Reviews for Resident Evil 2: Source - L4D2 Edition
-
AmazingNep02
Posted this review
Fun Campaign but with bugs/balance issues
Chapter 1 was fine, no bugs there. Chapter 2 should NEVER have been released until the edict issue was fixed, how was that map even tested when edict makes u crash even upon starting right at ch 2? So before anything, that NEEDS to be fixed first, its a critical issue. Chapter 3 was fine as well. Chapter 4 though is fine, until the actual finale, it is HORRIBLY balanced, horde AND tank spawns , along with 0 ammo, 0 weapon and 0 health kit spawns in the finale room. It wasn't well thought out and it was like, oooh let's put tank and horde together in a small room what can POSSIBLY go wrong >,> I would love it if chapter 2 was fixed, and ch 4 finale was balanced and then I'd replay and hopefully itd be better and Id give it higher rating but right now it needs work, one being critical that i dont understand how 3/4 is released with 2 being broken as it is
This review was posted before the latest release.
-
anyway, i'm rather confident we can trust Wraith to know what he's doing... as he's got at least 8 years prior experience thanks to his work on "Claustrophobia".
This comment was posted before the latest release.
-
links aren't allowed in comments to prevent abuse with spamming and other malicious behavior. honestly, there's nothing 'stupid" about wanting to protect us members and users. but what's actually 'stupid" is how they had the idea to allow "guests" to comment as that's definitely abused.
This comment was posted before the latest release.
-
you can use Func Occluder to separate the first and second floor in addition to portals, that should help performance too (Check your private messages for the link since gamemaps is being stupid with links, its link to explain func_occluder more in depth for you
This comment was posted before the latest release.
-
Sorry about the area portal thing, I guess I was kind of panicking when replacing the func_door_rotating(s) with the infinitely less glitchy prop_door_rotating(s) It's mainly a problem around the RPD entrance, most of the level is generally linear enough to not need manual area portals. Although the automatic VIS compiler is pretty garbage sometimes... Even with manual area portals, if you have all doors open around the front hall, you're gonna notice the game freaking out a bit. In the HL2 mod version, I have some of the front hall doors closing themselves after about 15 seconds to remedy this. I removed the automatic door closer in the L4D2 version because having the door slam in the player's face all of the sudden would be awkward, especially in the heat of a horde or something. Either way, I can't completely win. I'll at least add area portals back to areas around the front hall in the next update.
This comment was posted before the latest release.
-
Well... crashes do seem to be fixed but removing the area portals on the doors was not the way to do it, cuz now its rendering WAYYY to much and it makes things laggy o.0 so I would put the area portals back to fix performance
This comment was posted before the latest release.
-
If you need help with testing Multiplayer for chapter 2, I dont mind helping, to make sure its fully fixed. I would recommend placing the ammo & Health kits inside, maybe place 4 kits on on platform, and then ammo on other platform, because for 4 tanks(despite one getting stuck and killed, due to nav mesh issues id guess) you are going to use a lot of ammo even on advanced, both adv/expert have 8000 hp tanks, normal is 4000 hp, on top of killing the horde uses more ammo, thatd be better balanced. Putting weapon spawns right outside isn't bad, but ammo/kits should be inside
This comment was posted before the latest release.
-
-
TreVast
Posted this review
Exactly Like Back Old Model
Wow, I'm impressed. Even though this is still in progress, I have high hopes this would be good. I read the description, so, even though the aid kit was used, there's still herbs can be used. It's not much, but, it sure does will increase the difficulties which is good. Can't wait for it to finish, Blood_Wraith, I'll wait, and hoping you'll do the Scenario B too.
This review was posted before the latest release.
-
-
ErrorUnknownGT
Posted this review
Review
Pretty great so far. I didn't manage to get very far as I've never played a Resident Evil game and am not very good at puzzle solving without a certain amount of clues. Chapter 1 is a straight forward map, linear L4D style and you'll complete it very quickly. Chapter 2 is the huge puzzle solving map, you'll be finding items (that aren't highlighted; so be thorough!) and unless you have a faint idea as to where some items go, you'll have a very tough time on this campaign, so i can only recommend it if you've played the actual game. When you reach the safe room you'll find you actually need to find 4 plugs in order to close the door, I managed to get two and called it there, I got as far as the fire puzzle but didn't know where to put the item I got, I think it was a Valve. I think that compared to the other version of this campaign available, which I haven't played actually "Resident Evil 2 - Side A" I know that the author highlights I think all, if not most of the items you can interact with, you should think about doing that as well, unless you're going for a more purist version. In regards to the bots; the navmesh could be improved as they tend to take long, unnecessary routes and get stuck in no nav spots if they get moved by a spitter or charger. They also just wait in the saferoom when you reach it. Not a campaign for everybody but if you love puzzle solving, i think you'll enjoy it.
This review was posted before the latest release.
-
Key item glowing will be in the next update, also I'm aware of the bots sticking to the safe room, not sure how to fix it, other than blocking navmesh in the safe room which just creates even bigger navmesh problems, causing the bots to act crazy.
This comment was posted before the latest release.
-
End of results.
Posted this review
Thank you.