Enjoyable, if sometimes a bit rough around the edges
Whispers of Winter delivers on it's premise: a snowy environment. There is a lot of eye for detail, although I wish the exterior areas looked as good as the interiors. The landscapes tend to look very rectangular and brush based, which they didn't have to. That disappointed me a bit. There are a couple of areas that are really dark, which I also disliked, but for the most part, lighting is fine. The gameplay is good and decently balanced. Experienced players may find this campaign a bit too easy on normal mode, but I don't hold that against the campaign. The gauntlet through the harbor was a bit weird, as it broke the illusion of the realism up to that point, through oddly placed planks across boats in a zig zag pattern. I think that is always the trick when creating levels for L4D2; to find a credible excuse for the lay out and the hurdles the players must jump through to get to their goal. I really liked the mall early on in the campaign, because of its huge size and believable lay out. Definitely an above average campaign.
This campign is quite fun and challenging, espacially chapter 3 and finale.^^ Chapter 3 need to shut down 3 generators and destory the electric tower to turn of alarm. Playing with friends will be much easier because players can shut the switches at the same time.XD Finale is the hardest part, because of the terrain, it's very challenging to fight with tanks and escape to the helicopter. But overall it's still a nice campaign, design is very well.^^ Very recommended to play with friends.^^
There is a small problem in the finale. After I get out from the mine, I can see the weapons and ammo pile from the chapter 4 are floating around the top of trees.XD But it's not really bothering in the game.^^
Thank you very much for your reply.QWQ In fact, I believe that many campaigns will be more fun and easier to play with friends.^^ So as long as I find a fun campaign, I'll recommend it to my friends to play with me.^^
Thank you very much for making effort to update this campaign.^^
I'm glad you figured out that Map 3 is a lot easeir when its planned out with friends. The map is hard for a lot of people going in blind, but if you have a couple friends and you each turn off a generator and then someone shoots down the tower it makes things a lot easier, that was basically the point tbh, so Im glad you figured it out. I have been in a lobby with a group of people where the panic event has been finished in less than 30-40 seconds, it is possible to beat it very quickly, so shout outs to you for figuring it out.
Fun Fact: You can actually start the panic event without the entire team, so if you really wanted to, you could start the panic event and have a couple other teammates be near the really farther away buttons and literally save an f-load of time having to slog to each one individually. Again its pretty challenging for people not knowing that stuff, I understand. But even as someone who made the map, I really like the challenge.
Also the floating weapons bug on Map 5, is a bug i have tried to fix for a long time. To this day, can't seem to patch it, they are leftover weapons from map 4, that are locked in the same spot from the previous map so thats why they are there. The only way to make them go away is to reload the map, but yea. Thanks for the review, thanks for enjoying the campaign.
Such a beautiful campaign.
But I have to agree map 3 suckssssssssss big time. The layout wasn't the best and the lighting made it worse. Why are doors and paths that don't do anything or lead to anywhere need to be high lighted?
+ unique setting
+ great texture
+ music is amazing
+ the custom model is amazing
+ unique weapon
+ probably the only custom campaign mall level that feels unique
+ the skybox is beautiful.
+ good navigation mesh.
+ item and infected spawn is balance even on realism expert. plenty of loots.
- map 3 has terrible pathing, bad lighting guides, and super annoying cresendo event.
- map 5 feels lacking and small, since the other 3 maps are very big and unique. its a traditional finale but with double tanks. i know some people don't like double tanks, but I didn't mind it too much.
- map 4 had some missing textures.
this is a pretty solid campaign with only a few glaring flaws.
Lengthy, reasonably challenging, but comes with a few flaws
* Custom melee weapon (the Sledgehammer)
* Detailed environments
* Unique event in Map 3
* Custom intro and safehouse music
* Sufficient supplies
* Hunting Rifle at the start of Map 2. This is a common mapper's mistake letting it spawn early in the campaign as bots are inclined to grab it, and bots are hopeless with sniper rifles. Map 2 felt like there were a LOT of sniper rifles in it in general when I went through it the first time.
* Easy to get lost in the warehouse in Map 3.
* Custom safehouse music loops awkwardly.
* Scripted dialogue does not come from the survivors, instead coming from the UI. This prevents subtitles from appearing. You need to use the entity "logic_choreographed_scene" in order to use survivor dialogue properly.
* Interactive objects continue to glow after they've been used (examples include the various buttons that start crescendo events).
This is the first new campaign that I've tried in a long time, and since the Last Stand update. It's a solid campaign that could use some improvements.
New Dialogue (or at least stuff I've never heard before)
Mini Events here and there
Missing Texture in Map 4
Map 3 is confusing as hell
Bland Finale (Way too easy to Camp)
Overall, a fun campaign but map 3 felt a bit too confusing during the generator section. The finale wasn't very fun either as you can literally stand in one place (in either houses) and just shoot zombies as they run up the stairs.
First off, as others have said. The finale is quiet amazingly designed, the flowing river placed in the middle of the map allows Tanks to shake off molotov flames, which makes it more difficult for survivors but a little difficulty is not bad, a lot of times once a tank is set on fire they pretty much have to attack the survivors but with the water there, it adds a layer of difficulty to the map. Love that the higher you go in the lighthouse, the more dangerous it gets for the survivors. Its a mad dash, to exit when the tank spawns because fighting it in there is HARD for sure. The balcony of the lighthouse is dangerous too, one of my buddies got death-charged off the top, there is a lot of risk-reward in the finale. Its definitely not a bland map, it really sticks out as the best map in the campaign. The rest of campaign is really well made too, but I wanted to just talk about how brilliant of a finale you created, WELL DONE!