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Innes Road Rash created by Murmkuma.
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Reviews (6)
Featuring Original Music by my bro's band Black Market Candy ' My Baby' My first campaign. Survivors travel to East-end Ottawa to help Ellis' online friend 'Jaininja' escape, only to find him dead in his holdup on the 8th floor. Now the survivors must travel down Innes Road through Pineview and Summon a rescue at the end of the pedestrian overpass. BASED on the hoods me an my crew grew up in. Blackburn Whut! Pineview Represent!!! lev 4 safe house will never be safe, I wanted 1 safe house that wasn't safe. Because not all rest stops would be safe. You now have more zombies.... Latest version (2.7) should fix desktop crash, let me know.
Version: 2.7  (Complete)
Last Updated: 05/14/12
Released: 05/14/12
Author: Murmkuma
Publisher: murmkuma
Maps: 5/5
Map Size: Not Specified
Max Players: Not Specified
File: innesroadrash.vpk  
Size: 148.74MB
Mode: Co-Op, Versus, Campaign,
Pros:
good length. Very open campaign which is unique. Very Detailed. Saferoom not so safe lol.
Cons:
At times not sure where to go. Some slowdown issues on some levels. Very underrated unfortunately.
Conclusion:
A very good campaign that has a lot going for it, I enjoyed most of it. just some slowdown provlems and not much more. Its sad that this is so underrated and feels like a crime. But anyway well done and a pat on the back from me. :)
Pros:
- Story - Bot navigation is okay - Idea for unsafe saferoom - Plenty of places to explore - Stayed true to the title - Alarm cars - Graffiti in the underground parking lot - Letter to Ellis in the beginning although it's hard to read - Design - Custom music - Environment - Elevator in map 1
Cons:
- Some cars have bad resolution - Needs a few more direction arrows added in some places - Map size (370mb once opened) although it's understandable due to it's originality) - Map 1-3 were a bit short - So many pointless rooms and dead ends, especially in the finale - When we move the jukebox howcome it starts playing? Also no loading bar - No dialogue?
Conclusion:
Very underrated! Obviously a lot of effort has gone into this campaign, it's just hard for people like me who lag in some campaigns due to it's size. There are plenty of creative ideas in this, it's just sad they go unnoticed. Overall, it's a decent campaign so well done!
Pros:
======= In general ======= + A lot of improvements. + Campaigns setting based on real life areas. + Fluent gameplay. + Acceptable difficulty. + Quite an eye for designing maps. + Very nice surroundings. + Finale overpass design was freakin' awesome! + Finale caused no problems and ended very well. + Long 5 maps campaign. + AI navigation was acceptable, but see Cons.
Cons:
======= Map 1 ======= - AI mates were spawning down the ladder instead of climbing it down. - Cars were blocking enemies, near the safe room. =================== ======= Map 2 ======= - AI mates didn't get onto that lift next tot the store. =================== ======= Map 4 ======= - Choppy feeling and not optimized framerate. - Zombies were able to get into the saferoom because of the big windows there. =================== ======= Misc ======= - AI navigation problems in some areas. - Design: look down to 'Conclusion'. - More hints please. - Low res. cars on the highway. ==================
Conclusion:
Design: first of all it is quite amazing how detailed you "expressed" your area/neighbourhood, but there are some things that have to be mentioned as well that are not so good. No matter if the map is copied from a real area, things like grass HAVE to be added. Most of the time we were walking on grass-textures without a single culm. The areas were also a bit to0 empty for a rural village or city. The woods and the creek were very nice for some time, but there are too many of the same trees, try to add some varied things to the environments! But summarizingly you have made noticable progress on this campaign. Take care of the few Cons, especially some environmental design and AI NAV and the campaign is going to be close to perfect. 8/10 seem legit for now, changed if campaign gets updated. Update #1: the lift was located on map 2, not map1, sorry.
Pros:
Nice finale. The custom song fits the apocalypse, otherwise the music makes sense if it is the last CD or something before the owners died from the flu. North America.
Cons:
major lag on map 4.
Conclusion:
The only problem I got was the lag from this campaign on map 4 from facing the powerlines. I had to quit and skip the map to the finale map.
Pros:
+ Decent length + Apparently pretty faithful to the actual locations? + Custom music was fitting
Cons:
- Where are all the zombies? - Way too many tanks - Seriously, where are all the zombies? You know this is Left 4 Dead, right? - Unsafe safe room in chapter four. I know this was intentional, but what's the point? It's completely defeating the purpose of a SAFE room. - On that same topic, if you don't close the safe room door, you can break through the window and continue on to nothing. Maybe fence it off initially? Or, you know, get rid of the giant, wall-sized window? I mean, think about it: Why bother putting safe room doors on a house that isn't safe to begin with? - The custom music was abnormally loud. - Too many empty halls, empty streets, empty buildings - Low-res cars on the highway. It felt like a PS1 game.
Conclusion:
The map isn't all bad, really. It could use some work, but it's not god-awful or anywhere near the worst map I've ever played. If I had to single out my biggest complaints, I'd say there's too few zombies (seriously), too many tanks, and the map is way too empty most of the time. It gets really boring. And because of that, the progression of each chapter went like this: Exit safe room > kill a zombie or two > TANK > recover from ta-- > TANK > reco-- > TANK > limp to safe room I believe you have the potential to make a good map and that this one was more to show off how true-to-life you could make it look than to be a fun, creative map.
Last Updated: 05/14/12   Version: 2.7  (Complete)    
This was my first campaign and I had no idea what I was doing when I built this, I will eventually be giving it a full rework along with the Dark Tower campaign. I just jumped in and built a campaign here for about 4 people...when I uploaded this campaign I had no idea it would get as many downloads as it did. Once I complete MTL gone to Hell I will come back and fix this campaign up, it deserves it.
Author
Kind of..finished with bots on expert
Pros:
good length. Very open campaign which is unique. Very Detailed. Saferoom not so safe lol.
Cons:
At times not sure where to go. Some slowdown issues on some levels. Very underrated unfortunately.
Conclusion:
A very good campaign that has a lot going for it, I enjoyed most of it. just some slowdown provlems and not much more. Its sad that this is so underrated and feels like a crime. But anyway well done and a pat on the back from me. :)
Thank you man i love playing zombie maps based in my city cant wait to try this one
Nice campaign a lot of fun :)
Kind of was looking forward to the GOLF-COURSE of PineView but still quite nice :)
Heh, thanx...cool to have people who know the area trying it out.
I thought about adding the Golf Course...but I caught a lot of flack for having such an open campaign...I plan on making adjustments to lev 3 to make it feel more like the actual bridge on Innes beside the golf course...I took a cheap route on first build as I was still getting to know the tools. I plan on eventually adding a survival mp based on Gloucester High School, never know maybe the golf course will find it's way in there sometime.
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