Not bad, not bad, not great though. My main problem with this campaign is the environments feel way too barren and copy/pasted, chapter 3 being the biggest offender of the latter, and chapter 2 with the former. I genuinely got stuck on chapter 1 due to the fact I literally decided to go down the staircase instead of using the elevator "it'll be faster I thought," well I ended up wasting probably 20 minutes because of that decision, why? Well you see, there's a random locked door down the staircase that i knew was the way to go, and to add to that theory, i could search the file cabinets nearby, so i was probably unintentionally misled by the campaign because of this. This needs to be different, not lest because of the samey rooms that give you extra supplies, this is not how you do exploration properly. So either: 1. add a game instructor hint 2. block off the staircase entirely, or 3. just open up the damn locked door, no reason for it to be locked anyways, just bad map design.
With that rant out of the way, I've already given my thoughts on the map design, the finale is inoffensive, just your typical holdout finale, nothing special. Average overall in my opinion. No issues (bugs) found though.
Environment
Arctic / Winter
Arena / Platform
Barricade / Construct
Boss / Special
Caves / Dungeons
City / Urban
Desert / Sand
Fantasy / Arcade
Farmland / Rural
Forest / Woods
Global / International
Hills / Plains
Historic / Landmarks
House / Structure
Industrial / Commercial
Jungles / Swamps
Lakes / Rivers
Maze / Perplex
Medieval / Castles
Military / Outpost
Miscellaneous / Other
Mountains / Rocklands
Oceans / Islands
Orange / Box
Recreation / Indoor
Remakes / Ports
Simple / Basic
Space / Planets
Training / Arena
Traps / Obstacles
Tropical / Beach
Underground / Tunnel
Village / Towns
Volcanic / Ash
Wastelands / Badlands
Player Mode
Time of day
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Map Info: -L4D1 Characters -Enable Hints -Red Sky -2nd & 3rd map inspired by Scarlet Nexus -2 Easter Eggs Map Console Code: Map1: btm1_apartment Map2: btm2_construction Map3: btm3_hospital Map4: btm4_tomb Credits: I do not own anything I used. All rights belong to the creators. Miyafuji Yoshika - Zombie Killing Sign Fool - Urban Terror Texutres shoxyyy - Neon Textures TopHaTTwaffle - Realworld Texutres Ragnara - Particle Effects Ro - Bloodsky Zapsplat - Sfx Garry's Mod Modders - Models Also, on the steam workshop
View Changelog (v1.3 Complete)
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Write a review...
Lyzokiel
December 2021
Pros:
-Interesting Campaign with some unique Gimmicks
-Eerie Atmosphere that brings fear in your soul
-Unique Set pieces to spice up engagements
Cons:
-Outdoor Maps are so dark and foggy, navigation is a bit troublesome
-Tank spawned near the starting point when you have nothing but Pistols and Deagles
-Some Maps will feel like a maze so be wary
-Finale is so easy...Too Easy. It needs more horde coming out more unexpected areas in slightly larger number.
As for me Ammo wasn't a problem, I explored a lot of the map and there are ammo piles scattered everywhere so I encourage exploration.
Money isn't really a big factor, I only found one set of cash and got a defib... WHAT is cool however was when I found a Grenade Launcher. Thanks.
Ayanami-chan
December 2021
Map 1: You can put some money in some rooms to use vending machine
Map 2: Map is large. Reduce the fog will make it easier to find the way. It's will be better if there witches block at some places
Map 3: This map might need more ammo piles as someone said in previous comment.
Map 4: Safe room is the best place to defend while you are waiting for the helicopter. Recommend to replace with a normal wooden door
wkwong2012
December 2021
I want to ask about map1. Where can I find the money? I have go through all the rooms in the hotel, can't find any money
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Review
By ErrorUnknownGT
March 2022
Not bad, not bad, not great though. My main problem with this campaign is the environments feel way too barren and copy/pasted, chapter 3 being the biggest offender of the latter, and chapter 2 with the former. I genuinely got stuck on chapter 1 due to the fact I literally decided to go down the staircase instead of using the elevator "it'll be faster I thought," well I ended up wasting probably 20 minutes because of that decision, why? Well you see, there's a random locked door down the staircase that i knew was the way to go, and to add to that theory, i could search the file cabinets nearby, so i was probably unintentionally misled by the campaign because of this. This needs to be different, not lest because of the samey rooms that give you extra supplies, this is not how you do exploration properly. So either: 1. add a game instructor hint 2. block off the staircase entirely, or 3. just open up the damn locked door, no reason for it to be locked anyways, just bad map design.
With that rant out of the way, I've already given my thoughts on the map design, the finale is inoffensive, just your typical holdout finale, nothing special. Average overall in my opinion. No issues (bugs) found though.