Left 4 Dead 2

Left 4 Dead 2

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★ CARNIVAL ★ Hardcore realism servers
By DeCrow
Tickrate 100 | FPS 1000: Experience unmatched precision and VAR performance.
Survival Reimagined: Drop items, reload the M60, and wield melee + pistols.
Rewards and Risks: Enhanced realism, player levels, and intense difficulty!
   
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CONTACTS
SPECIAL CHANGES
• All servers operate at Tickrate 100 and FPS 1000
It is recommended to play on all servers with the lerp setting set to 0 (see Client Settings). These server and client settings combined provide an unmatched VAR performance (see net_graph 4) and network response.
• Melee weapons have their own inventory slot
When picking up a melee weapon, it is placed in a separate inventory slot. Characters can now carry both pistols and melee weapons simultaneously. Switching weapons is done as usual using the Q key (quick switch), 2 (repeated press), or the mouse wheel.
• Incendiary/Explosive ammo boxes are regular ammo
Boxes of incendiary and explosive ammo are treated as regular ones. If dropped on the ground, they can replenish the standard ammo supply of firearms. Standard ammo piles have been removed from maps.
• Medkits are bags of pills
When a character uses a medkit, it tears open, dropping three packs of pills. Occasionally, one of the packs may contain an adrenaline syringe.
• Chance of finding a weapon with a laser sight
A laser sight may already be installed on a dropped weapon. It can be removed or used with another found weapon.
• Lasers can be detached from weapons
Lasers can be removed from any in-game weapon and stored in your pocket. Only one laser can fit in the pocket at a time. To remove a laser, press the [Spray] button.
• Items can be dropped from the inventory
Any in-game inventory item, except pistols and melee weapons, can be dropped. To drop an item, press [Walk] and [Use] simultaneously.
• The "M60" machine gun can be found and reloaded
Depending on the situation, the "M60" machine gun can be found on any map. It can also be reloaded and ammo replenished from an ammo box.
• New weapons added to all maps
Depending on the situation, rifles like the "Steyr Scout," MP5, SG552, or AWP can be found on any map. The damage of each new weapon has been adjusted to match their real-life counterparts.
• Some maps slightly modified
Certain campaign maps have been altered. Now you can pass through previously inaccessible areas, and new objects have been added to some maps.
• Every player has a personal level
Each player has a personal level, where the first digit represents the number of active hours played on our servers, and the second indicates the ratio of life time to death time on our servers.
• Special zombies can appear on all maps
On any map, you may encounter clowns, workers, mudmen, police officers, CEDA agents, or fallen survivors with loot.
• Bots can take or exchange supplies
AI has become much more helpful, acting as a personal servant to the player. Bots can be given defibrillators, bile jars, pipes, etc. Items are handed over the same way as pills (pressing the melee button). To exchange similar items with a bot, simply use the melee button. To take everything the bot has that you lack, hold the walk key and give the bot a backhand with the melee button.
• Magnum, pistol, and melee weapons don't vanish after death
A deceased player no longer takes their magnum, second pistol, and melee weapon to the afterlife. All loot drops upon death, increasing the survival chances for teammates.
DIFFICULTIES
• Health and character name indicators removed
Health bars and character names are no longer displayed. Health status and character names can be checked by opening the map's info menu (default key [TAB]).
• Bullet penetration damage through walls
Bullets passing through most walls and barriers do not lose their damage factor and can injure or kill both infected and teammates.
• No survivor outlines visible through walls
Teammate silhouettes are no longer visible through walls. Now, after mowing down infected at a wall, you might discover a teammate's corpse behind it.
• No incapacitation (falling) mechanic
When a character's health depletes, they die instantly and can only be revived using a defibrillator or by progressing to the next campaign map. Dead characters do not reappear locked in special rooms.
• Increased friendly fire damage
Melee and firearm damage to teammates is increased. A headshot with any weapon is always lethal.
• Increased special infected spawn rate
Special infected spawn more frequently and in greater numbers than usual. They can also appear and attack in groups of three or more.
• Special infected are quieter
Special infected make noise only right before attacking. This makes it harder to anticipate their presence. However, the Jockey doesn't care about stealth and screams as usual.
• Tank and special infected do not burn
The Tank and special infected no longer burn spontaneously, as if soaked in gasoline. They take damage only while in the fire zone and stop burning once out of it. Witches and regular infected still burn instantly.
• Extremely fast and quiet Witch
The Witch no longer whines loudly about her problems across the map. She can only be detected visually. Be careful; if the Witch spots you, she'll instantly leap up and charge at high speed to avenge things you didn’t even do.
• Tank behaves quietly and runs faster
The Tank no longer roars from behind a corner, giving you time to prepare for its appearance. It remains silent until it sees a survivor. The Tank also runs faster now, and you can only outrun it with adrenaline.
• Tank's rock cannot be shot down
The Tank's rock cannot be destroyed with any weapon. It always hits its target or any object blocking the way.
• Weapons spawn in single instances
All weapons spawn as single instances, with their type and ammo depending on randomness. They change after restarting a map or campaign.
• Temporary health is not counted
Health gained from pills does not count. A transparent health indicator shows only the potential improvement over time. This transparent indicator gradually fills with regular health, improving the character’s condition.
• Rocket launcher radius and damage significantly increased
The rocket launcher now deals much more damage over a greater distance. A skilled zombie hunter can dismember a horde of infected with it, while an unskilled one can dismember their teammates.
• Melee hit deals damage to teammates
Friendly melee hits can significantly worsen a teammate's health, potentially creating resentment against you in their otherwise kind soul.
• Smoker’s smoke deals temporary damage
Inhaling the Smoker’s smoke causes temporary damage proportional to the inhalation time. Health lost to smoke inhalation gradually recovers over time.
• Stationary machine guns removed
You can no longer camp behind a machine gun with unlimited ammo, forcing teammates to cover your helpless back while you mow down infected at the other end of the map.
• Ammo reduced for all weapon types
You can no longer hoard ammo, and shooting at every wandering infected will lead to a quick death from running out of supplies.
• Infected behavior and movement vary
All infected move at different speeds, independent of their health. They also notice characters at different speeds; some may ignore you entirely.
• Using melee interrupts reloading
Weapons no longer magically reload in the background while you fend off infected with a melee attack. If you start reloading, you need to finish the process; otherwise, it will reset after using a melee hit. Shotguns are barely affected by this change.
• Safehouse door breaks when opened
You can no longer hide behind an indestructible safehouse door while your team gets shredded. Nor can you bug a Tank by barricading the door with your cowardly backside.
• Low health reduces player hearing
If your health falls below 21 HP, you hear sounds less clearly. The closer your health is to zero, the stronger the effect. Only real health is considered; temporary health from pills is ignored. Although it’s a difficulty increase, sometimes this effect helps you hide in time and avoid fatal damage.
EASIER MECHANICS
• Random zombie hordes disabled
Hordes of running infected no longer spawn for no reason. Hordes can only be triggered by loud events, such as a car alarm or barricade explosion.
• Infected health varies significantly
The degree of infection varies among zombies, with some dropping dead from a leg shot while others won’t fall even after a neck shot. Overall, infected health has been lowered.
• Can escape from Hunter/Smoker/Jockey
You can escape on your own from a Hunter, Smoker, or Jockey if your health condition allows it. However, it’s impossible to escape from a Charger due to its size and strength.
• Fire radius reduced
Fire from a Molotov cocktail no longer spreads as if a napalm bomb exploded. This change also applies to gas cans.
• Tank and Witch have reduced health
Tank health has been lowered and is consistent across all difficulty levels. Witch health has been significantly reduced, and a headshot from any weapon will instantly solve all her problems.
• Increased sniper rifle damage
Sniper rifles now deal more damage to infected, but teammates are equally affected by the increased damage.
• Headshots kill all infected
A headshot with any weapon sends an infected on a peaceful journey down the river Styx. Unfortunately, for the Tank, the head is not a vital organ, so headshots won’t have this effect.
• Removed melee fatigue
Characters no longer get tired from swinging their weapons, pushing infected away, as their survival depends on it. However, swing speed has been slightly reduced.
• Increased adrenaline strength and duration
Now, injecting yourself with this healthy dose of adrenaline will make you sprint like an antelope on steroids for a full minute.
• Increased number of defibrillators
Depending on the situation, the number of defibrillators may increase. This is now unrelated to difficulty levels.
• Improved AI for teammates
Teammates now thoughtfully close safe room doors after those who were born in an elevator. When they hear a teammate has been grabbed by an infected, they rush to help. They also move closer to the player.
• Evacuation transport arrives immediately
In all standard campaigns, there is no need to lie around and stare at the ceiling while waiting for evacuation transport. It arrives immediately after a short wave.
• Increased bot survivability and usefulness
On higher difficulty levels, bots take significantly less damage and deal more. However, if a bot gets surrounded by regular zombies, this won’t help them much.
CLIENT CONFIG
This configuration performs the following functions:
· Normalizes data exchange between the client and server, taking server features into account · Allows dropping items using the [G] key instead of pressing [Walk]+[E] · Displays a network stability graph along with health stats when pressing the [TAB] key · Automatically starts demo recording when pressing [TAB] (without overloading the PC) · Enables the game instructor when pressing the [PAGE UP] key (required for some additional maps) · Disables the game instructor when pressing the [PAGE DOWN] key · When pressing button [MOUSE 4] on bot, it will give you all items that you don't have · Switches characters when pressing [INS] on the numpad (requires TAROT CARD)
The configuration must be added to the file:
Left 4 Dead 2/left4dead2/cfg/autoexec.cfg
If the file is missing, you need to create it:
On Windows, file extensions are disabled by default. Therefore, the easiest way is to copy the autoexec.360 file, rename the copy to autoexec, and replace its content with the content written below.
bind "G" "dd_drop" bind "TAB" "+HPANEL" bind "PGUP" "INSTRUCTOR_ON" bind "PGDN" "INSTRUCTOR_OFF" bind "MOUSE4" "+TAKE" bind "KP_INS" "dd_takecontrol" rate "128000" cl_cmdrate "128" cl_updaterate "128" cl_interp "0" cl_interp_ratio "0" net_graph "0" net_graphpos "3" net_graphtext "1" net_graphsolid "1" net_graphmsecs "250" net_graphheight "64" net_graphshowinterp "1" net_graphshowlatency "1" net_graphproportionalfont "1" alias +TAKE "+speed; +attack2" alias -TAKE "-attack2; -speed" alias -HPANEL "-showscores; net_graph 0" alias +HPANEL "+showscores; net_graph 4; record AUTO_DEMO" alias INSTRUCTOR_ON "gameinstructor_enable 1; play ui/menu_click01.wav;" alias INSTRUCTOR_OFF "gameinstructor_enable 0; play ui/menu_click04.wav;"