Avoid until further notice...
Plain and almost nothing. Finale the tank died spawning. Imo, didn't feel it worth the half an hour to play through...
Avoid until further notice...
Plain and almost nothing. Finale the tank died spawning. Imo, didn't feel it worth the half an hour to play through...
3.5 stars, short but quite intense
Based on completion of this map on expert realism twice with friends w/o bots, I think it's pretty cool, quite intense at our my first playthrough. And I think this's the Johnny's map so far that I feel like playing it again after trying it once, lol. I'm gonna just list some of the things that I think if addressed, can make this map better. - Intro scene was bugged again o.o - At my video 36:00, there's a weird wall that doesn't make sense which I believe it's a design flaw - None of our characters were holding gas cans when we were doing the return trip even though we were to carry them back to the truck - At the 2nd run 'cause I already know it's a long gauntlet back to the truck so we scavenged 4 biles at the first chapter and it became too easy to run through at the 2nd chapter. Maybe could make the biles more rare or harder to find? Or maybe only spawn some of them at the 2nd chapter along the way? - It's indeed a short map Overall I think it's quite a fun experience. Thanks for the map
Hey, I'm glad you enjoyed playing it. About those problems, I'll try to fix them soon. The intro is kinda strange, as it works in single player, and the wall at 36:00 is another bug I still have to find a fix.
5 Stars Custom Map For Challenge-seeker
Completed in expert realism, duo expert realism, many times and it's still very fun to come back from time to time. PROs - 10/10 Atmosphere - 10/10 Environment - Well placed supplies that rewards exploring and scavenging - Pretty much bug-free - 10/10 Events, very unique, intense and memorable events - Certain things remind me of Resident Evil and Silent Hill, I guess this's a personal preference but it's very cool to me [SPOILER ALERT] Like the event at the 3rd chapter, to escape from the facility within certain duration, and the spinning fans that slash zombies in the finale. - Very challenging - Horror feel is strong, the creepy experience is amazing CONs - Can be quite long for first-timer - The only design flaw that I've found so far, happened once when I was playing a duo with my friend. At the 2nd chapter the emergency door gauntlet event, due to the door being unbreakable, if there's a zombie stuck right behind the door and you open the door without killing them or pushing them away with shotgun first, the door will stuck there unopened and there's no way we could break that door 'cause it's unbreakable and as a result, unable to proceed. Maybe make the door breakable after the alarm starts to ring? - Finale could be more creative I guess? Given how well and creative design the previous stages have Some people complain just because it's long, but if you run in an above average slightly faster than normal pace, without restart, it's very likely to finish the map within 2h. I think Dark Wood has a very strong and unique events that are very memorable. And the atmosphere and environment fits it perfectly in a zombie apocalypse like this. 5 Stars-indeed custom map if you're ok with challenge.
This review was posted before the latest release.
Never had the issue with the door. If I will ever work on another update for the campaign, I will fix it. Thanks for pointing it out.
This comment was posted before the latest release.
4.5 stars, Very up to standard, Classic official-like Custom map
Completed in expert realism, duo expert realism and occasional hard eight expert. Played this map countless time, don't know why I haven't reviewed this yet. PROs - Very neatly designed and scripted, hardly any bug or spawning in line of sight problem - The theme is very consistent, chapters are well connected from one another - Custom music and dialogue that made me feel blended in, the moment you hear the music, you know it's Fatal Freight - Professionally made with special loading screen, - Balance and progressive difficulty, reasonable supplies - Awesome hybrid finale - Scripted SI that really well positioned to make the map challenging CONs - Finale sometimes would bug out, I guess it happens when I press the radio the 2nd time too early - There are events throughout the maps, well scripted, not too easy not too unreasonable, but other than the finale they're not events that are so impactful and unique that I'd remember them even after a long while. For example the last gauntlet at the 4th chapter, sometimes can be quite intense, but wonder if it's the map but majority of the time, the horde and mobs that are coming in the way are quite few, it's not a necessity to use bile sometimes. And somehow the landscape was a bit doesn't make a sense to me or maybe it's just me, like how we run down the big square ladder thing in that gauntlet, perhaps making the landscape and the view more special and memorable? - Lack of beautiful views I guess if I were to be picky Overall it's a great map. Highly recommended to people that are new to custom map, 'cause this map is very classic, official-like kind of custom map. The quality is so good that for a moment I thought it's another official map. Definitely looking forward to another map from Zorbos.
This review was posted before the latest release.
2 stars, author Ego too high to accept critism
Completed in expert realism with human, based on ver 1.3. Pros: - Progressive weapons growth - Pretty ok design - Quick update of the map based on feedback - Randomize loot that increase replaybility Cons - Buggy, the 'e' use key sometimes response with delay - At the gauntlet event, the truck near where the tank spawns, the tank rock can go through the truck sometimes - Too short - Special infected often stuck somewhere - Serious supplies problem (pills are too limited, given the amount of kits in the finale that few, we are expected to fight 4 waves of tanks feels unreasonable) p.s. Yes I do think it's unreasonably distributed in the map. But maybe it's just me. Would like to hear from you expert realism player out there. This author has too much pride on his map. I don't feel his map worth my time to play.
This review was posted before the latest release.
In your video or the one from Andreng, one of you switches from pistol to magmum very fast, again and again. There is a bug in left for dead 2 that I discovered while watching the video: it creates pistols... I can see at least two of you taking the newly created pistols on the ground... As for the challenge, I believe you're contradicting yourself here: "And frankly I feel a little bit offended when you deny that me and my friends seek challenge." --> Well if the room is there, there's no reason not to go in and purposely make our life hard is there? -_- The cheating room required a "code" so that survivors would not enter it on their first playthrough or by accident, the description also stated that only people who struggled with the horde should try to find it and use it. You're claim you seek challenge by playing in expert mode (fair enough), but you don't want to pass on unlimited supplies, even though it was intended only for casual players. Obviousely, this doesn't concern you and your friends, as you play in expert/realism. Therefore, saying you found the map "not challenging enough" sounds weird to me, but that can be just me. Anyway, I modified some things in V1.3 and the cheating room has been revamped to prevent this. Also, your advices and videos have proven to be very helpfull to polish the map. Thanks for that. I invite you to try the V1.3 update and to tell me what you think about the modifications. Don't forget to add your video if you record it. SacriPan!
This comment was posted before the latest release.
What's the exploiting of bug with pistols you're talking about? ._. Well if the room is there, there's no reason not to go in and purposely make our life hard is there? My playstyle is to make use of everything the map gives us, but I won't purposely ignore supplies if they're available just to make the game 'manually' challenging. And frankly I feel a little bit offended when you deny that me and my friends seek challenge.
This comment was posted before the latest release.
Hello ShineKiaa, Be sure to try V1.3, difficulty has been enhanced. About the length of the campaign, well, at first I was just doing this map because I like STALKER (the games) and I thought it could be a cool map for L4D2. I originally had a plan about a five big-map campaign, but realised it would be too long to do by myself, so I just put my thoughts into this one. The map was mainly done and waiting on my PC because of infected not spawning anymore, that was 3 years ago. Before moving to an other project on Unreal Engine, it felt right to me to finish it and perhaps release it, which I did. It wasn't thought like a project for the community, more like something for me to have fun (I like building things ^^). About the difficulty, please try V1.3. You complain about the difficulty being too low, but in the video that you posted, you and your friends exploit a bug with pistols, which ruins the first part of the map and gives you more firepower. Also, the cheating room was intentionnaly designed for testing purposes. I left it for people who would really struggle with the horde, like it was stated in the description. Now, you're saying you and your friends are playing expert/realism, though in your video you don't hesitate to go into this room and take everything... I though that as expert players you would be seeking a challenge, apparently not... :-( Nevetheless, Thanks for your review(s), ShineKiaa. Be sure to try V1.3, it will most likely be the last update, as I'm satisfied on how it is right now. Have fun, SacriPan!
This comment was posted before the latest release.
Ridiculous map
I'm sorry to rate this so low but if you don't give kit don't give guns what do you expect people to play? Passing map 1 with only a melee the whole chapter and realized the second chapter saferoom doesn't even have kits? After continuing a distance and realized there's still no kits whatsoever. Not playable.
Potential map with a couple of Deadly Problems
Completed in expert realism. Man I'm not gonna lie, this's really not bad and I feel underrated! (Even though I'm giving the rating below the current average rating lol) But what happened was, something made me really rage about this map was, the same reason as Dead Echo 2, we crashed at the stats! After fighting so hard... There's really a couple of ideas I like about this map: - I like how we need to go underground to activate generators in order to proceed - I like how we got to ride on the train and fight the hordes behind and how the ride wasn't too fast (custom map back to school's truck is too fast) - I like how in finale there's 2 houses for us to choose to hold out - I like how there's a vehicle (was it a van?) hanging on the bridge ready to drop down, and after dropped down just exploded, but there wasn't even a single horde created out of that noise which was kinda awkward as the whole map there was so many occasions where there's a horde without any logical cause but this one has all the logical reason to summon a horde but it didn't Biggest Cons: I think if the stats wasn't bugged, and the line of sight problem wasn't so severe in the map, like there's so many times the horde spawned right in front of us and created huge lag problem to us, it'd have been a really fun experience.
This review was posted before the latest release.
Rare, fairly balanced, well-ported almost 5 stars map
Completed in expert realism with friends without bots. This review is edited based on ver 3 of the map. PROs - Somewhat challenging and limited supplies: Not sure if it's intentional, but if it was, then I must say the porter knows how expert realism works. Because there was very limited supplies especially melee and magnum pistols. Giving magnum pistol too early or give multiple magnum pistol can make the map becomes too easy even in expert realism because of the efficient one-hit killing power. And due to the limited resources distributed, it made the map very challenging to playthrough and worth scavenging. It was limited but not too unreasonable in my opinion. - Beautiful and decent scene view: *SPOILER ALERT* I must say the view was really gorgeous, those scenery in the forest, mushroom cave, and especially the finale, the water looked so pure even with my shader setting in low. Very very nice view on the top of the hill. Easily one of the best sceneries among the custom maps - Hardly find any bugs and glitches The director obeyed the line of sight rules pretty well, I hardly can notice wanderer or hordes spawned in line of sight. As I recall I didn't remember seeing once. And not to mention we almost never come across any god spots during the playthrough - Creative porting *SPOILER ALERT* There're really a couple of very nice point to point out, one of them being the mushroom tank in the mushroom cave! That was really brilliant. It not only makes sense, but also felt like the zombies there were blended into the environment. Very memorable fighting mushroom tank in the cave. - There were events that are not repetitive but yet challenging and memorable to play through - Some noticeable survivors dialogues God there was so many pros I could list, but I'm gonna go with a couple of points that I think if improved, can easily make this into one of my favourite map that I'd want to keep going back to. CONs - Chapter 3 panic event Now that this is really a thing that we were struggling in. This event was so challenging and memorable that I really would like to keep it this way without having it 'nerfed down', but like some of the comments mentioned, it could be very difficult especially if we didn't keep a bile or pipe bomb from the previous chapter. We were lucky that we had a bile and 2 molos that time (refer to the video below) so that we could bile one of the tank to make the large amount of mobs easier to deal with, considering there's 2 tanks, and it's scavenge event, the amount of mobs and horde was really big. That was the challenging part and I like the challenge. Ver 2 and 3 has made this event becomes kinda pointless and too easy to deal with. I thought the mob size has been reduced but it's got removed instead. Scavenging event without mobs is just walking event, we walked to the gas cans and we brought them over that's all. Overall, it was brilliant, amazing. Other than some flaws, almost 10/10, thanks for the porting Missed.
This review was posted before the latest release.
Got with bots to finale area on Expert mode
3.5 stars
Completed in expert realism with friends. Pros - Custom textures which made the map looks decent - Custom background music - Adequate supplies - Beautilful finale - Custom dialogue - Enough of hordes and tanks but not excessive to hold us back Cons - The main con: fps issue - The ending cutscene wasn't very clear - The traps underground wasn't first-timer friendly - Finale a bit too easy. Having such a wide space to fight tank maybe consider increasing the number of tank from one to two at the second wave or both wave? Overall it was pretty fun to play and I've gotta say the design was very amazing to look on but I really had some fps issue which affected a lot to my performance and gameplay experience. Thanks for creating the map and will play it again someday.
Severely underrated
Completed in expert realism. I thought the map was brilliant! Underrated for sure. I loved how the stages proceeded with difficulty and changed gradually with variation. I also liked how there's different events that were very challenging yet didn't feel repetitive. Supplies were really limited, but that could be a pro and con at the same time. It made the map even more challenging, but some parts felt too demanding like in the beginning, we were in a very dark and wide open space, but we didn't have primary, just pistols and some melee without kits, which made it stupid hard when there's a horde to handle, think we even encountered tank once. Was cool that we had to handle a scripted witch if we wanted laser sight if I didn't remember wrong. The finale was really cool and creative, not gonna spoil here but when we saw the rescue, we were like "What? Seriously?" It kinda doesn't make sense but it kinda makes sense as well 'cause... Play yourself mate ;) I'd put it 5 stars just to bring up the overall score. Thanks for the map Son Gouki. I already feel like playing it again now.
This review was posted before the latest release.
Not recommended
Completed in expert realism. There was so many cons on this map. Most of them were on first map. 1st map: - fps issue. Not sure was it caused by the blinking light or the map, but it wasn't smooth. - constant horde, the horde interval was very short - special infected triggered the horde almost every single times There was one map the saferoom door closed super slow as if it's spoiled or bugged. 3rd map: - At the transition loading screen from 3rd chapter to finale, crashed Finale: - It was very confusing as of where to go, and where to begin the finale, and at the end we found out that gas pipe was attached to a wall?! First it made no sense, second it felt poorly made, third it's not highlighted... We spent very long time just to look for where to activate the finale. However, the rescue was quite epic. The commons spawning got serious problem in general as they often spawned in line of sight which made it very annoying to play. The loading was generally longer as compared to the other map as well. Most importantly, the stats was not working! Everything was 0 except the special infected killed. Conclusion, not going to play the map again unless there's a big update to this map which I highly doubt there'll be.
I thought I can only see lava in Minecraft o,o
Completed in expert realism with friends and no bots. And I've gotta agree to what my friend said, it's pretty impactful! When I played the first four maps I felt it's kinda familiar, thought I've played somewhere some time before... When I reached the 4th map then I realized it's perfect hideout 2, but a fixed version! That was a pretty nice twist from turning a not working finale into a tank fighting chapter. I think the real impact came when we reached the finale, goddamn I like how the lava was approaching and we ned to get to the highground by running to the elevator, 10/10! And the finale was pretty cool to play as well. Couple of points that I think if improved, will definitely make me and my friends wanting to play this map frequent. First, 5th chapter was kinda short, it was kinda surprised 'cause it's suppose to be the hardest chapter before all the previous one but it was relatively short. And yes the alarm was kinda annoying 'cause once alerted they never stopped, but it didn't summon horde any further, which wasn't that realistic. I thought if possible, make those cars alarm breakable like back to sch custom map? So that if survivors alert them in accident, can break those alarms to stop them from ringing. Finale, even though the lava was really cool, but the texture was kinda weird, I think it can look better. Finally, we had some serious fps issue in the finale, not sure if it's caused by the lava, but even areas without the lava, we still had low fps. In general, it's impactful, I like this map. Thanks for creating this Mr Creator and hope to see some future update and improve of this.
Refreshing way of playing Hard Rain
Completed in expert realism, gameplay posted below, feel free to check it out *self-promote* x) Some nice twist here and there making the map familiar yet unfamiliar. Supplies and everything I thought was pretty balance and fine. Not sure was it just us, but the horde seemed a bit lesser than usual. And the only major con, part that I think can be improved on, was the 2nd chapter lift event. I felt the event has been 'nerfed'. It became easier as shown in the video 32:29. Passing the farm crops became easier as well. Maybe set a scripted horde there? Side note: Witch maybe can add more as well? Overall I think it's pretty refreshing to play, would rate it 3.5 stars. Thanks for the map Zeon! ;D
3.5 stars
Completed in expert realism a while ago. Based on my impression it's pretty fun to playthrough. The event and the scripted tank, it felt fitting. Think the major downside is the map is way too short. And also in the finale, a lot of specials got stuck, including the tank, when we camped at where the boat was coming to. Would give it a 3.5.
Oversupplied I guess?
Completed in expert realism with friends, you can check out the video I uploaded below x) If you wanna know how well the bots are doing 'cause you'll most likely do single player, you might want to skip this review :/ Based on my impression it was quite neatly designed. Coupled with a couple of interesting events and crescendo, it's quite ok to playthrough. Maybe it's not that well ported as there's really excessive supplies. And our bet was that maybe the porting messed up all the item spawn points from random spawn to all spawn. Due to oversupplied, we didn't really feel any challenge running through the whole map. If I'm not wrong there was a couple of events not working, and if I'm not wrong they were supposed to be gauntlet? Can only remember the forklift event wasn't working though. Overall it's pretty generic, the theme felt kinda like Death Toll. Might play again if there's an update in the future.
Is it red enough?
Completed in expert realism with friends. Playthrough uploaded below. This review is edited based on ver 6. Pros: - Consistent theme - Challenging enough - No supplies problem - Pretty neat design, I like that park lol. - The director obey the rules of line of sight well! (hate when the director fails to do that) Maybe only 1 or 2 occasions that the horde spawned very close to us. - Didn't have navigation problem Cons: - Kinda short - In the finale, I wondered if it's intentional but we had yet to kill the 2nd tank and the rescue arrived before that. - Lift event was a bit short and easy Conclusion: Not a bad map, maybe can add an intro and touch up a bit of some of the details in the map?
This review was posted before the latest release.
Hey, thanks for the detailed feedback and also your video. Some of the visual glitches are just placeholder and will be replaced with more believable counterparts soon. You're right about the finale - I will look into it!
This comment was posted before the latest release.
Not too bad
Completed in expert realism with friends. Pros: - Pretty neat and good design. - Some custom textures which made it look really good - Well-supplied - Does have some events - Nice intro Cons: - Kinda short - Finale got an easy accessible godspot - Not very memorable Would give it a 3.5 stars.
This review was posted before the latest release.
NO STATS!!!
Completed in expert realism. No stats is the biggest flaw of this map. Other than that pretty cool map. Worth a try y'all.
Either you love it or you hate it
Completed in expert realism with friends, and I won't lie, that felt freaking fulfilled! Opps, sorry for the language. (Btw highly not recommend to play it with bots) This map is already super hard in expert, almost felt impossible to complete at first try, and completing it in expert realism mode is total insane. This's really a very controversial map that either people love it or hate it and I was quite surprised I didn't hate it. QE (questionable ethics in short) is not the valve-official-like story map. It doesn't have a story or an environment that we would feel it's zombie-apocalypse and we're trying to escape and look for the rescue from one point to another. I felt more like we're being trapped in a harsh zombies environment as a test subjects, conducted by somebody or an organization, so that we can get tested or manipulated by him/her. In short, it's a skills map, a map that tests our zombies skills, teamwork, and IQ, how far we can survive with our team. I'm not really gonna list the pros here. I just really like the map 'cause of how creative and challenging it is. Weird that even though I've put 5 stars here, but in this review I'm just gonna list some complaints even though it's most likely not gonna change anything seeing the last updated time of the latest version. Map 1: Spawning charger at the last gauntlet is too much! (especially when they just drop from the ceiling) Map 2: The dropping cars and the pipe, coupled with the smokers and hordes is really !@#$%^ Map 3: Director often spawns a tank here in the beginning and it's just super annoying and difficult to pass. The smokers and the chargers here also are the big cause of restart! Map 4: This finale is the hardest hold out finale I'd consider. Killing a tank in such a watery environment with platforms to keep jumping on it is already very demanding, and the count down drop down pillars on the platform makes the demand to the next level. Without the pipe trick to kill tank, it's extremely and immensely challenging. p.s. Completing this in expert realism with 0 restart definitely requires some luck... If I manage to do one with my team, I'll post a video here, you're very welcome to check them out if I do. The ending really surprised me at my first try.
The classic close-to-official 5 stars map
The title speaks 99% of the review. Quality map and quality transition from half life 2 to left 4 dead 2. If you like valve map, and you're new to custom map and would like to start one. This is a decent and perfect map to start with.
Potential and neat mapping
Completed in expert realism with friends. Not gonna review about how the bots are doing. Just completed this lately but sadly didn't manage to record our first playthrough. Frankly I was kinda surprised how well-made this map is. I was a little skeptical to try on this at first 'cause of the other map made by goanna, the death-island, which is a puzzle type of map. But I saw it's put onto the list of the top 50 custom map by Olde custom campaign guide, rated quite high that time if I'm not wrong, so I gave it a try. Glad I did. It was pretty fun to run through. The environment was kind of refreshing to play and didn't see any textures in error, length was pretty decent and not repetitive. And I felt the style and the theme of those maps also fit one another. Finale would have been great if the obvious god spot on the rooftop didn't exist. A couple of things that I think if improved, will greatly increase the fun of this map and make this map much better. First thing came into my mind was definitely the scripted hunter everywhere. Good news is I didn't find any wanderer or horde spawn in line of sight or spawn after we've cleared an area, that's a really good thing 'cause I hate when maps do that. Bad news is there was way way too many instances where the hunters, if I'm not wrong scripted hunter, spawned out of no where, either right on top of us, or right in behind us, and even in line of sight, they just spawned and scratched the hell out of us, which was super annoying. Second thing would be the excessive health supplies. Supplies were way way too many especially on the first map, we've bypassed so many extra health kits and defib even though there wasn't any crescendo or scripted tank beforehand. The excessive supplies made the first couple of maps kind of too easy to play. Weapons supplies was ok though. Third thing, why most of the windows look possible to pass through in size but we weren't able to? For each individual map, just a couple of things to point out in each map: First map: Wonder if it's just us, but we've fought 3 tanks in the first map. Good thing was those tanks spawned on tank-friendly spot to fight on. Second map: Can't remember anything but there's a plank that we could pass through and the plank broke when I stepped on it the first time, I fell down and died. ;_; There wasn't any sign or game instruction to prepare us for that? Good thing the defib was everywhere. Third map: Enjoyed it but some events were kinda confusing what to do. Think some sign or game instructions will help. Finale: After you passed through the big gate into the finale area, on your right hand side the first building, if we go to the roof through the window, the whole roof was jesus spot. We skipped basically the whole finale camping there. Overall I'd say pretty good, might come back to do another run next time after more updates been made to the map. Good job on creating the map! ;D
This review was posted before the latest release.
Thank you so much for helpful review. All issues you mentioned I will address. I hadn't done much over the couple of years because I've been dealing with prostate cancer. and side effects of the radiation. Glad to say I'm feeling better and am cancer free. I'm not sure what the deal is in the first map with hunters spawning so much. I noticed it too and I didn't put them in. The tanks I put in in the first map have been removed, I had two tanks at the same time the other day. You will find many hunters in the third map, "Hunter Inn" hence the name. I'll be posting ab update in a couple days with these issues addressed. Thanks again, it's reviews like yours that help make better campaigns.
This comment was posted before the latest release.
Something refreshing to play
Completed in expert realism with friends. Bots survivors are meaningless creature. Beginning of the first chapter was kinda cool if I didn't recall wrongly. Supplies were given adequately and the map has very clear navigation or so called direction guide that we didn't get lost whatsoever. There were enough of zombies thrown to us to kill so it was kinda fun to play through. We wanna kill some zombies after all. However, most of the chapters were really short. and due to the fact that they're all brought from other older campaigns, those maps didn't feel connected and the whole campaign didn't have a consistent theme. It didn't really have a story, which is the reason why as I'm writing the review now, even though I've just completed the map one or two days before, I can't really recall how those maps were like. Most of the maps were short and they were mostly like throwing the tanks and hordes on us, it's more like a "hordes and tanks training ground" map. Speaking of tank, yes, we encountered many tanks, easily 2 to 3 tanks in a single chapter, but they spawned at reasonable area, area that was tank-friendly. Finale was too easy with the highground and more than 3 mounted mini-guns provided for us to hold out. Overall, the map seemed fine, but it is not very likely I will be coming back to play this again. Conclusion, still pretty good to play it once with friends if you are running out of map to play.
This review was posted before the latest release.
Made a lot of updates to the maps. You should try it again.
This comment was posted before the latest release.
Alien + Zombies is bad combination
Completed in expert realism with only one friend. Guess we didn't really need bots x) The initial pistols-only condition and the first horde was really unreasonable. The creator expects us to fight a horde with only pistols especially when the horde can sometimes spawn from behind the beginning area? That already made a bad impression to me on this map. The map really made me feel like I was in a spaceship, a ship so unfamiliar with that creeps me out a bit. Surrounding and some props were well made. However, the horde mechanism and events were really repetitive. I still didn't really feel that getting a battery would trigger zombies was a good idea at all. What's the logic behind? I didn't hear any alarm sound and don't see anything that would really trigger the zombies. If all the zombies were aliens maybe it made sense a bit, but it just didn't really match well. Personally I don't really like puzzle-like map like this, looking for key and proceed when you found the key and repeat, while fighting timed-horde. What made it worse was that the surrounding looked so similar! The finale was broken. The whole map, including the finale, has many horde spawn point that the horde will never be able to touch you unless you unlock the door or open something. Map is exhausting and repetitive, perhaps if you like aliens and spaceship, you can give it a go, or else it's a no no in my recommendation book. Some details in the map look fine though.
Still in beta stage I guess?
Completed in expert realism with friends (I've posted video below). No clues how bots are doing in the map. In my first impression, it was buggy, laggy and maybe a bit generic. At the begninng we ncountered the same bug as people commented earlier, we stucked in the helicopter screen at first, then we voted to restart the campaign only then it worked out. We've got plenty of purple color textures hanging around even though I had Valve missing content fix. Got some reasonable supplies placement though. And I thought I was the only one had low fps until I saw Sophia's comment below mentioned she's got laggy at certain areas as well. Since it's mostly urban area, I didn't expect my fps to turn out that low especially at the gauntlet crescendo at map 2. Filling gas to a bus and escape was something refreshing to play, but unfortunately I believed the finale was bugged too as there wasn't really hordes coming towards us when we were scavenging. The common infected was too few to a point that I thought the director was broken. Even the ride itself, we didn't have any door to go in to, nor were we clear where should we take rescue at. Or maybe it only happened in realism mode? Overall I believe this map is still in beta stage, there's still a lot of things need to be fixed, and maybe refine some places to make it smoother, add some decorations, events or scripted dialogue to make it more interesting to play. Thanks for still creating custom map for all the custom map survivors :)
This review was posted before the latest release.
If you are filling the bus with 12 tanks, then you are not gonna escape with something else like a boat, a train or a plane XD
Hey can I join your group for versus DLC maps?
I'll see if I can do something about having so few common infected, but I'm not sure I can make it better. I'll also make it better optimized in the next update, and I can see if I can set the bus to glow after all cans are filled. Also, the update fixing the graffiti and intro is already releeased.
How about the finale bug where the common is too few? There wasn't any wanderer and horde, only a couple of mobs running around. I had my game instructor turned on as shown in the video, but the game instructor was showing something irrelevant like press the button to open the shutter even though I had already done that earlier. Maybe highlighting the area of rescue around the bus like how dead center jimmy gibs junior car does might help with this.
The intro bug is being corrected, an update might be released tomorrow. Also, the textures that were missing will be fixed too in this next update. Tested with a friend and to him, it is already fixed. And there's a hint talking about the bus, showing it's there that the rescue will happen. Maybe your instructor was turned off? It won't work if it's off. The lag is because it isn't very optimized yet. Hope you like it better with the next update!
This comment was posted before the latest release.
One-off Custom Map
Completed in expert realism with friends. *spoiler alert* Gotta say I quite like the surrounding of the maps, it's not very common and rather unique from other maps to start off the map in a cave-like underground environment. One thing critically needed to fix was the event trigger mechanism IMO. Those lifts and elevators that have to be activated in order to proceed to the next area, just like Valve, has to have it disabled before everyone else is ready so that it doesn't just leave other teammates behind when somebody accidentally pressed the button. It didn't have clear game instruction or any survivor dialogue to make the navigation more clear and the gameplay more interesting. Map 3 the last elevating platform was buggy, we all took fall damage for nothing. Supplies wise, almost all the safe rooms got no kits? No sight of magnum, not sure if there's one in the finale but I guess not. Finale was standard hold-out, not too bad.
This review was posted before the latest release.
No complete stats, bugged, and don't really have unique points to remember..
Completed in expert realism with friends, without bots, and without complete stats due to the bug occurred after passing 4th chapter. After completed 4th chapter, at the scores transition screens, the screen went off and shows ourselves in the saferoom but not able to make any move. Anyone went idle after that would go to spectator mode and not able to join back to the survivor team again. Voting also got disabled at that time, making us had to restart the map and start from the finale. About the map, the first map was ok. It wasn't too boring to play and it had some refreshing scenes to begin with. After 2nd chapter, things got repetitive. Many scenes felt like just being copied over from No Mercy, especially the press-the-button-and-open-the-shutter events, it was too many of them and felt unnecessary and not logical. It didn't have many memorable parts as well. Finale didn't have originality but felt almost identical to one of the official map. And on top of the truck there's a god spot that made it too easy to pass through. I enjoyed a bit in the first 2 chapters but after that it went down really quick and the bug really caused frustration.
This review was posted before the latest release.
Yea man, kinda wasted.
This comment was posted before the latest release.
Confirmed your 4th chapter soft-lock problem, which happened to me and a friend. Finale radio wouldn't work for us so we just quit, seeing as it looks identical to the Dead Air finale.
This comment was posted before the latest release.
Now I know what others meant by redundant....
Completed in expert realism. Based on the impression of this map gameplay in expert realism mode, I didn't really have much fun in it. The first and second map I really kinda liked the atmosphere it creates. With all the old woods and houses, it made me felt like really in a horror game, an apocalypse-affected place. The supplies were adequate, almost too adequate to a point that not very challenging. One of the biggest flaw of this map is really the word 'Redundant'. Many things were there redundantly without making any sense. Why was there so many rocks being thrown? Especially in the first map and 2nd map, thrown by who? Why was there a need to activate 3 towers and doing the same thing thrice just to open a door? Was there a need to have landmine? Map 3 and Map 4 redundantly have some repetitive surroundings as well. For example map 3 the round tracks that we were running around with, map 4 in the hospital, it was so big and frankly speaking all of them look identical without a slight change, and without a really clear navigation, was rather confusing at times. Finale was ok but the map didn't cut off the way back to safehouse and we could literally go back and made it a safehouse hold out finale. It wasn't particularly special and memorable. But I still believe if the map gets trimmed a bit, and if the right change have been made to the map, it'd still be a potentially cool map. For now, it doesn't make me feel like going back.
Coolest Hold-out Finale Ever! A Must-Play I'd Say For Custom Map Lover
Completed in expert realism with friends, so it's based on the experience of the gameplay in expert realism mode. No idea how good the bots navigation is and how hard it'd have been without human players. First of all, very cool intro, really cool to start a map by having the pilot not turned into the zombies yet with you, lol. Though it's inspired from Dead Island, but it's really a nice story and the maps felt connected. Not to mention there was custom scripted dialogues too! Due to all the custom textures and stuff, the atmosphere and designs were really detailed and nice to look at. No errors no missing textures. And nice cutscene on map 3 when we were about to start map 3. Map is well-supplied, challenging but not unreasonably. Awesome finale! I think it's got the coolest hold out finale I've ever seen. Felt like No Mercy but with all the red lighting around, it felt more horror-like. Visually in awe when I first played it and I must say the rescue vehicle effect was really creative, apocalyptic. Gotta experience yourselves mate. Some small little things here if improved, will be even more perfect and enjoyable. Sometimes a crescendo event can be activated by the special infected and I always hate when they do that in custom map which really annoyed me. For supplies magnum was so hard to find that through out the whole map except finale, I only got one at the 3rd map. In the finale, those floating words don't feel fitting. Floating words tend to make map not so realistic. And to be honest, to get to the final chopper is really damn hard, but if you've made it, it'll be damn satisfying. On the 2nd playthrough I realized there's a BIG problem about this map that needs to be fixed if not, will dramatically drop the fun survivors have on the map. In many occasions, the horde would spawn right infront of our face at certain location. Same thing for mobs, after I cleared out an area and I turned around, they could still spawn behind me even though I knew for sure I'd cleared the area before hand. Same thing for wanderer, the director will spawn wanderer on a path that you've just passed through and cleared through, which would also ignore the lines of sight very often, very annoying. In conclusion, graphically appealing, well-balanced gameplay, awesome finale, if the above problems are fixed, it'll be a map of my favourite, otherwise for now, the bug still bothers me a lot.. Tips for first-timer in the finale: There'll be 2 choppers coming to you, but DON'T GO TO THE HELIPADS! Sorry for the caps ;P
This review was posted before the latest release.
Cool Visuals And Beautifully Designed Map
Completed in expert realism with friends. The review is mainly based on the impression of the gameplay in expert realism mode without bots. It's got custom conversations, and I must say I was really quite impressed with the graphics and visual designs of the map with all the cool textures and stuff. Plus it's got a cool custom loading page, which really made me feel I was playing a very high quality official map. Really like the gauntlet crescendo event where we had to open the light and run to cross the bridge and switch off the light and shut off the shutter at the same time. However, survivors could still go back after the light got switched off and shutter began to close, and if there're survivors behind the shutter, it'd bug out and crash the game (during my gameplay). Like most other reviews, the first three maps really got a very long length and inadequate ammos and supplies, making the gameplay very unbalanced and difficult to walk through if running in steady pace. The fourth map became shorter as compared to the earlier 3 maps which I thought should be the other way round? Also the first 3 maps took forever to load. And 4th map was rather flat with no highlighting events occurred. Finale was a gauntlet but it appeared to be quite an easy run for us. Overall I'd give it a 3.5 stars but for now I'd just rate 4 stars for the sake of raising the overall score of this map a bit. Worth a run if you've got some fine teammates.
Just curious did you guys play this on a server? Reason I'm asking is that I've tried to run this on a server and map 2 and 4 have issues (they play fine on local but not on dedicated server). Now that I've ported it (model / textures) map 4 is the only one having issues now and I think I fixed it last night. I'll release a fixed version if you think it appropriate. Just getting a feel?
Really died screaming at some parts
Completed in expert realism with friends, so it's based on the impression of the gameplay in expert realism mode. No clues about bots navigation. Died at some parts and really felt like screaming, especially fighting tank at the rooftop and fell down from the rooftop without hanging on there (maybe it's just me lol). Map itself is quite balance and I really like the 4th map train station gauntlet crescendo, felt very realistic and it's memorable, just remember that the gantry was kinda hard to pass through if you jump. Finale felt really like hard rain but with no high ground to camp and it's pretty wide open, quite interesting. On the second try though we realized we could camp inside the saferoom, so it instantly became saferoom finale ._. The challenge would become fighting the second wave of tanks and get back to the truck in time with all the mobs chasing around you in a stormy condition.
This review was posted before the latest release.
Does Not Fit L4D That Well
Completed in expert realism with friends, so the review is based on the impression in expert realism mode without bots, so I have no clue how smooth the bots navigation is. It's a very long run that has nice details in all maps. It also features alternative route so you could try out different route if you're planning to replay it. Didn't have supplies problem and there was sufficient supplies for you to scavenge, but the map is so huge that sometimes we would get lost easily. The mechanism of the map made us feel like we were just kept looking for keys and open the locked doors to proceed to the next area, which was a bit dry and didn't feel quite fit to the l4d theme. My friend and I agreed that we would rather have them throw zombies on us on events than having us walking around looking for keys. If I'm not wrong map 6 there's a moving platform that you could control it to move or stop. I felt like more zombies and some scripted special infected would make it more challenging and interesting to run through. Though it's kinda big and long, the finale was very quite well-made. It was a really challenging scavenge that made us restart a couple of times. The underground scavenging was so unforgiving with all the specials and zombies beneath. If I were to play it again, most likely I'm playing for the finale, but the previous maps were just too lengthy to run through.
This review was posted before the latest release.
Re-posted in review form
Completed in expert realism with friends, so the review is based on the impression of the gameplay in expert realism mode. The length is fine compared with other maps, the first map felt a bit short though. Adequate supplies and ammo piles. Challenging enough to be interesting. But one of the big problems is the hordes are too many and the horde interval is too short in many areas. In map 2 outside of the building, the barricades there, or inside the building after passing the finale-like event on map 3, the hordes just kept coming like every 30s to a min. On map 3 the hordes were terrible. It just kept coming especially at the last event. So I'm guessing that part we need to keep running and climb up to the safehouse? If so, the game instructor wasn't clear about that. If the game instructor would have informed us that we need to run back to the safehouse it'd be much better. Overall there's a lot of areas that are almost very similar to no mercy including the finale. Could use some improvements at parts.
Cool and fun but under-supplied and difficult map
PROS - Beautifully designed map: Really got impressed by how nice the view of the map was, and how the appearance and atmosphere it creates - I'll never forget the last map with all the fog around after stepping out from the cable car - Cool lighting: Very nice lighting used especially on map 2 - Maps are not very short: Maps will not make you feel too short and are progressively getting harder - Interesting finale: Felt like gauntlet it's more than gauntlet CONS - Very under supplied especially map 3: Map 3 is extremely difficult 'cause of the lengthy map and the supplies are very scarce, including the ammo piles - There's one bad event in map 3 (activating gate) that caused the maximum zombies breaking maximum number spawn and making the map very lag - Lack of melee and magnum in the first 3 maps: You literally couldn't find any magnums in the first 3 maps, and only one spot of unlimited melee on map 3, other than that you only can pick up tonfa from the cops infected - Tanks often get stucked - Count on the game instructor a lot Overall is pretty fun. Completed this in expert realism with friends but restarted 10 times, most of them were in map 3 due to the extremely limited supplies and ammos, and the long length of the map. Can see how the 750 hours were spent creating a bunch of really nice views and design. Great atmosphere. The reason of it not getting more than 4 stars are mostly because of the under-supplied map and extremely difficult map 3 with the bad event (opening the gate). If this map is well-supplied, and more melee and magnum, I'd definitely consider playing it again.
Plain, and bugged.
The whole map has the black atmosphere, but overall feels pretty plain, no much crescendo and interesting events. Finale got bugged out after I died, my teammate revived me and activated the rescue after that, but still, there was no horde.
This review was posted before the latest release.
Lions tigers and bears OH my. Check out this campaign now. Even though I am the one who edited it I think the new edition to this campaign is awesome. I like ilcannibles work so I took his broken deadcity lite campaign and put it to good use. Now both campaigns have been given a super shot in the arm. The scavenge ending is tough but winnable. :) Enjoy.
This comment was posted before the latest release.
My buddy sad that a couple nights ago. Got a much better finale coming. Probably going to finish it tonight. :) Thanks for trying it again. It's so odd I played it several times and it always works but I definitely believe you which is why Im fixing it. I think you will be pleased
This comment was posted before the latest release.
Already done another run on it, the finale still bugged out the first time. We burnt ourselves and restarted the finale. It worked on the first wave but after the first wave of tank died, the horde never came and we stuck there, annoyed, returned to lobby. Might be posting the playthrough we had.
This comment was posted before the latest release.
Give it a spin now. map 5 should be good to go. Fixed a couple nav areas and some issues with the director. PLURR.
This comment was posted before the latest release.
Me too. Finale is no horde or tank even though calling for the rescue.
This comment was posted before the latest release.
Finally Another Decent Custom Map
This review was posted before the latest release.
This comment was posted before the latest release.