Whilst I think this is a pretty decent campaign, chapter 3's over the top difficulty may be a turn off for some folks. When a chapter before the finale ends up being more difficult than the finale itself, ehhhh, I'm not sure that's how a campaign should go. The map design was fairly straightforward, quite linear, and obviously so, as most of the time you're walking in a straight line, but it's isn't over the top and drag on forever like some campaigns, I think it was paced nicely. So, overall tbh, I can't say I really have a problem with this campaign, the difficulty may be a bit much for some, so that's up to you.
This is a great campaign to be honest, great voice acting and music, nice looking environment after all, but i'd have to give it 3 stars instead of 5.
Because this map has horrible balance, and they are extremely difficult. On the second gauntlet in the first map, any infected can clip through these walls with leaves, commons spawn from both sides of the freeway, and they are supposed to climb through the wall instead of clipping through it, also even worse, Chargers can pummel survivors without being noticed and Smoker's tongue can even clip through it too, basically they can constrict a survivor through a solid object, and that's unfair. And the pain is doubled, in Single Player, specials will never stop spawning, you kill a Hunter, a few seconds later you will see a Hunter again, and again, also happens to other specials.
In the gauntlet on the second map, you are fighting the infected on narrow hallways, and you have to run back and forth to collect the computer parts with a horde of infected that will never stop chasing you until the computer is built, and then you go to the dam elevator, you start it, and then another gauntlet event happens again, and it will only stop once you've got into the train (safe room).
In the third map, you have to get a keycard to open a locked door, with another horde of infected that will never stop chasing you until you got into the saferoom, and there is also 2 tanks on the map.
Some maps has optimization issues as i've been getting framerate drops in some areas, and this map is definitely not for new players. I would give this 5 stars if it was well balanced. Still, this is a great map, might take awhile to finish it, though.
- environment is nice
- length of each map is just fine
- lots of guns and ammo provided (like the Whitaker Gun Shop)
- creative music and voices inside the campaign
- bots have some problems in navigating
- the mobs are just too many (almost impossible to play on expert)
- gauntlet events are just too many
A little hard to play sort of campaign, as there are just TOO many gauntlet events and endless mobs of zombies coming to attack you. I tried to play this on expert, and all my teammates (including myself) were wiped out by the mobs within just a short period of time! Maybe you did this on purpose to make this a challenging campaign but I think this is going a little overboard. Other than that, everything else is okay.
* Nice Enviroment
* Non-Linear Maps
* Good amount of supplies, witch is good for long maps like the ones you get here
* Interesting tasks to complete (I would suggest a more logical order on PC parts to scavenge )
* Good Music (If you ask me)
* Endless hordes
* Zombies spawns from rare places during the second half of map 1
* computer parts layout and order, (although it's an interesting idea)
* finale with a powerfull m60 against 2 very weak tanks
(somehow, I guess it's compensating for those endless hordes before, but it isn't working)
By correcting "cons" this would be a very funny and interesting campaign, otherwise it can be frustrating to play, especially for non-experts.
-Some nice touches throughout every level
-Clever use of original dialogue to fit the story of this campaign
-Ridiculously long levels with obnoxious and poorly designed zombie gauntlets; The Dam area is particularly loathsome as it requires repeated back-and-forth across one area to complete successfully
-This is meant for competitive play? The level layout and endless zombie gauntlets mean there's zero chance of a team of survivors getting very far.
-Horrible, tiresome, needlessly convoluted, horrible, unbalanced, poorly designed, did I mention horrible? finale.
The one common mistake that I see 90 percent of map makers do is believe that nonstop zombie hordes and panic events and gauntlets are a good thing. Wrong. The other common mistake is that a longer map is a better map. Wrong again. This campaign commits both these ridiculously obvious but common mistakes to the point of GROSS INCOMPETENCE.
The campaign itself is nicely designed, nice details and touches throughout. But every chapter is a long, tiresome and often confusing slog. It's as if the map maker kept adding more and more to the map and stopped to to say "perhaps I should stop here and improve its focus and readability. NAH... LOL!" I'm pretty sure that's how it went down.
Moreover, considering the length of each chapter - and the sheer amount of panic events and gauntlets - it boggles the mind that the mapmaker decided this was for competitive play. An experienced infected team will absolutely slaughter the survivors with a campaign this ridiculous; a boomer or two and a few well timed attacks and the first zombie panic even will usually do the job (about a third of the way each chapter). Sorry but this would be a horrible versus campaign.
But the cherry on top of this boomer bile pie is the absolutely mindbogglingly bad finale. You're expected to fight two tanks, run into several narrow corridors to grab a keycard in a tiny enclosed space, all the while fighting another endless horde of zombies, which leads you to swipe the card you acquire on the opposite side of the area you had to get the card only to be faced with more enclosed areas which would make any spitter infected overjoyed. What a horrible ending. It's apparent that this mapmaker has no semblance or notion of what game balance is, and indeed, he or she must play with some mediocre infected players if they believe this map would not lead to near-instant incaps. I'm all for proper balance between hardy survivors and frail infected but this campaign demonstrates the designer's failure to understand that balance. I hope they never make another mod again and - in fact - they should retire from Left 4 Dead 2 immediately.
Can't agree any more. There are so many mapmakers think the more horde is better, it is totally mistake, zombie horde appears on the right time will make game fun,exciting, but endless horde just make game not only hard but tiresome. I know making a campaign is hard working, and no one will pay that, i respect campaign maker. It is pity that if the author can adjust some parameter, lower some horde, then it will be a better campaign.
- Lots of detail
- Compatibility for many gamemodes
- You can really tell it was designed for versus
- Computer parts was completely ridiculous
- Repetitive game play
- Finale was bad
- Way too many gauntlets
- Intro sequence broken
The biggest mistake a map creator can make is think 'MORE ZOMBIES = MORE FUN!' which is definitely not the case....a campaign must be immersive to be fun, and although this campaign had a LOT of detail, most of it was just overlooked by the ridiculous amount of zombies...I had almost as many general kills on the first map then I do regular expert campaigns on the end-of-game stats crawl.
Definitely wasnt fun, and definitely wont play again.
- I like all the maps: lenght, design, details, the final is easy etc.
- lot of supplies
- lot of challenge
- lot of weapons through the maps
- lot of special ammo
- bots sometimes are clumsy
- bots sometimes falls off edges (for example: Bill fell off a cliff, and Louise want to help him - so technically speaking he 'jumped' after him, and both died)
- I don't really like the running there and back again for the computer parts - too far from each other
In my opinion a single player will be overwhelming by common infecteds - not bot-friendly. Not really my type, but still great campaign. Good work, thank you! =)
- Well made campaign with large maps.
- Variety in map design/theme, from urban to forest to military.
- Plenty of pickups and weapons.
- Tonnes of action and challenge through out.
- Variety in the cresendos so they aren't predicatable.
- Some good survivor dialog which was mildly humourous.
- In the first chapter, the streets feel too compact, and fairly claustrophobic and not like real streets.
- The third chapter felt too short in comparison to the other three.
- I think there are too many throwables at times which can make the campaign a bit easy.
- Some of the voice acting is a bit quite and often I couldn't hear it over the sounds of gunfire or zombies screaming.
A very asthetically pleasing and professionally produced map which I would recommend to my friends as it has plenty of fun and is not too easy.
======= In general =======
+ Great atmosphere.
+ Absolutely fantastic survivor dialogues.
+ Partly very good AI navigation.
+ Story of "Left Behind" haha, cool.
+ Maps put together very well.
+ Nice finale.
+ Very creative, I have to admit that-
+ Custom talker for radio.
+ Length of the campaign was optimal.
======= Map 1 =======
- Map was quite long, so these immense horde events are not optimal.
======= Map 2 =======
- 2 AI mates just jumped down that lift instead of getting aboard.
- Collecting computer parts story, see 'Conclusion'.
- Horde events in these small areas made it very hard to get through.
- More medkits and pills please.
======= Map 3 =======
- AI mates had problems defending our position til I was able to open that gate.
======= Map 4 =======
- Defending position was not very helpful, see 'Conclusion'.
One thing that shapes this campaign are the horde events, in a positive, but also negative way. Map 1 was quite hard, but acceptable, but map 2 was exaggerated. The corridors weren't small, but too small for us to fight the hordes efficiently without dying after 5 minutes. They kept coming, we were looking for supplies.. not enough supplies.
Also the finale outpost could be better for defending. The tower was absolutely nonsense, because standing on there seemed to give a good view, but actually Smokers get you and brake the fences of it. So we had to fight on the street, no dilemma. But exactly as our help arrived, a Tank spawned right in front of it, besides of hundreds of enemies, me and Louis made it, Bill and Zoey had to die. Quite a pitty after playing so long.
But still, I was enjoying the campaign, except for (some) horde events.
Update #2: replayed campaign and found Pros and Cons - other evaluation.
Smooth level design
Funny jokes and music
Zombies spawning in plain sight
Buggy AI (Is this AI issue, or developer issue?)
Buggy "Lift" in Act 2 I believe
Poor Game Instructor
Very challenging (even at normal) and engaging. Group had a fun time playing through this, and we really had to work together to get through. Taking a break between Acts 2 and 3 for sleep, then will play through the rest some other time.
Edit: Played through acts 3 and 4 tonight with my buddies, and the acts were absolutely horrible. Act 3 was incredibly short and just consisted of a lot of back-tracking, and act 4 was nigh-impossible to complete with 4 competent players on normal. The game instructor simply said "Go to the rescue point," but failed to indicate where that was. 3 consecutive tanks quickly made mincemeat of my team as we attempted to figure out where, in this huge complex of tents, "rescue" might have been. This map needs work, and play testing. Lots of play testing.
-Decent size maps with lots of content.
-Fun and challenging.
-Plenty of item dumps.
-I loved the lift to the military base.
-No bugs (for me anyway).
-Not a single one.
For me, this is one of the best maps I've played to date. Plenty to keep players busy and will want to replay plenty of times. Good work on this!