- Great map design with gloomy atmosphere.
- Challenging without being punishing.
- More zombies to blast away than most maps. Bonus points!
- Good story.
- Good length campaign. SIX maps instead of the usual four or five.
- The layout and route you find your way through isn't stupidly easy or dumbed down, you have to explore and figure your way around the map, which is a nice change. But at the same time it doesn't feel like a puzzle.
- The part with the tank is awesome. I like riding the tank! :D (A real tank, not the special infected tank)
- Other players whining and complaining about all the things that make this campaign so great!
- AI don't play so well, just play it with your friends. This feels like a map you'd want to play with other people anyway so its not an issue for me since I can usually fill up my game with players.
Fun as hell map that's long and great to play with friends, with enough challenges to keep you occupied and entertained for a good while.
Good map design
Good story idea
Challenging ending/final chapter
Throughout most of the first 3 maps, the special infected would spawn miles away from the survivors, making it extremely boring and easy.
The parts in which you would alert the horde seemed like there were about 5x the normal amount of zombies. Though not hard, but made those points in each level drag out for longer than it needed to.
This may be due to the bad special infected spawning, but most of the levels seemed too long, and as a result, boring.
Over all, good maps, too many zombies when you alerted the horde, not enough when you don't. Slightly glitched special infected spawning, but the long campaign and good ending made up for most of it.
-Lots of tanks
-Long levels, which aren't repetetive
-Interesting cihoke points
-Lots of throwables
-No missing textures
-Can't play through the whole campaign due to floating spawning error on map 6. Need to restart the finale from the lobby everytime.
-Some textures look stretched
- The 3D skybox doesn't have the same fog settings as the actual map which looks weird.
-Idiotic bots, not really your fault though
-The music doesn't work as it should
-Confusing at times, first time plays only
This is one of my and my friends favorite campaigns. We love playing it on expert due to the difficulty. It provides a real challenge that not many campaigns do. The campaign style is consistent and the events are varied. The pros heavily outweigh the cons, but if some of the cons were to be fixed it would rock even more! Actually, if you just fixed the map 6 spawning error and changed the level_sounds.txt files I would be happy as it is.
The other cons are just nitpicking on a really fun and hard campaign. Thank you for the time spent creating it, I know what work lies behind a project such as this! Had many fun hours playing it!
- Level design
Just class. Walking around through little mazes, while never getting really lost and come across a lot of areas you have been before (in the map itself or previous maps). It has been thought over and worked out very good.
It has the feeling of an infected city. Nicely done.
Just superb. Valve worthy. (Though maybe a bit repetitive)
- Exploding barrels
Nice add :)
- Floating spawn (map 6)
See review of OwMyToe. We emptied several guns on Zoey. Than we thought: If we walk away far enough, she might be teleported towards us and solving the problem. So we went for the lift... Got stuck at first instance since she did not got teleported. We worked our way around it by climbing the ladder behind the elevator. But once we had to go for the subway tickets, there was no way around this anymore. In the meanwhile the SI and CI had a go at Zoey, but she took no damage. Just smiling a bit and that was it. So no finale was played...
- CI spawning problems (Map 1)
The first gate we needed to open.
We first set of the car alarm, than walked around a bit for pickups. After that we got ready to fight the horde and set of the switch. No horde though. It remained silent.
Also the elevator should get a horde. We didn't see/hear it untill the elevator was down already and when we did, they didn't climb over the fences but ran across the bridge to be never seen again.
- Nitpicking on design
Some areas felt kinda empty. Maybe some walltags and a bit of trash would do the trick. Overall though this is not really a point of interest. (Map 1, right out the saferoom up towards the streets for example also in the offices, maybe a messageboard or two would be nice)
Some obstacles such as benches etc. you could walk through.
The bridge appeared to be over a large swimming pool. The bridge was nicely made though, but made no sense being there ;-) Maybe this could be altered a bit.
Maybe there are indeed to many medkits, ammo stacks and throwables. On the other hand: We didnt really mind since we were blasting our way through and could do with some ammostacks/throwables ;) :D
Barbed wire: Forgot the map, but it has been mentioned before here. You jump on it and randomly get boosted away.
The wheather, maybe it's an idea to let it rain. Since you got something of a "storm" going on with the thunder. (Rain is not needed for having thunder, but still ;)
This is, next to I Hate Mountains, definately one of the best custom maps I've come across so far. It has been thought out and worked out very well. As the friend of OwMyToe said: This indeed could be a core-campaign. I can not start to imagine the amount of work that went into this. Only minus, and immediately a big one, is the floating spawn issue. That ended the party pre-mature. Nevertheless this still remains a very good campaign and with this bug fixed I'd say it's worth a 95% score easily.
I really do hope Valve will notice this map sometime soon and just go for a little tweaking on this campaign... Although, they most likely never will, but it's actually worth it in my humble opinion. You've done a superb job on design and events here! Just please fix that floating spawn issue so me and my friends (and all others that play it/want to play it) can have another go at it and actually finish the map (more than once :)
Credits to you for this map, absolutely nice work!
I liked this campaign very much! It's huge, but very interesting and fun.
- Very elaborate and creative environments (though the Atlas statue at the end of a blind alley with a fence in front of it was odd) - loved the mixture of scenery and creative use of space
- Tricky not-flashing alarmed cars are very sneaky!
- Fun panic events overall - I liked that some never really ended and after a few minutes we came to realize that we needed to get the heck out of Dodge rather than fighting them.
- Splodey barrels! :D
- Riding on the tank was a bit weird but exhilarating (we were supposed to ride on top of it, right? ;) I was all like "OMG A TANK WOOO!"
- Not having a single linear route was great as I like to explore - more realistic as a city environment
- Bridge (map 3) was very, very cool - I enjoyed the visual and the gameplay of this section (and the truck full of splodey barrels ;)
- Waterworks (map 5) also very cool
- Haven't played this on versus but these maps are deadly! Might be too hard for survivors but it would be fun to run around as Infected.
- All in all, I enjoyed this campaign a lot and plan to play it again many more times.
Let me start by saying my list of Cons is huge - this is just because I'm a programmer and started my career as a software tester so I'm trying to be as thorough in reporting issues as possible. :)
I THINK THIS CAMPAIGN IS GREAT AND PEOPLE SHOULD PLAY IT, so my comments here are just to help the developers work out the kinks. Please don't think I'm slamming this campaign because I'm not!
Developers: I do have a demo of our gameplay if you'd be interested in seeing it for examples of what I'm reporting. Just, no laughing, please - I'm not the best player ;)
There were two major, show-stopping bugs:
- I and a bot were both pushed out of the first elevator as the doors were closing. The bot ported up to my friend as it ascended but I was stuck on the ground floor. I tried idling to see if the bot would port as well, but ended up having to leave the game and come back in as another character. We saw the bot standing down there for most of the level, then it mysteriously ported to us at a random point later on.
- In the starting saferoom on map 6 my friend was playing Bill and the character was standing just above the floor in its natural rest position (not a civilian). We couldn't get it to move through displacement or shoving, and he had to log out and come back as a different character, too. We continued on (Bill bot remained in the saferoom, not moving) and got to the elevator in the airport to discover that you needed all living survivors in the elevator to use it. Back to the saferoom where we tried everything to kill Bill, he bled plenty but he wouldn't take any damage. By this point it was late so we gave up. A big disappointment, though we did get some great screen shots of the many ways we tried to blow him up.
These are less severe bugs, but should be addressed at some point:
- Surround sound is askew - I never realized how much I've come to depend on it! CI mobs and SIs sound like they're right behind/beside/on top of you when they're actually nowhere to be seen. Made it difficult to pinpoint them while wearing headphones.
- AI SI are sometimes stuck when they spawn - we spent most of map 1 hearing a boomer making alert noises like he was about to puke on us but didn't see him until we were well into the offices. Also heard a perma-smoker at a couple of points. Since we couldn't get to them the SI spawn rate was affected.
- A little frustrating to go through one map and start the next to find yourself on the other side of a easily-climbable chain link fence from where you were. The use of the maps was very creative but I think the obstacles need to be more realistic.
- Some of the panic events weren't that tough as CI get routed down one narrow area and are easily picked off long before they get to you.
- Tank spawns in map 2 got stuck in light posts and behind fences more than once so we were able to whittle it down before it got itself free.
- Not always clear what needed to be done, for instance the parking garage panic event we sort of ran around being confused and dying a couple of times before we figured it out. A few more hints might be a good idea.
- Building textures on one map (5, maybe? I forget) were HUGE and pixelated. I felt like a tiny miniature person and only felt confident that I hadn't accidentally stumbled outside of the map because there were cars and bus shelters and other props there. It looked very strange.
- Too many medkits, too many throwables. I mean, it's nice to have these things, don't get me wrong, but I didn't get any sense of needing to conserve things as they were so readily available.
- The bots were extra stupid. This is likely a Valve issue but MAN were they dumb. Walking into fire, opening the saferoom door with a tank outside of it (just let FrancisBot DIE, LouisBot!) using medkits and pills on yellow and even green. I'm starting to think Valve is making the bots stupider with each L4D release so that people get disgusted and stop playing in favor of L4D2.
Just played this last night and it's a very enjoyable campaign - the sort of thing that made my buddy comment "If Valve got their hands on this and tweaked a few things, it would be perfect for a core campaign."
There were only two really major game-breaking bugs and the other stuff, while buggy, was tolerable enough that we could still enjoy the campaign. We still need to go back and try the finale again but I'm looking forward to playing it, which isn't always the case with a show-stopping bug like the one we ran into (I usually just quit those campaigns with disgust and delete them).
-Somewhat a nostalgic atmosphere
-Great level design altogether
-It has a stranded feeling to it
-One good panic event idea
-Nothing special to the campaign really
-The constant hordes were annoying
-The finale was illogical(call the metro with a ticket machine? not to mention that ticket machine could we walked right trough)
-Levels were too long
-Most of the panic events were absolutely uncreative, almost all of them consisted of opening a door with a switch.
It's a yet-another-custom-campaign, but it's also much more than that, it's overall really fun and you can sure kill a few afternoons on it if you have 3 other friends. If you don't mind the long levels(especially the final map) and the repetitive panic events then definitely give this a try, but if you're looking for something really unique then you should look elsewhere.
A true masterpiece, we enjoyed it so much! We finished it in expert, no restarts... and all of you, people... playing with bots: DON'T KILL THIS GAME, my recommendation is: 4 players or NOTHING.
We've uploaded it to youtube: /watch?v=gvEUWeNYAxk
Thank you so much ilcannibal, great campaign! Hope you make more like this!
A lot of items hidden around the maps
Some nice props
Most maps get two tanks
Interesting finale activator and vehicle
Overall well balanced for advanced
Design is nothing exceptional, most locations are rather empty
Extremely redundant, all the places look like the ones before
Every panic event is either a switch that opens a gate or an elevator
The gates open way too slowly. For most of them we just had to wait, 'cause no zombies were coming either way
Bots fry themselves on the metro tracks
The final map is a bit too long
When my friend and I finally hit the rescue vehicle after 2 hours on Advanced, my feelings toward this map were a mixed bag. I loved the relentlessness of the constant hordes coming (5083 total zombies killed) and I had a lot of fun, but when I wasn't fighting zombies it was rather boring.
I'm not saying you shouldn't try it, just keep in mind it might leave you a bitter taste that you can't describe. I know it did it to me.
Too long (Took me nearly 2 hour to complete it on advanced difficuty)
Too many random swarms of infected. There were >5000 infected killed in 1.8 hour..(>2000 by myself)
Lack of ammo is a common occurence.
Tanks occur twice a map, together with swarms of infected.
Some areas are repetitive, feel like walking over and over again on the same place.
nevertheless, it is still a decent campaign and the visual may still surprise you, if you get a moment.