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:image_426103475740ae77144e2d576e9ffaea47b0331c:
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Left 4 Dead 2
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HerobrineAce
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HerobrineAce
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Left 4 Dead 2
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kurochama
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08/08/22
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fmpfmp
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Left 4 Dead 2
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:image_426103475740ae77144e2d576e9ffaea47b0331c:
As the last minecart leav... More >
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11/05/12
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rtsdeathreaper
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Left 4 Dead 2
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8 Die Screaming II
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08/08/22
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fmpfmp
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Left 4 Dead 2
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9 ContraZ v0.5
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[b] ContraZ V0.5 [/b]
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08/08/22
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missed999
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YueTuJiang & missed
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Left 4 Dead 2
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10 +Ultra Particle Effect
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08/05/22
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7empest
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7empest
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Left 4 Dead 2
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rtsdeathreaper
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Left 4 Dead 2
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Kryogen
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Left 4 Dead 2
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3 再见了,南宁/Goodbye,Nanning V4.5 最终版 Final Version
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//////////////////////////////////////////////////////
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07/24/22
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HerobrineAce
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HerobrineAce
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Left 4 Dead 2
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4 Where the Fairies go (V2)
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07/29/22
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cemetera
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Left 4 Dead 2
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5 Sector-74: March of the survivors
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:image_576d9d2bd6a821cede0bd8ce307559153336b0da:
:image_9c3c09489fe26e507d... More >
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07/29/22
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CR0NO
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Left 4 Dead 2
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Other
[Requires] RIGHT 2 LIVE MOD
https://www.gamemaps.com/details/27965
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Updated
07/23/22
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cemetera
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Left 4 Dead 2
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7 Merciless Survivor Bots
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This time, I took some experiments by improving bot's aim ability, and... Wel... More >
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08/06/22
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kurochama
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kurochama
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Left 4 Dead 2
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07/22/22
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cemetera
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Left 4 Dead 2
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9 Left 4 Mario
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This is Custom Campaign for L4D2.
You need Left 4 Dead 2 Add-on Support.
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10/18/10
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ctrlas
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Yomi
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Left 4 Dead 2
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10 Black Mesa: Undertow
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Steam link: steamcommunity~com/sharedfiles/filedetails/?id=2669399953
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Updated
07/21/22
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7empest
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7empest
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Left 4 Dead 2
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BLACK MESA: FALLOUTS
Left 4 Dead 2
Steam version: https://steamcommunity.com/sharedfiles/filedetails/?id=2817067970 Welcome back to Black Mesa, this time you'll be joining the L4D1 survivor on their way to find evacuation. From the last Half-Life campaign port, Undertow, I've made more use of the func_instance entity, which allow me to place group of prop like explosive barrels, health charger and land mine that's more functional with the extra touch of sound and particle effect. One more improvement is that the horde spam and backtracking has been reduced, but you'll still likely die to some random bsht that I place here and there. Like the previous campaign, the bots can't navigate by themselves (for the most part), most event requires human player to be able to proceed. Has basic support for Versus, but untested. [h=1]Map 1: C5A1 - Danger Zone[/h] Traverse from the crash site to a safe house on the side of the cliff. Watch out for land mines buried within the sand. [h=1]Map 2: C5A2 - Low Light[/h] The sky cries out for the victims of the Resonance Cascade. Find the next safe house through the rain storm while avoiding any obstacle within the way. [h=1]Map 3: C5A3 - Blast Pit[/h] Entering Black Mesa's Power Reactor through a long tunnel, the survivors must now activate the reactor and make their way to the next safe house within the facility. The train car in the tunnel will start automatically once all players are on it and stop if anyone dropped out, however, it can be started manually with the lever attached to it. [h=1]Map 4: C5A4 - Surface Tension[/h] The survivors now move through the war-torn facility with mild alien infestation and get to the garage where an armored vehicle is stored. Watch out for the alien launch pad, they'll toss you up into the sky and it could be insta-kill if you dont land on some high place. In my play through bots often walk into it and jump to their death (which is hillarious) [h=1]Map 5: C5A5 - Fallouts [Gauntlet Finale][/h] The armored vehicle crashed near the tunnel entrance, word in the office is that they military is about to nuke the facility so they will now be running for the train at the end of this wasteland, wading through overwhelming zombie horde and escape before it's too late. Super deadly proximity mines is placed scarsly in the area, watch out for them. [h=1]Credit:[/h] Valve Crowbar Collective (Texture) Half-Life Source Update team (Base map and fixed textures) The Mafia (providing some textures from Black Mesa) Tom Holkenborg (Fury Road OST) Kenny Loggins (Danger Zone) TO DO: Specialize CI population Add talk script, remarks, etc... Extend map 2's length
View Changelog (v2.6 Complete)
Tagged
5/5 Maps
L4D1 Survivors
Time of day
Dusk / Dawn
Day
Night
Average
Weather
Rainy
Foggy
Player Mode
half life
black mesa
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Write a review...
kurochama
last month
Well, so far it's playable with balanced difficulty. Actually I wanted to put a review, but when I saw that this was still updated regularly & there were still some things to fix, I think I'll wait a little longer after seeing more future updates.
.
So far, the supplies are enough. Bot navigation is good in overalls, but they can't detect land mines so if playing with bots, players have to clear the land mines first carefully. It's also good that the damage of the land mine doesn't cause instant incapacitation, so if bots step on it by accident, they can still survive. & the health charger is really a good point here, to balance the disadvantages on bots when they're careless at land mine areas, as players can push bots near the health charger & press E to recover their health. Some areas have alternative shortcuts & some secret places for those who love climbing & doing parkour. The feature about driving on the railway while battling zombies is also cool. The finale is also fun, as it's not just simply running to the rescue vehicle but there are some objectives to do & some land mines to take care (I decided to destroy most land mines as I didn't want charger or jockey to use them for fun). For the bugs & problems, I think I'll report in each map:
.
Map 1:
- There are several long ladders here. Though bot navigation is good at most areas, they're still not good at climbing long ladders. In my play, bots fell several times on most long ladders. I wonder if it's possible to change some ladders to stairs instead, or shorter ladders to anticipate bots jumping in the middle of climbing up/ down.
- After opening a big door, there's an alarm event. At the end of the tunnel, there's a lower ground but it's high enough to jump down. I didn't find any ways to go down unless jumping & taking damage. I wonder if I missed something there, as bots also just jumped down & took damage.
.
Map 2:
- The scavenge event to collect gascans for a tank seems lonely. The horde only comes in the beginning & then after that, only special infected zombies spawn. I don't know if it's intentional or not. If not, then this is a bug, as normally scavenge event has endless horde during collecting gascans.
- At a bridge where there's a plane bombing the bridge, there's a directional arrow pointing to the cliff. I almost decided to jump because of that. I wonder if that arrow is the right direction for a shortcut or it's just a misplacement, because there's another way around that I used during my play.
.
Map 3:
- The only problem I found probably about bots being careless about electricity trap. At certain area, there's a watery floor with electricity on it, but there are some small boxes to jump. The bots, instead of jumping on those boxes, just walk normally & take damage for no reason. But they're lucky that the electricity damage is not high so they can still walk past the electricity & take small damage. If it's possible to adjust bot navigation to jump on those boxes, that would be better.
.
Map 4:
- The high jumping feature on the alien thing on the ground is cool. It feels like jumping into a trampoline. But this feature is only for players, unfortunately. In my play, when I checked some areas using that alien trampoline to pick some hidden weapons, some bots followed me but they landed on wrong place & got incapacitated. I wonder if it's possible to disable fall damage only for bots when jumping on the alien trampolines, or make bot navigation avoid the alien trampolines.
.
I think those are my bug reports for now. I hope that the reports could help much. I look forward to the new updates.
7empest
last month
I'm not sure if there's enough room for a pipe there ? And from the video I've watched lots of players didn't even dare to slide down the big pipe near the saferoom or if they notice the two ladder that lead down (and instead go to the very long ladder straight ahead and a lot have fallen to their death there ?)
--------
I'll try some small horde to see if it would cause problems
--------
I think I saw a witch or a tank on the trampoline once, they kinda just get stuck there floating up and down while being shot at ?
7empest
last month
Thanks for playing ??
Map 1: At the end of tunnel where 2 jets fly by, look to the left as you exit, there's a small platform with a landmine on it (and if you continue going the left side you'll find a secret area)
A few long ladder do have fall damage disabled, but I guess the bot take too long sometime so the timer ran out =p
Map 2: It's by design that's there's no horde until the tank explosion, as I think it would be a bit annoying to juggle gas can while the zombie would keep spawning
At the bridge/dam area, if you continue moving into the cliff while glide/falling down the slope corner, you'll be able to avoid fall damage (much like surfing in CS). It's a cheeky arrow to hint at direction to go while also a possible stunt if the player dare to pull it. Bots will not follow you down this path, though.
Map 3: Those boxes have some nav marked but the damage were low enough that I didn't bother doing proper jump nav. The electric damage used to be so high that you couldn't even revive them if they're incapped in the water ?
Map 4: The trampoline is a feature from the original Half-Life, it pushes players, bot and SI but not CI (they seem to ignore all push trigger, likely for optimization reasons) Only the trampoline near the final area has fall damage disabled since I find it quite hillarious when ppl cluelessly walking onto it then fall to their death
Unfortunately there's no way to make it bot-only that I know of.
kurochama
last month
I see. It looks like I missed the path at the end of the tunnel after alarm event in map 1, because I thought of something to lift the platform on the lower ground as there were some cables connected to the lower ground. Or probably could you add some small pipes to slide down to the lower ground as alternative methods? Because the path on the left that you said could be missed if players don't observe carefully.
.
& for the fall damage disable scripts on long ladder, did you use the duration type or one-time-use type? If I'm not mistaken, there are two types of fall damage scripts: "IgnoreFallDamage" & "IgnoreFallDamageWithoutReset". The first one is one-time use that will be reset after taking one fall damage while the last one will be reset only if the duration ends. If you used the last one, probably you could give a try on the first one & put the trigger on the ladders, as that one might suit bots the best because bots are often unpredictable when climbing long ladders, like, sometimes they can climb long enough without jumping down & sometimes they suddenly jump after few seconds of climbing.
.
For map 2 during scavenge event, I think the game will still be playable if horde is allowed during collecting gascans, as long as the horde spawn interval is set like "Dead Center" scavenge finale that still gives some time to pause before the next wave comes. The distance between the tank & the gascans are also not far enough so probably players won't have much trouble if the horde comes at them during collecting gascans. As for the shortcut pointing at the cliff near the bridge, it's good to see that it's a real shortcut. Probably I'll try to go from that shortcut on my next play.
.
About the electricity trap, yeah, thankfully the damage is small. I ever played other campaign by someone else that had some fences with electricity at the city (not the other Black Mesa you made), & when players touched them the damage would go like almost 10 damage per tick, so that's why I also got overly cautious when seeing electricity trap here.
.
& for the trampoline feature in map 4 that can't lift CI, that's sure strange. In my play, I ever did some experiments for fun by pushing some movable objects on the alien trampoline & they're lifted up to the air. It would be lots of fun if the CI could be lifted too, like, you could imagine that there would be much laughter from players when seeing zombies jumping high when passing the trampoline, especially the witch when there's a chance for a random spawn near the trampoline (people would shout like "Holy sh*t" while laughing hard when the witch jumped high when a player baits her to the trampoline for fun) :D .
7empest
last month
07/02/22
========
Various nav mesh patches
Map 1:
Fixed skybox not showing on low/medium shader setting
Added ammo spawn in the underground area
Added Magnum spawns
Map 2:
Fixed skybox not showing on low/medium shader setting
Fixed a lighting bug with the warehouse
Improved lighting
Extended saferoom's kill trigger to prevent zombie sticking out of doors
Map 3:
Fixed the health charge near the saferoom not working properly
Map 4:
Fixed garage door having no collision
Fixed a floating crate near the first jump pad
Added a remark entity
Map 5:
Fixed a stuck spot near the escape train
Minor subtitle change
7empest
last month
06/19/22
========
Fixed a missing particle material
Map 1:
Added a wooden platform below the cliff's tunnel exit to prevent zombie suicide jump
Map 2:
Prevent zombie from spawning in the saferoom
Map 3:
Fixed a ladder's rotation in the Oxygen/Fuel control area
Added Fuel/Oxygen pipes leading from the reactor
Added 2nd level walkway to the silo's exterior (mostly for zombie spawns)
Map 4:
Fixed zombie spawning in the water hole
Moved the incinerator room's ladder slightly to the side (to avoid the jump pad's influence)
Added a ladder for SI near the destroyed garage
7empest
last month
Shiet I marked no_mob in that area but apparently this is still happening
Guess I'll really need to either remove the nav or add a kill trigger in that area =p
fpelayo
last month
Not sure if this is a new issue or if it's always been around and needed the right conditions to see it, but I just had quite a bit of trouble getting map 2 to end. Normally when the party walks through the double door then things automatically transition, but this time there were enemies spawning from inside the safe room. Made opening the doors pretty annoying with the zombies in the way, but eventually I got everyone in and then the map didn't end. Killing the horde stuck at the door didn't do it... Turns out commons spawned behind the big bunker door (which doesn't open) at the far end of the safe room. I had to keep shooting at the door to kill them all, but because it's so thick it took forever to get 'em. I think I was only able to hit them when they tried to attack through the door, which extended their hitboxes further to make them briefly hittable, but because of that thick door I couldn't see what their actions were so I just had to shoot at random. Anyway, prob should get rid of any nav squares back there so this doesn't happen again.
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Review
By ErrorUnknownGT
last month
Pretty good campaign, intense experience overall. I will say it's just a flat out unpleasant experience with bots, and I understand that nothing can be done about it, but I just wouldn't recommend playing this solo, the bots cannot avoid the landmines and will get themselves killed easily, so unless you want to go at a super slow pace and get far back, and snipe out the landmines if ya can, it's just not feasible. There's also a lot more special infected which I mean, come on, if I wanted more special infected I'd play a mutation, i don't need this in regular campaign. Either way if you've played Half-Life the maps are super familiar, you complete menial objectives to progress most of the time which require you to explore a little bit. Pretty fun though if you're a Half-life fan, not a bad take on the maps included, worth a play.
Excellent Campaign
By DHenk
June 2022
I played this Solo so sometimes the Bots get stupid. <G> Suggest adding a second pistol early in the Map. I did find enough ammo supplies placed around (look around a bit). I didn't have an issue with mines and explosives. I've seen enough over the years of playing that I keep my distance and simply shoot them to clear them. It keeps the Bots from walking onto them. Just need to be careful and look first. Note if you have one toss a Bile bomb near one. Wait until they pile up and shoot the mine. Zombies flying everywhere. <G>
Map #1
You have two paths to get to the safe room area. I took the further and most obvious one first. The long ladder down to safe room level all 3 bots fell and died. I was close enough so got in. When I played it again (I wanted to try a few things) I found another way down and the Bots follow you to safe room. Good map!
Map #2 I had Hordes break open the safe room door. Bots wouldn't pick up First Aid (I healed everyone and kept the last Kit).
When you break the crates the items on top don't fall t the ground but stay in mid air. Overall Good Map!
Map #3 Bots don't take first aid (again I heal them). The train kept stopping way too often. Duplicate Specials as in paired chargers, Jockeys, and Spitters. So with all this going on we died. OK, so now it restarted.
Interesting that the restart I had no issues. No masses of Specials coming 2 by 2 and Bots generally staying on the train. The train occasionally stopped but as soon as Bots jumped on it started moving. Meant I could stay on the gun and hammer the specials at long range.
So I think just a glitch of some sort. So calling this Good as well.
Map #4 You'll have to move away from safe room to find supplies (they are there). Check tops of crates etc. Need 5 fuel tanks to fuel the tank to clear the barrier. Pretty straight forward overall. Rate it as good.
Map #5 Two Bots (Bill & Rochelle) got stuck on the cargo truck getting supplies. I was quite a distance away before I turned as so them. I had to go back and pushed them clear. There is a lot going on but you'll have to figure it out. You need to run but there are mines so clear those ahead of you so Bots don't trigger them.
The final notice calls for a helicopter escape. However it's a rail car. Might want to change that to simply escape vehicle.
Overall I rate this good.
Entire campaign is nicely laid out and each map ties nicely into the next one.
So give it a try and you won't be disappointed.
Thanks for creating this Campaign!
Dave (aka Chief)