Reviews for Left In Prypiat

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    • SMFX
      SMFX

      Posted this review

      9

      9,杰作

      杰作,相当出色的地图,细节很到位,内容丰富,短短一关流程却相当长,路程非常多,如果不仔细搜很可能会迷路,救援关有4波尸潮+8只Tank,前面的超长冲刺+Tank,开电梯Tank都是极大的挑战,难度颇高,需要多加配合。但总体而言是非常值得一玩的地图
    • luubinh109
      luubinh109

      Posted this review

      6

      Review

      Detailed map but poorly optimize, 10-20fps with mod
      Hate the part turn off alarm, why people like put a tank in middle of the horde? bunch of zombie surround you and tank show up
    • EshmawyMan
      EshmawyMan

      Posted this review

      2

      Thanks, but Sorry

      • Well, I tried to play this campaign again & could clear it without much problem after finding some good camping spots. I'll tell you one of the good spots. If you explore inside building, you'll eventually go to a corridor connecting 2 buildings. One of the rooms where the corridor is located has many house drawings on doors, but the doors are unbreakable. In that room too, there's one Tier2 weapon & ammo pile (at least that's what happened when I played). There are only 4 possible paths that zombies can enter that room: 2 holes on the roof, the corridor connecting two building, & the path where you'll go down from that room to the road. The defense there is really good, because most special infected are stuck & rarely come from either the corridor or the other paths. They only jump down from the holes on the roof most of the time so they're easy to predict. Even tank only comes from the holes on the roof, so, you can always prepare to run to the other building through the corridor when a tank jumps down. No grenades there, but you can always gather them there by juggling, like gathering molotovs for the preparation for the tank. & when juggling grenades, leave one boomer bile somewhere near where the train will appear, because you need 2 boomer biles (impossible in singleplayer unless you do the juggling trick or you have a bot mod enabling the bots to pick & give grenades). One boomer bile is to be thrown after the last wave of tank, because you're inside the building so it takes time to go down unless using boomer bile to distract. The another boomer bile near the train location is to distract zombies when survivors are running into the train. One more risk when defending in this good room is, you'll face one more tank during escaping to the train. You can either wait him to jump down to the building then run to the other side of the building through the corridor while throwing the boomer bile somewhere on the road from the corridor window to prevent zombies from getting in your way during getting out of building. Then have a race with the tank, to keep running to the train (tank is slow so you'll more likely win with boomer bile distraction for zombies, unless you get caught by a special infected during the escape). If you don't intent to wait the tank to jump down, you'll have a risk of meeting the tank on the road, & if that happens, the strategy about throwing boomer bile is the same, but you need some evasion skills to evade & run from the tank to the 2nd "checkpoint" of the boomer bile (if you choose this one, ignore the bots because they have bad evasion skills & will more likely get hit by the tank). If you only find one boomer bile, leave it near the train location & get a pipe bomb as the replacement to distract zombies for few seconds (I found 4 boomer biles in my play, so, probably getting 2 boomer biles shouldn't be difficult enough if most areas are explored).
        .
        So, if you have time to play this campaign again, try to use those tactics I mentioned above & let me know the result.
      • As far as I remember, the good thing about this campaign is you can freely choose where to defend anywhere. It's anywhere, including when you decide to head back quite far to indoor area with less doors to defend effectively. As for supplies, they are scattered & you can find if you explore the buildings. Many tank waves but also the freedom to run back as far as possible, I think that's fair enough, as tanks will also commit suicide if you run far enough till they can't catch up. To overcome the supply problem, I think there's item juggling as the solution, like if you swap weapon/ item by running backward & the weapon/ item is thrown far enough from the spawn spot, it won't go back to the spawn spot & you can take it anywhere you want to camp. That's one of tricks when playing with bots, as the bots can't pick pipe bombs etc.
        .
        For the barrels, I forget what happened to my bots, but I think they acted normally as none of them died till the end.
        .
        Probably I'll try to play this campaign again soon in Singleplayer & tell about some good spots to camp during finale.
      • @EshmawyMan
        The cheating room as it was orignally intended doesn't exists anymore ^^. It is now always opened and has much less supplies that it used to. It is the room behind the smoke, just before the 1st panic event.
        I agree and disagree at the same time with your last comments :-) . Here's why :
        Yes, the content creator should try to adapt his creation to most playstyles/difficulties/etc, but it's a very long process to do and to get right and well balanced.
        I believe that's more the kind of job that you would expect from the devs of the game, because you paid for it and that's their job. Players surely hope for an overall balanced experience between all different official campaigns.
        For modded campaigns though, between 2 modders, the balance and difficulty will always differ based on their own experience and taste. For my map, I wanted it to be difficult, so playing it on a high difficulty setting is indeed pretty hard. Even more so while playing it alone.
        When I made this map, I always thought people who would find it too hard would just lower the difficulty settings. You and some other players persisted in playing on Expert or even on Expert/Realism.
        Even though you proved it is possible (and so did they, by the way), I still believe you should have played maybe on Advanced difficulty. It wouldn't have meant that you're not a good player, just that the difficulty balance of this campaign differs from others and requires something different from its players.
        While I do understand the appeal of completing any campaign on the highest difficulty, I believe it is unfair to simply blame the content creator on one hand, while on the other hand refusing to lower the difficulty setting in the options menu, even though it is available to everyone.
        By the way, I think I remember seeing a way (in decompiled official campaigns) of taking into account the number of players still alive as well as the difficulty to script things (which is what the Director already does, amongst other things). Never got to do anything about it as I wanted it to be difficult anyway, and the 1st half of the campaign already had scripts to randomize loot items and loot locations.
        To wrap this up, let's say that the campaign was designed as a hardcore campaign, with survival (scarce supplies) and cooperation (more than 1 player ^^) in mind.
        On this particular note, that's why you never see a spot in my map where there are 4 of the same item (1 for each player) like in official maps or even in most custom ones.
        It was designed this way to create frustation among the team members, even if they were friends ("why did you take the gun/medkit, I needed it ?!?"). This contributes to the difficulty and survival aspect of the campaign as well :-)
        SacriPan!
      • By the way, I beat that chapter on EASY after I lost all hope and got really tired with trying. I took long breaks playing this chapter. Was so proud to get to that train part on Expert alone, but couldn't do it again. Needed much luck too.
      • A campaign like Crash Course, if it was one long campaign, it would be mostly harder and so many will avoid playing it unless they got their friends ON. The same goes for this campaign especially when we have to deal with 10 tanks along the entire chapter. Something like making 2 additional health kits there for the sake of 4 waves of hordes and 7 tanks will make the challenge little bit more accepted for most of us. to lower the waves down to 3 waves or even make it 2 waves and each wave has 2 tanks while one of those tank waves got hordes spawning with tanks can be so challenging. I saw that you mentioned you made it hard that way for those who play it on Easy to make it hard for them. So you made it that way for their sake and you didn't consider those who already play it on expert whether with friends or alone. If a director can be adjusted to respond accordingly to the selected difficulty level, this would be super satisfying and this campaign would be perfect. Something like the number of gas cans required to fill a car differs when the difficulty is lowered or when it's Single Player not Multiplayer.
      • @Sacripan! Didn't expect you to reply that fast or reply at all. So this is good. 
        
        I just wanted it to be little bit balanced for the sake of ****** bots that wouldn't act the same way as real players. As for the spawning cabinet right before the first panic event only worked once and along the 40\41 restarts it didn't work although one of bots died long way before we reached that cabinet. How can one on Single Player pass that first panic event without a bile? Yes, I chose to play alone because I am so limited in time and friends. Also, wanted to challenge myself and I spent 40 restarts for the sake of winning in the end after studying this map very well. Most of my restarts took place by the first panic event because I got no bile bomb or even got killed by a super rock getting through that truck. I suppose that every L4D custom work should be adjusted to fit all types of gameplay whether it's Singe Player Easy, Normal, Advanced or Expert and same goes for Multiplayer or Realism. To have different scenarios according to the selected difficulty level or whether I am playing in SP or Multiplayer like to put a bile bomb by a way or another so that I, as a single player, have it before the first panic event. Hordes spawns are crazy super crazy and one man can stop them all, How? Can't the director respond to each game type or difficulty to make it more balanced? As for the cheating room. Where is it located please?
      • Hello EshmawyMan, Thanks for your review.
        Let me address most of it quickly.
        -	please note that some of my previous comments might relate to previous versions of the map (before v1.4)
        -	most of your review is based on weird AI behavior (infected/tanks/bots). I didn't alter their behavior in any way. Please, blame the game for it, not this campaign.
        -	same goes for the truck collision or the "Use" key, though other players have also experienced it, here and there (I didn't :-/ ).
        -	you're trying to challenge yourself by playing a 4 player co-op game as a Solo with dumb bots in an above average difficulty custom "one-map only" campaign on the hightest difficulty and find it... difficult. I believe that's how it should be(!).
        -	there are 3 respawn cabinets in the campaign, including one in the building near the escape area, and they do work. Bots and players do respawn in them. Not in Realism Mode though, as any other campaign.
        -	should I mentionned that you tried to stay in front of the train and complained in your review that it killed you? (!!!)
        -	loot is random at some point and the Director also has its say. Sometimes it is a pipe bomb, sometimes a molotov, and sometimes it is a bile. It allows replayability and a change in "strategy" on every playthrough.
        -	the 1st panic event with the tank can be approached in multiple ways (split the team, get on the big gun in the truck to shoot the tank, etc), but if you're solo, your options are indeed limited and it's not really my fault, as the goal is to shut off the alarm, YOU have to do it since the bots can't. As I said previousely, this is a 4 player co-op game. Note that there are 2 chainsaws to pick up before that point and when you stop the alarm, the infected will stop spawning, leaving you to deal only with the infected left standing and the tank.
        
        -	considering the global difficulty/fairness of the map, please consider this :
        		- there is a respawn room just before the 1st panic event as well as a supply room with ammo, so you can do it with 4 survivors. There can be a medkit too. At that point, everyone should have a primary weapon. There is also a chainsaw. During the panic event, there is another chainsaw in the back of the truck, as well as a minigun.
        		- there is a respawn room just before the 2nd tank in the elevator, as well as an auto-shotgun and ammo, so you can do it with 4 survivors. There are 2 also medkits (1 downstairs, 1 upstairs) + pills/adrenaline/throwables.
        		- in the finale area, there are 4 medkit in total (like any campaign finale), as well as a respawn room. 3 ammo piles in total (obviousely not placed right near the train area). You can wait for the train in A LOT of places. All those places have multiple access points so that you can't be trapped by a tank or a horde of infected.
        	
        -	it's the 2nd time someone blames the map/me for the difficulty, the unfairness of the map, yet, it seems that each time, that someone seems to have set himself in the worst way possible to approach this campaign.
        	ShineKiaa (in the previous comments) had this same idea, that every custom campaign should somehow be played the same way and be compared to each other, that players should never adapt do different creations from different authors.
        	I strongly disagree. As every modder is different, you should expect every campaign to be played different.
        	Like ShineKiaa, you say that you want a challenge (I believe you), yet, you wrote that you wanted ammo piles near the big guns (already with infinite ammo) and bile bombs everywhere. What's the point? So the players can camp a spot with inifinite ammo and deal with infected in the easiest way possible?
        	For the finale, the ammo piles in the sunken house near the escape are fair and deliberate, as moving in water is slow. It's a good trade-off. The ammo available near the catwalk is ok too, as it is far away from the train area and players would have to run a "long" way to escape in the train after camping that spot.
        -	again, this campaign is a one map thing, yet, you are approaching it like most custom campaigns that you've played. You play solo with dumb bots, set the highest difficulty and keep dying, therefore restarting the whole campaign over and over. Your map knowledge "gathering" is therefore very slow, which is exaclty what your 11 hours playthrough demonstrates. It might be doable in a classic 3/5 maps campaign because you only restart the current map, but not in this one.
        	No wonder it took you this long to finish it. Congrats on that, though (I mean it) ;-)
        
        I'm not saying you're wrong or anything, but maybe the way that you play other custom campaigns can't be straightly applied to this one. 
        The map is not perfect, I know it. It was my one and only try at it. But would you consider the possibility that going through it in a specific way because you did the same with other custom maps and it went ok, might not be the right call? And if you fail at it, maybe the modder is not the one to blame for it?
        
        SacriPan!
      • On Easy when I beat that chapter, I didn't hear that rescue music coming. Imagine if it was on Expert and I kept fighting without knowing it came. After I got into that train a zombie could hit me while it was right under the train. So imagine If I was doing it on expert and 1 hit away from getting incapacitated to die that way XD .
    • kurochama
      kurochama

      Posted this review

      10

      Only one map but long & fun one

    • xxgastonxx
      xxgastonxx

      Posted this review

      10

      Perfect

      100% perfect
    • Mz Cookies
      Mz Cookies

      Posted this review

      6

      LONG CHALLENGING MAP

      PROS
      - Inspired by stalker!
      - Have to explore to find medkits ect
      - Large areas
      - Difficulty as stated by the dev is extreme but it is doable and not a con as this seems to be the devs point of this map
      - Note at beginning that tells players where the supplies have gone, haha
      
      CONS
      - Finale area has 4 tanks?? That was a little extreme after everything else in the map
      - Lacked any attention grabbing events/scenes/textures. Just fell flat in my opinion and became boring
      
      Although I do prefer to complete campaigns on expert only, I had to give this one a miss and played Normal. Even if you make it to the finale area, you have a normal finale hold off but with 4+ tanks and infinite horde. When playing on a lower difficulty it was a much better experience however this map lacked attention grabbing detail to make it stand out from other maps and therefore fell short in my opinion. Despite this, it is still a great map especially if you're looking for a challenge.
    • jahpal
      jahpal

      Posted this review

      8

      Left In Prypiat

      i think it deserve the 4 stars

      This review was posted before the latest release.

    • ErrorUnknownGT
      ErrorUnknownGT

      Posted this review

      6

      Review

      Meh, not the best campaign. The finale seems to be impossible to beat/drags on way too long, it went on for about 5 minutes until I decided to quit. Very misleading on where to go sometimes, safe room markers everywhere near the end, had me confused for several minutes. Also a small optimization issue at the beginning and finale, nothing too big though. So overall not the best campaign I've ever played honestly.

      This review was posted before the latest release.

      • I agree with finale being too long. I actually wasn't sure if it was a glitch and there was no chopper or if something was coming or what. I did like the map overall. One long map is fine with me as longs athere are weapons and health. Weapons were scarce. Starting with just pistols is a challenge, but not a fan lol. Overall I liked it.

        This comment was posted before the latest release.

      • It's mostly due to the fact that it gets boring after so long in the finale. You holdout for way too long in my opinion, and do the same stuff over and over again. I will admit I think I went a bit to harsh on the campaigns length so I modified the review for you. And I believe I played for around over 30 minutes? Maybe 35? Something like that.

        This comment was posted before the latest release.

      • Hello ErrorUnknownGT ,
        
        How long did you play before quitting? Some people played 1h15 to complete the map on normal, some did it in 45mn on expert/realism (see the 2 videos posted below y players).
        It's a one map campaign, so no need for more maps as this one is huge. Some of the official campaigns are not that much longer, even with 4 maps. The finale is doable, even with bots.
        Also, why quitting the finale because it's too long (after 5mn...), and complaining that the map is too short? I quite don't get the point...

        This comment was posted before the latest release.

    • ShineKiaa
      ShineKiaa

      Posted this review

      4

      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.

    • Fenghuang
      Fenghuang

      Posted this review

      8

      Really good

      This was really good and fun map to play. It only has 1 level but it is really long. The map is beautiful and looks really good.
      Finale was really long and had a lot of tanks which was fun.
      I recommend this to everyone. It is nearly perfect 1 level map. 95/100

      This review was posted before the latest release.

      • Thank you Fenghuang. I appreciate it.

        This comment was posted before the latest release.

    • Grimm0429
      Grimm0429

      Posted this review

      2

      to many Hords

      since you want to remove my comment I will just put it in a review that cant be removed there is to many hords in the game and so many zombies that it makes the ping over 300 and almost makes it not playable

      This review was posted before the latest release.

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