Talk about hard difficulty, I would adjust that to Nightmare because I can barely survive the second night on easy. It took me two tries just to beat that and the rest of the nights. For the first night, hope for the best that you will get an autoshotgun early because a horde of zombies will just come at you nonstop. The hardest night is around night 4 especially when spitters show up and two tanks making the camping nearly impossible especially on singleplayer. The only thing that saved me from the entire campaign is the other mods I have.
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Left 4 Dead 2
Uploader:
DeepThunder
Author:
Deep Thunder
During the day, it's a place of joy. But you aren't here during the day. Now including checkpoints and jumpscares. Welcome to your new summer job at Freddy Fazbear's Pizza! From your small office you must prevent the restaurant from any intruders and put Fazbear and friends in place. You have a very limited amount of electricity that you're allowed to use per night (corporate budget cuts, you know). Use it wisely! Starting at $4.00/hr- Subscribe today! Supports Campaign, Survival, and Versus-Survival. Version 1 (2014): Outdated Version 2 (2015): Outdated Version 3 (2018): Current See changelog. Version 3.3. I intend to continue making mods when time permits. Join my Discord for updates and the like. Invite link on my Gamemaps profile. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Map Credits 3D Mapping / Map Design Deep Thunder 3D Mapping Helpers AlwaysToast, Cemetera, Lady Alvira, Rectus, Roflmahwafflz, Valve Wiki Beta Testing / Play Testers Angelustatt, Deep Thunder, Dies on Duty, Harpy, Kinda Squishy, Lord Pug, Mighty Beast, Neocream, Olde, Purple Gamer, Spicey, Whitey Custom models / Misc. In-map Contributions GreenyBon (Freddy's Mic), Keithy (Chica's cupcake), Lovely Zombie X (Hand-drawn office pictures), Splinks/I6NIS (animatronic models), Tricky (FNaF-themed pizza box textures), Vivvy (FNaF-themed heath pack) (Scripting / Programming / Coding) and/or Assitance Deep Thunder, Rayman1103, Rectus, Valve Wiki Animatronic animation/posing Deep Thunder Campaign Poster Artist ShinodaGE Five Nights At Freddy's The man, the myth, the legend - Scott Cawthon
View Changelog (v3.3 Complete)
Tagged
5/5 Maps
L4D2 Survivors
Time of day
Day
Night
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3) Hard
Player Mode
Single Player
Multiplayer
five
nights
freddy's
pizzeria
fazbear
fnaf1
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Write a review...
fpelayo
January 2019
Well if this is your vision of how things are supposed to go, I'm not even gonna try to solo this on Advanced cuz I just barely survived Normal. Camping at the side closet is useless now. I was doing OK camping in the bathroom since the doorway and the open vent above were pretty much the same direction and I had plenty of space to maneuver when Tanks came, but at Night 4 it sure wasn't fun dealing with a Tank and twin Hunters at the same time as the horde. So I ended up back in the kitchen closet... running out of ammo early was tough, but it limited how many specials came at me at once.
.
For the harder difficulties, would it be possible for unused throwables or fire ammo to carry over to the next night? Without the ability to bring more than one molotov into play past Night 1, I can't imagine Advanced & Expert being done with less than 3 humans.
.
Also, I collected all the bears on the first night and the bonus room key, but didn't use the key until Night 5 as I was saving the gas can for the end. No supplies were in there though... so you spawn the items in there right away when the final bear is collected, and then it's empty for every night after?
DeepThunder
January 2019
My vision of how things are supposed to go were for others to camp in the office. I survived with ease on normal using the doors and lights. Advanced and expert with others, yes, being inherently more challenging. The decision for others to camp else where is out of my control, and I do not have the time and resources to test out each individual location and adjust accordingly (much less advanced+expert solo) on a map that took significant engine breaking and manual balance adjustments. I'm also unclear what specifically needs to be addressed, or if that comment was merely a slightly humorous, objective anecdotal experience with an indirect implication of satisfactory balance. If it's too many infected, we may as well adjust the infected for every difficulty, and then you run into the issue of easy and normal potentially being challenge-less. I refuse and absolutely will not spend several more free hours manually adjusting a new, unique balance for each difficulty alone and ultimately determining if its beatable. It's not that I won't ever adjust the balance, but I do need (and am open) suggestions and data, and I'm pretty burnt out with the (free) several hours I've spent testing (with me and other testers coming to the conclusions the map is beatable, even on expert) and hoping others will have the same experience
.
It's unfortunate that 2 hunters showed up during a tank phase. Was this an unlucky one-time thing? (You can checkout the changelog for access to the numbers for each night, or you could open the .vpk too) Should I reduce max special infected? Change around the available special infected? Adjust respawn intervals, and/or depending on the night? Adjust the special infected only during tank phases and make sure it works for each difficulty? I'm still open to adjusting if someone can provide sufficient data and test using hundreds of hours with 0 compensation just like I have. If anyone needs help with the technical side, I will gladly oblige.
.
From what I could deduce, it is not possible for *every* item, for that matter, to carry over on the harder difficulties (may as well do it for every difficulty), but that doesn't mean it's a good idea. I cannot control how the engine decides it wants to transition weapons. Its behavior is too unpredictable to have weapons manually placed on a map with more than 2 checkpoints, and thus you end up with meta-breaking balance. That is why those weapons disappeared in the secret room. If for instance, I had *manually* placed those items on the Night 2 map file, and the map transitioned to Night 3 (with also manually placed items), those items would duplicate thus having a broken balance (which weapons were transitioned? which were the manually placed ones? Only one way to find out, which I refuse to do and probably would end up not working anyway). Depending on whether I have them placed on the following night, they're going to end up disappearing anyway, despite the navigational mesh being 95% identical across each map (saferooms being the outlier). Unless someone can point me to an author of a campaign with 1 map and multiple checkpoints, and working non-saferoom weapon transitioning, I've simply done the best I could within limitations and non-saferoom weapon transitioning. It's simply just how it is.
My Rating:
Hardest Campaign
By CaptainCrap0000
September 2020
Talk about hard difficulty, I would adjust that to Nightmare because I can barely survive the second night on easy. It took me two tries just to beat that and the rest of the nights. For the first night, hope for the best that you will get an autoshotgun early because a horde of zombies will just come at you nonstop. The hardest night is around night 4 especially when spitters show up and two tanks making the camping nearly impossible especially on singleplayer. The only thing that saved me from the entire campaign is the other mods I have.
Never seen this kind of map before
By zach_skylar
December 2018
i have no idea how you got the bots to move and the console msgs im gona see how to do that
GOOD, but some cons
By ducanhtran2
August 2016
Pro:
+'Stick to the FNAF storyline.
+ Good models
+ Good experience on gameplay
Con:
+ Map is dark (Although suit the game)
+ Hard to survive because of the Spitter gio still pass the door
+ Time go by very slow
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