SZF Black Lagoon

SZF Black Lagoon V3

SZF V3:

- Gauntlet changes:
- D cap time reduced from 15 to 8 seconds
- Infected now spawn inside the cave after C's capture, gauntlet can be started by breaking the gate on the other side if survivors stall the game
- Merged gauntlet spawns at the payload itself; gives more time for survivors to take ground
- Added train cars for cover on D
- Train station door is now timed: 10 seconds after D capture to open
- Hud hint string changed
- Fixed gauntlet alarm not looping

Main changes:
- Fixed train station crates being non-solid
- B cap time reduced from 35 to 32 seconds
- C cap time reduced from 35 to 32 seconds
- Removed infected ramp to C deck
- New pathway added around the curve to the karst cave
- C spawns adjusted; disabled initial back C spawn on start capture. Barn and shack spawns now active
- Resized C ammo to medium from small
- Resized C barn infected ramp; should prevent bumping your feet on the plank
- Boathouse broken wall upper lip is nonsolid now, hole is now clipped
- Deep water now hurts from 33 DPS doubling to a max of 66
- Added a jetty curve at the gauntlet boathouse to help kite potential Tanks
- Clipped boathouse interior doorway
- Clipped back of C ramp rock
- Clipped outside B rock smoother than before
- Perf improvements
- Fixed seam at C inf spawn
- Minor visual adjustments
- Fixed payload concheror condition not filtering infected
- Made outlook infected ramp easier to climb
- Clipped outlook ramp wall
- Water move speed reduction reduced to -62% from -73%
- Infected sentries can no longer be built in the grass field water
- Fixed finale track moving diagonally at the last stretch
- Fixed train station lights floating
- Fixed perch point in spawn stairs
- Fixed persistant lighting issues
- Adjusted exterior soundscape
SZF V2:

- Setup time increased from 25 to 35 seconds
- Game runs on szf_director_scale now
- Added more weapon spawns
- Added more health/ammo pickups
- Payload now gives pushers the Concheror heal on hit effect (workaround due to SZF disabling Dispenser healing beam entity)
- Removed net at C house
- Added door at A saw
- Added another ladder at C house
- Moved back B Infected spawns outside slightly
- B cap time reduced from 40 to 35 seconds
- D cap time reduced from 20 to 15 seconds
- C cap time reduced from 40 to 35 seconds
- C capture area extended to inside the weapons room
- Added an infected ladder at Payload Checkpoint for a corner rock; removed previous ramp here
- Fixed jeep stuck spot at E
- Fixed ocean reflections
- Checkpoint shortcut now opens in 8 seconds after checkpoint cap from 15
- Fixed a ground seam at the outlook (before E)
- Clipped outlook ramp
- Clipped karst cave exit
- Many minor lighting changes
- Moved observer cameras for a better view for Infected
- E harbor railings clipped to prevent edging
- Perf improvements
- Fixed cap points awarding more points than intended
- Fixed some weapon spawns not spawning
- Made bug zappers non solid where they could get in the way
- Adjusted size of infected ramps that had problems climbing
- Fixed fog volumes not being correct at the beginning of a new round
- Deep water no longer kills but still harms all teams, changed to prevent Tank deaths feeling unfair.
- Improved resolution of loading screen photos
- Finale rework: pushing cart now calls an endless horde (previously only called one and would not call one if one was already active)
- Fixed reflections not being packed
- Moved C supplies to the door (from inside the side room)
- Disabled C barn infected spawns until C begins to capture. This should give survivors more breathing room to explore for items
- Sewn ground hole at finale infected spawn zone
- Edited the mission briefing