As I predicted, a short 2-map campaign like Crash Course would force Valve to introduce new ways to control certain aspects of the maps, which were until now pretty inflexible.
***** Panic Event Control *****OK, if you've read my topic (
Mobs, Crescendos, and Director behavior) you know that mappers have very limited control over panic events.
Now, you can at least control the number of waves a panic event will have (with 5-second pauses and all). This is accomplished by sending a PanicEventControlled input to the director entity, where the parameter is the number of waves you want. (Ie: 0 will give you 1 wave, 2 will give 2 waves, etc. No negative numbers).
***** Witches and Tanks in First Maps *****Witches and Tanks (aka "boss infected") would never spawn on 1st maps of campaigns on Coop. There is a 10% chance in versus however.
Now there are new settings on the missions file which give you some control over witch and tank spawns on every map. They are "SpawnBossThreats" and "versus_boss_spawning". You can control the chance of tanks, witches or both and also which range on the map they can spawn (ie: 10% distance up to 90% distance).
For further information, refer to the garage.txt file in the missions folder.
***** Map name conflicts fixed *****Any of you who have played custom campaigns might have noticed that the game is (was) rather dumb and would give you problems when 2 maps had the same name even though they belonged to different campaigns.
For example, I had Back to School which had a level named "Forest". Then there was a "Forest" on some other map. The game would load only the Back to School one regardless of the campaign I picked, causing great frustration.
Now it will recognize different campaigns and load the correct maps.
***** info_map_paramters_versus *****There is a new entity (I believe it's new, don't recall seeing it before) which allows you to control the density of items and weapons (Pipe bombs, mollies, etc.) on Versus. It works like the info_map_paramters entity.
The existence of these 2 entities leads me to believe that the ridiculous amount of weapons and items on Crash Course was just Valve being careless and forgetting to set the values to something reasonable.
These are the ones I found so far. There might be more stuff.