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25 To Life created by Ben Coleman.
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Reviews (31)
After breaking into Western State Pen, the survivors are knee deep in zombies spawned from societies outcasts. Does a victim's personality affect their behavior post infection? PLEASE IGNORE THE VIDEO...I DID NOT CAPTURE IT OR POST IT. I AM UNABLE TO REMOVE IT.
Version: 16.0  (Final)
Last Updated: 07/06/11
Released: 07/06/11
Author: Ben Coleman
Publisher: ragethecat
Maps: 3/3
Map Size: Not Specified
Max Players: Not Specified
File: 25tolife.vpk  
Size: 45.71MB
Mode: Co-Op, Versus, Campaign,
Pros:
-Well created and placed maps -Unique environment -Easy to navigate
Cons:
-Finale was extremely hard -Sewers in level 3 were poorly made -No dialogue along the way
Conclusion:
Although it was a unique map, some parts didn't stick well and the finale was ungodly. I play all campaigns on advanced and we only managed to get one person alive.
Pros:
1. Good choice of location for a campaign, don't think I've seen any prison campaigns before. 2. The conversation at the beginning was nice. 3. The maps had a decent layout.
Cons:
1. The Hard Rain music was a decent choice, but then you started using The Passing's music for the second and third maps which doesn't fit a prison whatsoever 2. Very short, but not much of a con 3. Weapon spawns had little to no variety, in that the only weapons I've found were the m16, smg variants, pumpshotgun, autoshotgun variants, and hunting rifle. 4. Weapon spawns were very imbalanced, in that from the first safe room and onward we were constantly showered with tier 2 guns. 5. Little to no pipe-bombs, and I have yet to find a bile bomb. 6. An insane amount of molotovs in the early stages, but almost no situations to use them in. 7. The events were rather boring in that they were all generic "wait here until the horde stops" styled events, which while fun at times, get annoying when they're the only events used. 8. The survivors had no conversations besides the one in the beginning, only using the basic lines for finding items and spotting infected 9. The finale was rather awful, in that it kept telling me to go back to the generator, despite it already being started, and the layout of the finale was confusing and no clear directions were given. 10. While the layout was decent, the actual maps themselves were a chore to go through, due to them having little to no variety and almost no atmosphere. 11. The special infected seemed to have been spawning one right after another, giving the player almost no pauses between events or hordes. 12. Only female boomers spawned, but that's not too much of an issue. 13. Very few events, and the ones that were there have been covered above 14. Not a single special tier weapon was found besides a grenade launcher in the first map. 15. The maps were very linear, little to no exploration was offered.
Conclusion:
All in all, a good idea, but somewhat poorly executed. Needs a bit of polish and re-thinking to be enjoyable.
Pros:
- clear instructions, easy to find ways - lots of throwables - easy to finish
Cons:
- a bit boring
Conclusion:
so far so good
Pros:
Prison theme Nice design and layout Pretty entertaining
Cons:
Unbalanced finale Fairly short Security zombies (I know it's a prison but still)
Conclusion:
A pretty fun campaign that's marred by an agonizingly difficult finale. It's fairly short but still entertaining. The prison complex is well designed and navigating through it isn't confusing. I thought there were a tad too many security zombies. I know it's a prison theme but sometimes they threw three or four at you at one time which can get annoying. The main flaw of this campaign is the finale. It's extremely difficult and frustrating. When you come out of the sewer there are neverending hordes between you and the chopper. You have to battle common infected, special infected, and tanks while slowly crossing the river. It's way too unfair. It should only spawn CI and SI in the water or a tank and a few CI. But all three is just brutal. Even on easy setting it'll kick your ass. It should wait until you reach the road where the chopper is on before spawning all three types, as that's the "home stretch" and would be more appropriate and exciting. Also the first time you play the finale you'll probably try going up the embankment as soon as possible only to be met with an invisible wall. There should be fallen trees or debris placed at the top or it should be made steeper so you don't get confused and waste your time and health trying to go up. It's still fun and I recommend this campaign but be prepared for a punishing finale. Have everyone save adrenaline!
Pros:
Good detail in the prison, believable world
Cons:
Bad navigation for the finale
Conclusion:
The finale tarnishes an otherwise good campaign. After starting the generator, I ran around for 5 minutes with no idea which way to go. After I finally discovered the pathway that'd opened up, (and more of that "Get to the copter" with no copter in sight stuff) , got down to and along the stream though an endless hoard,, and I couldn't move up the bank to the copter(tanks don't help) like there was an invisible wall. Everyone died. It's like the opposite of a reward.
Last Updated: 07/06/11   Version: 16.0  (Final)    
Pros:
-Well created and placed maps -Unique environment -Easy to navigate
Cons:
-Finale was extremely hard -Sewers in level 3 were poorly made -No dialogue along the way
Conclusion:
Although it was a unique map, some parts didn't stick well and the finale was ungodly. I play all campaigns on advanced and we only managed to get one person alive.
Pros:
1. Good choice of location for a campaign, don't think I've seen any prison campaigns before. 2. The conversation at the beginning was nice. 3. The maps had a decent layout.
Cons:
1. The Hard Rain music was a decent choice, but then you started using The Passing's music for the second and third maps which doesn't fit a prison whatsoever 2. Very short, but not much of a con 3. Weapon spawns had little to no variety, in that the only weapons I've found were the m16, smg variants, pumpshotgun, autoshotgun variants, and hunting rifle. 4. Weapon spawns were very imbalanced, in that from the first safe room and onward we were constantly showered with tier 2 guns. 5. Little to no pipe-bombs, and I have yet to find a bile bomb. 6. An insane amount of molotovs in the early stages, but almost no situations to use them in. 7. The events were rather boring in that they were all generic "wait here until the horde stops" styled events, which while fun at times, get annoying when they're the only events used. 8. The survivors had no conversations besides the one in the beginning, only using the basic lines for finding items and spotting infected 9. The finale was rather awful, in that it kept telling me to go back to the generator, despite it already being started, and the layout of the finale was confusing and no clear directions were given. 10. While the layout was decent, the actual maps themselves were a chore to go through, due to them having little to no variety and almost no atmosphere. 11. The special infected seemed to have been spawning one right after another, giving the player almost no pauses between events or hordes. 12. Only female boomers spawned, but that's not too much of an issue. 13. Very few events, and the ones that were there have been covered above 14. Not a single special tier weapon was found besides a grenade launcher in the first map. 15. The maps were very linear, little to no exploration was offered.
Conclusion:
All in all, a good idea, but somewhat poorly executed. Needs a bit of polish and re-thinking to be enjoyable.
how the hand of those who survived that far back?
how mod?
can you show me?
Pros:
- clear instructions, easy to find ways - lots of throwables - easy to finish
Cons:
- a bit boring
Conclusion:
so far so good
Pros:
Prison theme Nice design and layout Pretty entertaining
Cons:
Unbalanced finale Fairly short Security zombies (I know it's a prison but still)
Conclusion:
A pretty fun campaign that's marred by an agonizingly difficult finale. It's fairly short but still entertaining. The prison complex is well designed and navigating through it isn't confusing. I thought there were a tad too many security zombies. I know it's a prison theme but sometimes they threw three or four at you at one time which can get annoying. The main flaw of this campaign is the finale. It's extremely difficult and frustrating. When you come out of the sewer there are neverending hordes between you and the chopper. You have to battle common infected, special infected, and tanks while slowly crossing the river. It's way too unfair. It should only spawn CI and SI in the water or a tank and a few CI. But all three is just brutal. Even on easy setting it'll kick your ass. It should wait until you reach the road where the chopper is on before spawning all three types, as that's the "home stretch" and would be more appropriate and exciting. Also the first time you play the finale you'll probably try going up the embankment as soon as possible only to be met with an invisible wall. There should be fallen trees or debris placed at the top or it should be made steeper so you don't get confused and waste your time and health trying to go up. It's still fun and I recommend this campaign but be prepared for a punishing finale. Have everyone save adrenaline!
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