA trailer. [**Image**](https://i.imgur.com/PXhjgRw.jpg)
- Fixed infected pathing ontop the concrete ledge. [**Image**](https://i.imgur.com/CgstRib.jpg)
- Fixed infected pathing ontop shelving in the cola store. [**Image**](https://imgur.com/a/dW3Y8o4)
- Fixed infected pathing by the tree. [**Image**](https://i.imgur.com/SkIQ0Wp.jpg)
- Fixed infected pathing ontop the evac sign. [**Image**](https://i.imgur.com/dxAvCqZ.jpg)
- Fixed infected pathing ontop the bush. [**Image**](https://i.imgur.com/3Rrc1kP.jpg)
#### **Map 3:**
- **Clipping:**
- Survivors can no longer commonjump OOB to the third floor of the map room.
- Survivors can no longer boost up OOB through any of the four skylights.
- **Navmesh:**
- Fixed infected pathing ontop of various shelves throughout the level. [**Image**](https://imgur.com/a/INr4Yvn)
- Fixed infected pathing ontop of various kiosks throughout the level. [**Image**](https://imgur.com/a/J0InCEN)
- Fixed infected pathing by the plants. [**Image**](https://i.imgur.com/lTyGdK9.jpg)
- Fixed infected pathing ontop the tents. [**Image**](https://i.imgur.com/ADpU0DA.jpg)
- Fixed infected pathing ontop various potted plants. [**Image**](https://imgur.com/a/hQTLQGs)
#### **Map 4:**
- **General:**
- Survivors can no longer break the finale by incapping someone in the saferoom and then going down the elevator.
- **Clipping:**
- Survivors can no longer boost to the top floor of the atrium before the elevator.
- Survivors can no longer boost onto either of the balconies above the third floor.
- Survivors can no longer jump onto a a thin ledge where infected cannot reach them.
- Survivors can no longer boost onto the store signs.
- Survivors can no longer boost onto a wooden wall that acts as a godspot.
- **Navmesh:**
- Fixed infected pathing ontop the kiosks. [**Image**](https://i.imgur.com/fCdnUhq.jpg)
- Fixed infected pathing ontop the scaffold. [**Image**](https://i.imgur.com/QboW9Bu.jpg)
- Fixed infected pathing ontop a table. [**Image**](https://i.imgur.com/ZwAx6By.jpg)
---
### Dark Carnival
#### **Map 1:**
- **Clipping:**
- Permanent stuckspot behind a fence at the start has been fixed.
- Survivors can no longer boost ontop of several clips along the highway to get OOB.
- Players can no longer crouch-clip to get through the displacements at the bottom of the hill.
- Permanent stuckspots in three tree clusters by the roadside have been fixed.
- Permanent stuckspot behind a barricade at the end has been fixed.
- Survivors can no longer boost OOB at the end of the level.
- **Navmesh:**
- Fixed infected pathing ontop the rocks. [**Image**](https://i.imgur.com/0TolMWD.jpg)
- Fixed infected pathing ontop the bus and fence. [**Image**](https://i.imgur.com/aj53eJ8.jpg)
- Fixed infected pathing ontop the van and truck. [**Image**](https://i.imgur.com/CtYFMUd.jpg)
#### **Map 2:**
- **Clipping:**
- Survivors can no longer parkour to get ontop of the first warehouse.
- Survivors can no longer boost through a gap in the clipping in order to get OOB near the first warehouse.
- Survivors can no longer get onto the lower roof of the warehouse by the first forklift hittable.
- Survivors can no longer jump onto an exit sign inside the first warehouse.
- Survivors can no longer boost into or ontop of the building with the train ride.
- QOL clip added to the entire ground in the fairgrounds area to ensure props do not fall through the ground.
- Survivors can no longer boost over a white fence after the alley area to get OOB.
- QOL clip added to the angled portion of the rooftop after going up the ladder to ensure chargers do not get stopped.
- Survivors can no longer boost over the left side of the carousel event.
- Survivors can no longer go far OOB by boosting ontop of any the buildings at the end of the level.
- **Navmesh:**
- Fixed infected pathing ontop the small roof. [**Image**](https://i.imgur.com/Xz9LrHZ.jpg)
- Fixed infected pathing ontop the hotdog stands. [**Image**](https://imgur.com/a/NfpzQm6)
- Fixed infected pathing ontop the tents. [**Image**](https://i.imgur.com/yrRVDmE.jpg)
- Fixed infected pathing ontop the gift shops. [**Image**](https://i.imgur.com/X6LY8Q4.jpg)
- Fixed infected pathing on various shelves inside the warehouse. [**Image**](https://imgur.com/a/4W8kxdW)
- Fixed infected pathing ontop the hedge. [**Image**](https://i.imgur.com/Go38PdK.jpg)
#### **Map 3:**
- **General**
- QOL duck trigger added to the vent before the swan room.
- **Clipping:**
- Permanent stuckspot in the swan room has been fixed.
- Survivors can no longer do a stuckwarp on the stair railing in the swan room.
- Survivors can no longer jump ontop of a fire extinguisher.
- Survivors can no longer get into the four vents by the one way drop.
- A new prop has been added to the one way drop to prevent survivors from standing on a small ledge inside the hole.
- Survivors can no longer stand on the electrical box below the alternate one way drop behind the breakable wall.
- Survivors can no longer boost ontop of a cargo container.
- Survivors can no longer get stuck behind two gates that block where the roller coaster comes from.
- Survivors can no longer climb up the coaster ride to skip starting the event.
- Survivors can no longer skip the majority of the event by getting onto the railing and dropping to the latter half of the coaster tracks (4 new clips).
- Survivors can no longer skip the coaster event by boosting through a gap in the clipping.
- Survivors can no longer boost onto a bush that was not clipped before.
- Survivors can no longer stand on the support beams to do common jumps at the end of the event.
- Survivors can no longer do a jump from the support beam to get back onto the track at the end of the event.
- Survivors can no longer jump down to the bushes OOB to skip going through the coaster tunnel section.
- Survivors can no longer boost ontop of the roof of the coaster tunnel.
- Survivors can no longer boost ontop of the roof of the building at the end of the event.
- Survivors can no longer boost ontop of the roof of the walkway at the end of the event.
- **Navmesh:**
- Fixed infected pathing in the ventalation shaft. [**Image**](https://imgur.com/a/goguR4I)
- Fixed infected pathing on the rooftop. [**Image**](https://i.imgur.com/PhOiJbf.jpg)
- Fixed infected pathing ontop the chainlink gate. [**Image**](https://i.imgur.com/JdM70aI.jpg)
#### **Map 4:**
- **General:**
- There is now a trigger that will prevent commons from spawning in the saferoom at the end of the gauntlet event.
- **Clipping:**
- Survivors can no longer boost ontop of an electrical box.
- Survivors can no longer boost ontop of any of the lights.
- Survivors can no longer jump or boost to the wooden beams inside the barn.
- Survivors can no longer boost onto an awning by the event.
- Survivors can no longer boost ontop of the clipping for the tents by the event.
- Survivors can no longer do a jump onto a fence to backtrack to the entrance of the barn.
- **Navmesh:**
- Fixed infected pathing ontop the hotdog stands. [**Image**](https://imgur.com/a/vCVgO0O)
- Fixed infected pathing ontop the starting saferoom roof. [**Image**](https://i.imgur.com/xsJfFgs.jpg)
- Fixed infected pathing ontop the scaffold by the event. [**Image**](https://i.imgur.com/bmBwucf.jpg)
- Fixed infected pathing ontop the roof outside the end saferoom. [**Image**](https://i.imgur.com/O6U2ime.jpg)
- Fixed infected pathing behind the bushes. [**Image**](https://i.imgur.com/lLTHMoN.jpg)
- Fixed infected pathing ontop the overhang roof by the bumper cars. [**Image**](https://i.imgur.com/s9JkluI.jpg)
- Fixed infected pathing ontop the tents outside the end saferoom. [**Image**](https://i.imgur.com/9ga0XZ1.jpg)
#### **Map 5:**
- **General:**
- Survivors can no longer skip the helicopter flyover by standing in the end trigger.
- Reanimated the helicopter in the finale of Dark Carnival to properly fly over the buildings added post-release.
- Survivors will no longer be kicked from the server on carnival finale if they are incapped before getting out to the holdout area when the finale begins.
- **Clipping:**
- Survivors can no longer jump over the barricade outside the saferoom where they will be permanently stuck.
- Survivors can no longer boost onto the lighting trusses attached to the roof overhang.
- Survivors can no longer boost into a window to get inside a OOB room.
- Survivors can no longer boost OOB over the green fences on either side of the stadium.
- Survivors can no longer boost ontop of the speakers or the roof above the stage area.
- Survivors can no longer boost ontop of the lights above the stage area.
- Survivors can no longer boost ontop the concert poster at the back of the stage area.
- Survivors can no longer stand ontop of a thin ledge along a fence on the left side of the stadium (looking out from the stage).
- Replace commentary blocker preventing survivors from getting ontop some boards that were a godspot.
- New props by the right side helicopter landing (looking out from the stage) to prevent players from getting stuck.
- **Navmesh:**
- Fixed infected pathing onto the rolled up metal door. [**Image**](https://i.imgur.com/zXT2TiS.jpg)
- Fixed infected pathing ontop the vending machines. [**Image**](https://imgur.com/a/IE850SN)
- Fixed infected pathing ontop the railing. [**Image**](https://i.imgur.com/StqIcgd.jpg)
- Fixed infected pathing inside the second floor rooms. [**Image**](https://i.imgur.com/RYfUHzh.jpg)
---
### Swamp Fever
#### **Map 1:**
- **General:**
- Survivors will no longer be invincible during the ferry event due to a bug.
- Survivors will now be able to see an alligator in the water.
- **Clipping:**
- Survivors can no longer jump onto the crashed traincar near the start.
- Survivors can no longer boost onto the house behind the gas station to get OOB. Fixes gaps in old clipping.
- Permanent stuckspot behind the first gas tank has been fixed.
- Survivors can no longer get onto the Jones hop roof.
- Survivors can no longer boost onto a powerline.
- Survivors can no longer get ontop the white trailer.
- Survivors can no longer get ontop the second gas tank.
- Survivors can no longer boost into the tree by the ferry event.
- Survivors can no longer jump onto a bush in the far corner of the map that could be used to get OOB.
- Survivors can no longer boost onto the roof of the walkway.
- **Navmesh:**
- Fixed infected pathing inside the house attic.
- Fixed infected pathing ontop the convenience store.
- Fixed infected pathing on the small ledge in the water beside the dock.
- Fixed infected pathing ontop the traincar.
- Fixed infected pathing behind the gas tank and RV.
- Fixed infected pathing ontop various roofs.
- Fixed survivor pathing exploit to teleport out of bounds.
#### **Map 2:**
- **Clipping:**
- QOL clip added to prevent players from getting stuck on the boat at the start.
- **Navmesh:**
- Fixed infected pathing on the fallen tree.
- Fixed infected pathing ontop the shanty house roof.
- Fixed infected pathing ontop the burned down house.
#### **Map 3:**
- **Clipping:**
- Survivors can no longer get permanently stuck behind the fence beside the white trailer.
- QOL clips added to prevent players from getting stuck on the deck of the house by the white trailer.
- Permanent stuckspot behind a fridge has been fixed.
- **Navmesh:**
- Fixed infected pathing ontop various shanty house roofs.
- Fixed infected pathing onto the balcony of the house.
- Fixed infected pathing onto the wooden supports of the house.
- Fixed infected pathing ontop various rocks.
- Fixed infected pathing ontop the end saferoom roof.
- Fixed survivor pathing exploit to teleport through a clip to skip the panic event.
#### **Map 4:**
- **Clipping:**
- Permanent stuckspot behind a tarp covering ghost boxes has been fixed.
- Survivors can no longer boost ontop of the plantation.
- Survivors can no longer get under the map by defibbing a player behind a bush.
- Survivors can no longer boost or jump back into the area before entering the holdout area.
- Survivors can no longer boost ontop any of the trees in the holdout area.
- Survivors can no longer get onto parts of the scaffold in the holdout area.
- **Navmesh:**
- Fixed infected not being able to path back to the start from the holdout area.
- Fixed infected pathing ontop the chimneys on the plantation.
- Fixed infected pathing ontop various hedges.
- Fixed infected pathing in the attic of the plantation.
- Fixed infected pathing ontop the scaffold.
- Fixed infected pathing ontop the piled up furniture.
---
### Hard Rain
#### **Map 1:**
- **General:**
- QOL duck trigger has been added to the playground area.
- QOL duck trigger has been added to the first green house. In the area with the hanging plants.
- QOL duck trigger has been added to the second green house. In the area with the hanging plants.
- **Clipping:**
- Survivors can no longer boost over a clip for a green fence at the start. Valve clipping has been extended.
- Survivors can no longer boost ontop of the Burger Tank sign.
- Survivors can no longer boost ontop of a clip above one of the starting buildings. Fixes a gap in clipping.
- Survivors can no longer get ontop of the generator at the start.
- Survivors can no longer boost ontop the powerline.
- QOL clip added to all the windows in the Burger Tank to prevent survivors getting stuck on the window frame.
- Survivors can no longer get ontop of the gas sign.
- Survivors can no longer boost onto the sign with the blue frame.
- Survivors can no longer boost onto the clips for the green fencing. Valve clipping has been extended.
- Survivors can no longer boost ontop the safehouse building at the end.
- Survivors can no longer jump onto plywood covering an end saferoom window.
#### **Map 2:**
- **Clipping:**
- Permanent stuckspot behind a bush at the start has been fixed.
- Survivors can no longer boost onto the fence beside the road closed sign at the start.
- Survivors can no longer commonjump onto the Ducatel roof.
- Survivors can no longer jump onto an unclipped ledge by the ventalation shaft to get ontop of the Ducatel roof.
- Survivors can no longer boost onto the roof of the side room in the first mill building.
- The roof of the first mill building with the silos has been clipped.
- Survivors can no longer boost OOB over the green fence by the dual silos in order to skip going through the second mill building.
- Several permanent stuckspots behind some tanks in the mill area have been fixed.
- QOL clips on some of the rubble in the mill area to ensure survivors do not get stuck on it.
- Survivors can no longer boost OOB over the chainlink fence by the one way drop.
- Permanent stuckspot behind the silos at the one way drop has been fixed.
- The roof of the second mill building has been clipped.
- QOL clip to prevent survivors from getting stuck on an infected ladder by a small office in the second mill building.
- Survivors can no longer boost onto a tree cluster after the second mill building. Valve clipping has been extended.
- Survivors can no longer boost ontop of the clipping above the thimble stack. Valve clipping has been extended.
- Survivors can no longer boost onto of the roof of the garage with the semi trailer.
- Survivors can no longer boost ontop of the generator by the small office. Valve clipping has been extended.
- Survivors can no longer get ontop of the clipping above the Ducatel Sugar Co building.
- Survivors can no longer climb up some of the rubble walls in the Ducatel Sugar Co building.
- Survivors can no longer skip the elevator by jumping around the elevator shaft and landing on the metal supports.
- Survivors can no longer get ontop of the roof of the large building to the side of the sugar cane field.
- Survivors can no longer boost ontop of the roof of the gas station. This does not include the building.
- **Kill Trigger:**
- Survivors can no longer skip the elevator event by dropping down the side of the Ducatel Sugar Co building and fall canceling.
#### **Map 3:**
- **Clipping:**
- All clipping from map 2 is also on map 3.
- Survivors can no longer walk around the edge of the corner on the Ducatel Sugar Co building to get to a spot infected cannot reach.
#### **Map 4:**
- **General:**
- All QOL duck triggers from map 1 are also on map 4.
- **Clipping:**
- All clipping from map 1 is also on map 4 where applicable.
- Permanent stuckspot in a tree by the end saferoom has been fixed.
#### **Map 5:**
- **Clipping:**
- All clipping from map 1 is also on map 5 where applicable.
- Permanent stuckspot in a tree by the starting saferoom has been fixed.
- Survivors can no longer boost or jump back out of the holdout area once the finale is started.
- QOL clip added to the dock area to ensure chargers do not get stopped.
---
### The Parish
#### **Map 1:**
- **Clipping:**
- QOL clip on the starting ramp to prevent players from getting stuck.
- Survivors can no longer hang on either of the two barricades by the start of the level.
- Survivors can no longer climb an electrical box in the small alley on the first street.
- Survivors can no longer get onto any of the balconies of the buildings on the first street.
- Survivors can no longer get ontop of the lambs by the Bienville building.
- Survivors can no longer get ontop of the porta-potty
- Survivors can no longer get onto the balconies at the end of the alleyway.
- Survivors can no longer boost ontop the white concrete building by the fire barrel.
- Survviors can no longer go far OOB behind the kitchen building.
- Survivors can no longer boost ontop of the green awning.
#### **Map 2:**
- **Clipping:**
- Survivors can no longer boost ontop of the archway at the park exit.
- Survivors can no longer get ontop the fire escape on the dark red building by the highway overpass.
- Survivors can no longer do a stuckwarp along the highway overpass along the hillside.
- Survivors can no longer boost up into a gap in clipping to potentially skip the CEDA trailer event.
- Survivors can no longer boost onto the concrete wall between the two highway overpasses.
- Survivors can no longer boost to the highest point of the scaffold watchtower.
- Survivors can no longer boost ontop of the sign of the bus depot.
- Survivors can no longer get ontop of an electrical box in the bus parking area.
- Permanent stuckspot behind the concrete barricades in the bus parking area has been fixed.
#### **Map 3:**
- **Clipping:**
- Survivors can no longer boost ontop the concrete wall beside the overpass at the start.
- Survivors can no longer boost onto the roof of the two story pink house.
- Survivors can no longer go to the far back of the roof of the one story house behind the first white trailer.
- Survivors can no longer do a stuckwarp at the wooden staircase.
- Survivors can no longer parkour to the highest corner of the burnt down house.
- Survivors can no longer commonjump onto the roof of the half burnt house by the third white trailer.
- Permanent stuckspot between the two green fences has been fixed.
- Survivors can no longer boost OOB over the chainlink fence by the manhole.
- Survivors can no longer boost into any of the holes in the sewer section.
- Survivors can no longer do a jump to get OOB onto the overpass. By the stairway leading to the overpass with the ambulance.
- Permanent stuckspot between the semitruck and car on the overpass has been fixed.
- Permanent stuckspot in the cemetery behind one of the metal fences has been fixed.
- Survivors can no longer boost into a tree in the far corner of the cemetery.
- Survivors can no longer boost onto one of the open crypts.
- Survivors can no longer boost over a green fence near the end of the level in order to get OOB.
#### **Map 4:**
- **Clipping:**
- Survivors can no longer boost ontop the balconies above the starting saferoom
- Survivors can no longer commonjump ontop the fountain.
- Survivors can no longer boost over the barricades at the one end of the first street to get OOB.
- Survivors can no longer get onto any of the balconies on the first street.
- Survivors can no longer commonjump from the green bench on the first street to get OOB.
- Survivors can no longer boost over a metal fence in a small alley on the first street to get OOB.
- Survivors can no longer boost onto the clipping above the garage on the first street to get OOB.
- Survivors can no longer boost onto the clipping above the bus at the one end of the first street to get OOB.
- Survivors can no longer boost onto the roof above the rollup door in the alleyway area.
- Survivors can no longer boost onto the clipping above the metal fence at the end of the alleyway area.
- Survivors can no longer boost onto a balcony in the horde event area.
- Survivors can no longer boost onto the clipping above the lower roof in the small alleyway after the event area.
- Survivors can no longer boost over the barricades at either ends of the second street to get OOB.
- Survivors can no longer get onto any of the balconies on the second street.
- Survivors can no longer boost onto a white house near the end of the level.
- Survivors can no longer boost over the barricades near the end of the level to get OOB.
- Survivors can no longer boost over the chainlink fence near the end saferoom to get OOB.
#### **Map 5:**
- **Clipping:**
- Survivors can no longer boost ontop of the bridge to skip starting the finale.
- Permanent stuckspot behind the concrete barricades at the start has been fixed.
- Survivors can no longer fall onto the concrete bridge supports.
- Survivors can no longer do a crouch hop skip off a slanted metal support on the top area of the bridge.
- Survivors can no longer climb up the girders at the end of the bridge to get to to top area.
- Permanent stuckspot on the semitruck on the slanted section of the bridge has been fixed.
- QOL clip on some of the rubble at the end of the bridge to prevent players from getting stuck.
- Survivors can no longer walk all the way to the end of the top area of the bridge.
- Survivors can no longer commonjump over some barricades to get OOB at the end of the bridge.
- Survivors can no longer boost onto of any of the street lights at the exit to the bridge.
- Survivors can no longer boost onto any of the generators near the exit to the bridge or helicopter.
- Survivors can no longer boost onto the highway sign at the exit to the bridge.
- Survivors can no longer boost onto a tree near the CEDA trailer at the end of the level.
- Survivors can no longer boost onto a rollup door near the CEDA trailer at the end of the level.
- Survivors can no longer boost onto an AC unit near the CEDA trailer at the end of the level.
- QOL clip on the one ramp leading to the helipad to prevent players from getting stuck.
---
### The Passing
- **Map 1:**
- **General:**
- Windows have been added to Jimmy Gibbs car with a prop.
- **Clipping:**
- Permanent stuckspot in the tree by the start has been fixed.
- Survivors can no longer walk along the ledge or fence at the start.
- Survivors can no longer boost onto the Historic Rayford building.
- Survivors can no longer get permanently stuck behind the barricades near the start.
- Survivors can no longer boost over the metal fence to get OOB near the start.
- Survivors can no longer boost into the windows of the apartment building near the start.
- Survivors can no longer jump around the bush to get OOB near the parking lot area.
- Survivors can no longer get onto the green awning by the souvenir shop.
- Players can no longer crouch-clip to get through a displacement near a white van.
- Survivors can no longer get permanently stuck behind the barricades by a bus.
- Players can no longer crouch-clip to get through a displacement by the entrance to the apartment area.
- Survivors can no longer jump into some windows along the balcony area where infected cannot reach them. Props have been added to indicate you cannot go here.
- Survivors can no longer jump around or boost over some barricades to get into an OOB balcony area.
- Survivors can no longer boost onto the gazebo.
- Survivors can no longer boost onto the clipping above some bushes by the gazebo.
- Survivors can no longer boost over some barricades to get OOB by the gazebo.
- Survivors can no longer boost into any of the windows of the apartment buildings near the end saferoom.
- Survivors can no longer boost onto the roof of the end saferoom building.
- Survivors can no longer boost over a metal fence beside the end saferoom.
- Survivors can no longer boost over some barricades to get OOB at the end of the road by the end saferoom.
- **Map 2:**
- **General:**
- QOL duck trigger added to the window to enter the pool hall.
- QOL duck trigger added to one of the pipes in the contruction site area.
- Ladder added to the front loader in the construction site.
- **Clipping:**
- QOL clip added to the stairs at the start to make them smoother.
- Survivors can no longer get permanently stuck behind the metal fence near the start.
- Survivors can no longer boost onto some of the balconies down the first street.
- Survivors can no longer boost into the windows of the liquor store.
- Permanent stuckspot by the porta-potty in the contruction site has been fixed. Prop added to indicate this.
- Survivors can no longer boost onto the roof of the Electrical Wholesale building by the contruction area.
- Survivors can no longer boost onto some of the balconies in the construction area.
- Survivors can no longer boost or hang to get onto the roof of the Red Flight bar.
- QOL clip added to the fire escape stairs at the Red Flight bar to make them smoother.
- Survivors can no longer get onto two electrical boxes in the alley beside the Red Flight bar.
- Survivors can no longer boost onto the fire escape in the alley beside the Red Flight bar.
- Survivors can no longer boost onto the AC unit in the alley beside the Red Flight bar.
- Survivors can no longer get onto the green awning outside the apartments by the two way street area.
- Survivors can no longer boost onto the balcony by the Jazz bar.
- **Map 3:**
- **Clipping:**
- Survivors can no longer boost onto an AC unit near the starting saferoom.
- Survivors can no longer boost onto of any of the generators.
- Survivors can no longer boost onto a shelf in the elevator room.
- Survivors can no longer boost onto the draw bridge from inbounds.
- Survivors can no longer boost onto any of the electrical poles.
---
### The Sacrifice
- **Map 1:**
- **General:**
- Survivors can no longer force the traincar tank to suicide by breaking the pathing.
- **Clipping:**
- Survivors can no longer jump onto the sunken boat.
- Survivors can no longer boost onto the end of broken bridge.
- Survivors can no longer boost onto a tree at the traincar event.
- Survivors can no longer boost onto a pipe attached to the brick building at the traincar event.
- Survivors can no longer skip the traincar event by boosting onto a clip above the chainlink fence.
- Survivors can no longer boost OOB through a gap in the clipping by the crashed traincars.
- Survivors can no longer get into the vents in the brick factory.
- Survivors can no longer boost up into the windows by the endsaferoom.
- **Map 2:**
- **Clipping:**
- Survivors can no longer boost OOB over some brick stacks at the start.
- Survivors can no longer boost into a non-solid window on the brick building at the start.
- Permanent stuckspot by a green semitruck near the mechanic shop has been fixed.
- Players can no longer stuckwarp from a spot under the overpass.
- Survivors can no longer get onto the awning of the brick building by the cement trucks.
- Survivors can no longer get onto the lower roof of the brick building by the cement trucks.
- Survivors can no longer get onto the window of the brick building by the cement trucks.
- Survivors can no longer boost onto the dual silos in the cement factory area.
- Survivors can no longer get onto the back wall where the cement trucks are parked.
- Survivors can no longer get onto a ledge by the fencing near the cargo containers.
- Survivors can no longer boost onto the AC unit by the gravel pile.
- Survivors can no longer stand on a weird collision spot on the coal barge.
- Survivors can no longer boost to a AC unit above the water at the end of the level.
- **Map 3:**
- **General:**
- QOL LOS blocker added to a piece of plywood by the bridge.
- **Clipping:**
- Survivors can no longer boost onto any of the rooftops at the start.
- Survivors can no longer boost OOB over the semitruck at the start.
- Survivors can no longer boost onto any of the powerlines.
- Survivors can no longer boost onto any of the generators.
- Survivors can no longer boost onto a shelf in the elevator room.
- Survivors can no longer boost OOB out of the windows in the elevator room.
- Survivors can no longer boost or commonjump onto the bridge from inbounds.
- QOL clip added to the sidewalk by the bridge to make it smoother.
- Survivors can no longer get onto the jukebox.
- Survivors can no longer boost onto the roof with the burger tank billboard.
- Survivors can no longer boost onto the cooling tanks beside the interior generator.
- Survivors can no longer get onto the tent in the picnic table area.
- Survivors can no longer boost over a metal fence by the scaffold.
---
### No Mercy
- **Map 1:**
- **General:**
- Fixed a bug where the survivors could fire their weapon before the end of the intro cinematic in No Mercy.
- **Clipping:**
- Survivors can no longer boost onto any of the rooftops surrounding the apartment building.
- Survivors can no longer boost over a clip above the broken fire escape to get OOB.
- Survivors can no longer get onto any of the electrical boxes (3) in the alley section.
- Survivors can no longer boost over a clip above the van in the alley section.
- Survivors can no longer boost over the clip above the metal barricades by the police car.
- Survivors can no longer boost over some wooden fences to get OOB where infected cannot reach them.
- Survivors can no longer boost into the windows by the crashed semitruck.
- Survivors can no longer boost onto the lower roof by the Simon Dairy building.
- Survivors can no longer boost OOB by the building rubble.
- Survivors can no longer get onto the subway roof.
- QOL clip added to prevent players getting stuck on the window frames by the subway stairs.
- Survivors can no longer boost over the clip above the chainlink fence behind the subway stairs.
- **Kill Triggers:**
- Survivors can no longer go down into the OOB streets area below the starting apartment roof.
- **Map 2:**
- **Clipping:**
- Players can no longer do a stuckwarp on a piece of rubble below the saferoom.
- Players can no longer do a stuckwarp at the end of the tunnel below the saferoom.
- Players can no longer crouch-clip through the displacement in the small cave in the subway.
- Survivors can no longer get onto the two trains.
- Permanent stuckspot in the piping room has been fixed.
- Players can no longer do a stuckwarp in the room with the concrete pillars.
- Survivors can no longer boost onto the L shape pipes by the generator room.
- Survivors can no longer boost onto the metal support beams on the ceiling by the generator room.
- QOL clip added to make some of the railings smoother in the generator room.
- Survivors can no longer boost over the clip above a chainlink fence.
- Survivors can no longer boost over the clip above the crashed semitruck.
- Survivors can no longer boost onto the buildings or over clips to get OOB on the left side of the street.
- Survivors can no longer boost onto some of the rooftops on the rightside of the street.
- Survivors can no longer get into several OOB areas in the alleys where infected would not be able to reach them.
- **Map 3:**
- **General:**
- Survivors can no longer break the metal door with the grenade launcher idle exploit.
- QOL duck trigger for a vent in the warehouse.
- **Clipping:**
- Survivors can no longer reach unattackable areas by boosting onto any of the rooftops at the start.
- Survivors can no longer get onto the gas station roof. Clip will be removed if the gas station is shot.
- Survivors can no longer boost onto the roof of the warehouse.
- QOL clip added to prevent players getting stuck on the windows for the garage.
- QOL clip added to prevent players from getting stuck on the ladder attached to the scissor lift.
- Survivors can no longer boost into a ceiling vent in the warehouse.
- Survivors can no longer reach unattackable areas by boosting onto some of the rooftops at the end of the level.
- Survivors can no longer boost onto a fire escape at the end of the level.
- **Map 4:**
- **General:**
- Survivors will no longer fall through the elevator. Survivors will not be able to warp up to the roof with an idle exploit.
- **Clipping:**
- Survivors can no longer jump up onto some windows in the lobby area.
- Survivors can no longer boost through the skylights.
- Permanent stuckspot by a chair has been fixed.
- Survivors can no longer jump onto the elevator button.
- Clip has been added to solidify the elevator counterweight.
- **Map 5:**
- **General:**
- Players can now climb the ladder in the saferoom.
- **Clipping:**
- QOL clips have been added to all the edges of the rooftop to ensure chargers will not get stopped by the edge.
---
### Crash Course
- **Map 1**
- **Clipping:**
- Survivors can no longer boost into the windows by the elevated parking area at the start.
- Players can no longer climb up the shelving in the middle of the first warehouse.
- Survivors can no longer boost onto the rooftops of the garage outside the first warehouse.
- Survivors can no longer commonjump over a white truck to get OOB.
- Permanent stuckspots in two tree clusters by the crashed semitruck have been fixed.
- Survivors can no longer jump around a white truck to get OOB.
- Survivors can no longer boost to a OOB area behind a warehouse.
- Survivors can no longer boost into an OOB room inside a brick apartment building.
- Permanent stuckspots in two tree clusters by the howitzer have been fixed.
- Survivors can no longer boost onto any of the streetlamps by the howitzer.
- Survivors can no longer boost onto the crashed train by the howitzer.
- Survivors can no longer boost onto the AC unit by the howitzer.
- Survivors can no longer boost onto any of the signs attached to the empty building by the howitzer.
- Survivors can no longer jump around the semitruck near the end of the level.
- Players can no longer walk through the metal supports of an AC unit near the end of the level.
- **Map 2:**
- **General:**
- QOL duck trigger added to to a opening to the roof in the holdout area.
- **Clipping:**
- Permanent stuckspot in a tree cluster by the start has been fixed.
- Survivors can no longer boost onto the rooftop with the billboard.
- Survivors can no longer boost onto the first train tracks.
- Survivors can no longer stand on the ledge above the double doors beside a semitruck.
- Survivors can no longer boost over a chainlink fence to get OOB.
- Permanent stuckspots in five tree clusters in the truck loading area have been fixed.
- Survivors can no longer jump into a window from one of the cargo containers.
- Survivors can no longer boost onto the second train tracks.
- Survivors can no longer boost over a chainlink fence near the holdout area to get OOB.
- Permanent stuckspot in a tree cluster beside the holdout area has been fixed.
- Survivors can no longer boost or jump back out of the holdout area once the finale is started.
- Survivors can no longer boost onto any of the metal roll up doors in the holdout area.
- Survivors can no longer boost into the windows of the brick building in the holdout area.
- Survivors can no longer boost onto a pipe in the holdout area.
- Survivors can no longer boost onto an electrical box in the holdout area.
- Survivors can no longer boost onto the truck lift in the holdout area.
- Survivors can no longer boost onto the shelves in the holdout area.
---
### Death Toll
- **Map 1**
- **Clipping:**
- Players can no longer crouch-clip through the displacements of the cliff near the start.
- Players can no longer crouch-clip through the displacements of the cliffs in the valley area.
- Survivors can no longer boost up to some sections of the cliffs on the left side of the valley.
- Survivors can no longer do a jump to get onto the cliffs on the left side of the valley.
- Survivors can no longer boost up to some sections of the cliffs on the right side of the valley.
- Survivors can no longer boost above the archway at the start of the tunnel.
- Survivors can no longer crouch-clip through the displacements at the end of the level.
- **Map 2:**
- **Clipping:**
- Survivors can no longer get onto an electrical box at the start.
- Survivors can no longer boost up the hole in the tunnel by the start.
- Survivors can no longer boost onto any of the pipes in the cistern area.
- Survivors can no longer boost into the tunnels in the cistern area.
- Survivors can no longer boost up into the OOB area above the cistern area.
- QOL clips added to make the angled sides of a tunnel smoother.
- Survivors can no longer boost to the sewer tunnel at the end of the upward ramp.
- Survivors can no longer get onto the piping below the stairs in the event room.
- QOL clip added to the grate flooring to make it smoother.
- Survivors can no longer boost up into the sewer tunnels in the event area.
- Survivors can no longer boost into the the windows of the sewer building.
- Survivors can no longer boost onto any of the rooftops at the end of the level.
- Survivors can no longer do a jump to get into the large window at the end of the level.
- Survivors can no longer boost onto the end saferoom traincar.
- **Map 3:**
- **Clipping:**
- Survivors can no longer boost onto the rooftop of the saferoom building at the start.
- Survivors can no longer commonjump onto the watch tower in the train yard.
- Survivors can no longer boost onto the roof of the brick building at the far end of the train yard.
- Survivors can no longer boost onto the train station rooftop.
- Survivors can no longer boost over the fence behind the train station.
- Survivors can no longer walk all the way down the barbed wire fence by the train cars.
- Players can no longer crouch-clip through the displacements by the train tunnel.
- Survivor clip added to the cliff above the train tunnel.
- Survivors can no longer boost over the chainlink fence down the dirt road.
- Survivors can no longer boost onto the cliff by the house.
- Permanent stuckspots in the rock clusters by the crashed bus have been fixed.
- Survivors can no longer boost over the roadblock before the church.
- Survivors can no longer boost onto the clipping above the concrete walls surrounding the church graveyard.
- Survivors can no longer boost onto the clipping above the church.
- **Map 4:**
- **General Changes:**
- There is now a trigger that will prevent commons from spawning in the saferoom at the end of the gauntlet event.
- **Clipping:**
- Survivors can no longer boost onto the church roof.
- Players can no longer crouch-clip through the cliffside at the start of the level.
- Survivors can no longer boost through five gaps in the clipping by the houses.
- Survivors can no longer boost through a gap in the clipping by the florist store.
- Survivors can no longer boost onto a balcony outside the florist store to skip the event.
- Survivors can no longer boost onto the green awning at the end of the first street.
- Survivors can no longer boost onto an electrical box at the end of the first street.
- Survivors can no longer boost onto a small balcony or through the windows to a building at the end of the first street.
- Survivors can no longer boost into the large windows of the bank building.
- **Map 5:**
- **General Changes:**
- Secret prop added somewhere on the map. :eyes:
- **Clipping:**
- Survivors can no longer boost onto the rooftops of any of the buildings at the start.
- Survivors can no longer boost over the barricades at either end of the street at the start.
- Survivors can no longer boost over the two-story houses at the start.
- Survivors can no longer boost onto some rocks along the cliff in the holdout area.
- Permanent stuckspot by the large rock in the corner of the holdout area fixed.
- QOL clips added to all the rail posts to the balcony of the main house in the holdout area.
- Survivors can no longer run back to the start of the level once the finale is started. Props added to indicate this.
---
### Dead Air
- **Map 1:**
- **Clipping:**
- Survivors can no longer commnjump onto the greenhouse roof.
- Survivors can no longer drop down to the streets by the docks.
- Survivors can no longer drop down to the street leading to the end of the level where there should be a kill trigger.
- Survivors can no longer boost to a fire escape.
- Survivors can no longer walk around the ledge of the building after climbing the ladder.
- Survivors can no longer drop down to the alley behind the building with the ladder.
- Survivor clip added to prevent hanging off an electrical box by the one way drop.
- Survivors can no longer boost to the second floor hallway above the end saferoom.
- **Kill Triggers:**
- Kill trigger added to the side of the streets by the docks.
- **Map 2:**
- **General Changes:**
- Van prop added to hide a wrong way sign.
- **Clipping:**
- Survivors can no longer stand on a ledge of the crane where infected cannot reach.
- Survivors can no longer go far OOB on the streets below the crane event.
- Permanent stuckspot by a chair in the offices has been fixed.
- **Kill Triggers:**
- Kill trigger added to a semitruck to prevent survivors from dropping OOB.
- Survivors can no longer skip going through the offices by dropping down to the street and fall canceling.
- **Map 3:**
- **Clipping:**
- Survivors can no longer boost onto several rooftops in the construction site area.
- Survivors can no longer skip the fire barricade by boosting ontop of one of the buildings in the construction site.
- Survivors can no longer jump into one of the window openings in the construction site where infected cannot reach. Prop added to indicate this.
- Survivors can no longer boost into three windows above a side room in the electric plant.
- Permanent stuckspot by a gas tank in the electric plant has been fixed.
- Survivors can no longer boost into the two windows with the fire in the electric plant.
- Permanent stuckspot by some tanks inside the electric plant building has been fixed.
- Survivors can no longer boost through a gap in the clipping by the crashed plane near the parking garage.
- **Map 4:**
- **General Changes:**
- There is now a trigger that will prevent commons from spawning in the saferoom at the end of the gauntlet event.
- Prop added to hide a nodraw wall that is inbounds.
- **Clipping:**
- QOL clip added to prevent players from getting stuck on a corner where the wall sticks out in the hallway.
- QOL clip added to a pile of bodies by some chairs to make them smoother.
- Survivors can no longer boost up the hole in the ceiling before the stairs.
- Survivors can no longer boost through the skylight.
- Survivors can no longer boost onto any of the hanging banners by the van event.
- Survivors can no longer boost onto the pipes that are infected ladders by the van event.
- Survivors can no longer boost onto a destroyed concrete support sticking out of the wall by the van event.
- Survivors can no longer boost into a vent by the van event.
- Survivors can no longer boost into the vents in the conveyor belt area.
- Survivors can no longer boost through the hole in the ceiling by the Atlas statue.
- **Map 5:**
- **General Changes:**
- Terry has been added in the plane.
- **Clipping:**
- Survivors can no longer boost onto the skybridge on the finale.
- Survivors can no longer stand in a small area behind the fire barricade.
- QOL clip added to a crashed plane tail wing that had no collision.
---
### Blood Harvest
- **Map 1:**
- **Clipping:**
- Survivors can no longer boost OOB to the left of the wooden bridge.
- Survivors can no longer do a jump around the ledge of the chainlink fence to get OOB.
- Survivors can no longer jump onto the metal support beams for the quarry.
- Survivors can no longer boost onto a exhaust pipe on the quarry building.
- **Kill Triggers:**
- Kill trigger added to some of the large valley areas near the bridge.
- Kill trigger added to a chainlink fence survivors could drop on.
- Kill trigger added to an area by the quarry building.
- **Map 2:**
- **General Changes:**
- QOL duck trigger added to a vent.
- **Clipping:**
- Survivors can no longer jump onto two lights after the emergency door event.
- Survivors can no longer boost OOB in the traincar loading area.
- Players can no longer stuckwarp from ontop of one of the crashed traincars.
- QOL clip added to the rubble by the end of the level to make it smoother.
- **Map 3:**
- **General Changes:**
- There is now a trigger that will prevent commons from spawning in the saferoom at the end of the gauntlet event.
- **Clipping:**
- Players can no longer crouch-clip through a displacement along the hillside near the start.
- Players can no longer stuckwarp on some rubble at the end of a hallway.
- Players can no longer crouch-clip through the displacements along the cliffs at the train station.
- Permanent stuckspot in a tree cluster by the traincar event has been fixed.
- Survivors can no longer boost onto a section of the wooden bridge.
- Survivors can no longer skip the traincar event by doing a jump off the wooden bridge supports.
- Permanent stuckspot in the rocks near the end saferoom has been fixed.
- **Map 4:**
- **General Changes:**
- Survivors can no longer skip the bridge event by jumping over the chainlink fence. The event will still be triggered.
- There is now a trigger that will prevent commons from spawning in the saferoom at the end of the gauntlet event.
- Chimney on the small house has been solidified with a prop.
- **Clipping:**
- Survivors can no longer do a jump around the fencing by the drop to get OOB.
- Players can no longer crouch-clip through the displacements along the cliffside.
- Permanent stuckspot in a tree cluster behind the warehouse building has been fixed.
- Survivors can no longer commonjump onto a low roof of the warehouse building.
- Permanent stuckspot in a tree by the small house has been fixed.
- Permanent stuckspot in a tree cluster by the cliffside has been fixed.
- Survivors can no longer do a jump around the clipping by the end saferoom to get OOB.
- **Map 5:**
- **Clipping:**
- Players can no longer crouch-clip through the displacements along the cliffs at the start.
- Permanent stuckspots in four trees by the start have been fixed.
- Survivors can no longer boost or jump back out of the holdout area once the finale is started.
- Survivors can no longer do an up-warp onto a clip to get back to the starting area.
- Permanent stuckspot in four tree clusters in the holdout area have been fixed.
- Survivors can no longer boost onto the metal roof covering the haybales.
- Survivors can no longer get punched onto the barns roof from a tank.
- Survivors can no longer boost onto the roof of the main house.
- Survivors can no longer boost onto the dual silos.
- Players can no longer stand on the stair railing inside the main house.
- Survivors can no longer stand on the invisible blockers near where the rescue vehicle comes from.
- Survivors can no longer get under the map by boosting OOB.
---
### Cold Stream
- **Map 1:**
- **Clipping:**
- Players can no longer crouch-clip through the displacement of the cliffside at the start.
- Players can no longer crouch-clip through the displacement of the small cliff by the watch tower.
- **Map 2:**
- **General Changes:**
- There is now a trigger that will prevent commons from spawning in the saferoom at the end of the gauntlet event.
- **Clipping:**
- Players can no longer crouch-clip through a displacement on the cliffside near the tank fight.
- QOL clip added so players do not fall into a part of the ground that is lower than it should be.
- Permanent stuckspot in a tree cluster by the street tunnel has been fixed.
- Players can no longer stuckwarp from ontop the yellow barrels inside the maintenance closet on the street.
- Permanent stuckspot by the crashed helicopter has been fixed.
- Permanent stuckspots along the hedge by the cliffside have been fixed.
- Permanent stuckspots in four tree clusters after the one way drop have been fixed.
- Players can no longer crouch-clip through a displacement by the tent.
- Permanent stuckspot in a tree cluster by the tent has been fixed.
- **Map 3:**
- **Clipping:**
- Permanent stuckspots in four tree clusters by the start have been fixed.
- Survivors can no longer boost OOB over the hedges by the start.
- Survivors can no longer jump onto the clipping along the side of the bridge.
- Survivors can no longer do a hang fall cancel on the side of the bridge to fall onto a clip.
- Survivors can no longer jump over the tanker truck before it explodes.
- Survivors can no longer jump onto a dumpster in the junkyard area.
- **Kill Triggers:**
- Survivors can no longer drop off the bridge and survive with by using various exploits.
- **Map 4:**
- **Clipping:**
- Survivors can no longer boost over the chainlink fence to skip starting the finale.
- Survivors can no longer boost onto the building to skip starting the finale.
- Survivors can no longer boost through a gap in the clipping to get onto the cliffside OOB.
- Players can no longer crouch-clip through two displacements near the first one way drop.
- Survivors can no longer crouch-clip through various displacements along the first section of the stream.
- Players can no longer crouch-clip through the displacement under the waterfall at the second one way drop.
- Permanent stuckspot in a tree cluster before the tunnel has been fixed.
- Survivors can no longer boost through a gap in clipping above the manhole.
- Permanent stuckspot behind some metal barricades near the end has been fixed.