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Left 4 Dead 2
Story: A custom campaign that took a couple years so far to draw. A long weekend party went on a little too long - will the survivors make it back home to see family again? Thanks to SpaceTed for questions answered Thanks to ndimakukonda for intro music Custom m60 by Lt. Rocky Thanks to Rectus for custom weapon help and support Some custom textures from TopHatWaffle's texture pack Thanks to funreal for the cop car prefab & riotshield If you prefer to have the map in parts - it is also on Workshop. Please rate kindly :) PS: It should be fairly well optimized. A few weeks were spent on optimization alone. Please report anything - thanks!
View Changelog (v3.4 Beta)
Tagged
3/3 Maps
L4D2 Survivors
Time of day
Night
Difficulty
1) Easy
3) Hard
4) Expert
2) Average
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city
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left 4 dead 2
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Write a review...
Samster456
21 hours ago
One of the hardest campaigns I've ever played. Map and level design is great and proved challenging.
great map
By NightStealNinja
3 weeks ago
great map , and i liked the skins of the melle weapons , including that mini-auto turret
My Rating:
great map
By NightStealNinja
3 weeks ago
great map , and i liked the skins of the melle weapons , including that mini-auto turret
Long but well-made campaign
By kurochama
March 2020
Finally I had a long free time & played this. In my first test last weekend, when I thought the map 1 was really long, I cancelled & today played the full campaign & took 1 hour & 45 minutes to finish. The 2nd test, I took 1 hour & 7 minutes when I let the bots lead the way & used a shortcut on finale. It's a well-made campaign. There are many features bundled as one, like riding a boat while shooting, searching for switches & keys to proceed, & there's a tank challenge. There's also some custom music. Actually, one map in this campaign is equal to 2 normal maps, because the journey is long on each map. It's been awhile since last time I played a long campaign.
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In overview, the bot navigation in this campaign is good in overalls, except on some areas I'll mention below. The supplies are enough, along with the custom weapons. This campaign was the first one for me to test the custom weapons one by one to see the effects. However, I think there's something about the lag issue, & some are probably related to the scripts. In my case, I tested with & without my own modified custom weapon mods. The mods didn't conflict to each other, luckily, but when I saw the net graph, there's a big difference between my play with & without my mod. With my mod, the "in" statistics below the "fps" rate on the net graph showed between 800-900, & when horde came, it reached around 1000 (probably because some of my custom weapon vscripts were duplicates to the existing vscripts in this campaign). Then, without my mod, the "in" showed between 600-700. When I compared with other custom campaigns & the official campaigns, they only showed between 100-200. Well, fortunately I could still play well to the finale. Probably for map optimization, some map specialists here could help fix this problem.
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For the specific ones, I'll start from map 1. Map 1 has enough supplies in the beginning, along with the custom weapons. The route is clear, but sometimes players may look around to find some paths hidden in the corner. On map 1, there's a feature of riding a boat while shooting. The zombies keep coming all over the area during this event. Just beware of smokers. There's one bot navigation bug at an area where there is a rotating platform. The platform keeps rotating, & bots can't follow players to get on the platform. But in my case, they teleported soon when I went far enough in front of the door leading to the "arena", where there's a tank challenge. The supplies are enough in the arena, along with some mounted guns to deal with a tank. There's a good spot to camp here, at least until tank comes.
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Map 2 has multiple routes leading to one path. It's also kind of long map, but somehow I found no tank in my full play twice. However, there's a dangerous bug here. It's the falling platform. Actually there are 2 routes, by ladder & by the falling platform to fall into the water. The falling platform is the fastest, but sometimes bugged. In my play, Nick & I got stuck on the wrecked platform, & I had to use a close teleportation in my mod to set Nick & myself free. The ladder is the safer. On map 2, there's an objective about turning on generators while the horde keeps coming. There's no direction of where the switches are & the switches only glow at close distance, but they're quite easy to find.
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The hardest one is probably the finale (or I say, "The finale, for now"). Some areas on the finale are wide & have multiple paths. It's no wonder if players get lost & retrace the previous routes to find the right direction (I did that several times in my first play). & there's a labyrinth at the paths on the high place. During my plays, I took both paths, the labyrinth one & the shortcut. I wasn't good at solving a labyrinth so I followed the simplest rule by keeping turning left until I found the way. Going through the labyrinth was kind of dangerous, because while the horde kept coming, the special infected also came one by one, including charger that could take a survivor down to the bottom & some unlucky survivors might fly to death at the bottom after getting hit by his charge. & then there's a shortcut. I didn't know if this shortcut was intentional or not, but I found a guide arrow at the bottom leading to the fence. There's a ladder near the fence, & I climbed up. However, this shortcut wasn't good for bots, because two of my bots fell down on the hole that only players could jump over it. & there are some bot navigation bugs during running when the rescue notification pops up. In my 1st play, one bot tripped & fell to death just few meters before we reached the rescue location. In my 2nd play, I walked more carefully while looking back several times to help bots fight a tank behind, & one of the bots was grabbing the ledge when tripped, but he could go up again as the other bot was helping while I was covering them from zombies & tank.
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Well, in short, this campaign is long but nice. The gameplay is fine, but the difficulty is probably higher than average, especially on events with continuous horde + SI on the finale. The only problems to fix are few bot navigation bugs I mentioned above, & the bugged falling platform on map 2 when falling into the water that can make survivors stuck & then suffocated to death in the water. Oh, & also the issue on the netgraph that shows the "in" statistics much higher than when playing official campaigns (this one might probably be different from other players' experience, but you can try to compare it with the official campaigns or other custom campaigns, with netgraph enabled during play).
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Anyway, I'm looking forward to the next updates, especially the next maps, as survivors still need to run to the helicopter. Just as I expected, this campaign is worth more maps to add into it. Keep the good work.
Good Ideas But Horrible Implementation
By AmazingNep02
February 2020
This campaign was unable to be finished as it just crashes a server by forcing an exit command, it is laggy and choppy even on my friends side which is a really buffed PC, Definitely needs A LOT more work, a LOT more spawns for the length in between saferooms, and fix the performance issues. If this gets a revamped makeover to make it run better AND not so bland, then I'll replay and edit my review but its horrible as is and i wouldnt recommend playing it
Just 3 chapters but you know... Very long
By seramphanx
February 2020
Dude you made me heart attack at 3rd map because of zombie face pic. But that's alright.
The Mrs.Major sound at 1st map... I can't forget that
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