Reviews for Deadly Ending

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    • luubinh109
      luubinh109

      Posted this review

      4

      Review

      • chapter 1&2 are purely rush to safe room from beginning to the end of chapter
      • chapter 3 in the sewer part you need to turn off alarm, you have to go along way, zombie are spawn right in front of you and special infected spawn almost instant, some time 2 charger at same time or smoker etc... they come nonstop so good luck with that part
      • map not much detail, the house just like empty box with nothing in it, poorly design, the author just want to extend your playtime so he place steel fence to make you go around and around. Trust me you will notice when you play
      » in the end this map not worth the time to play, leave it
    • paul1991324
      paul1991324

      Posted this review

      2

      terrible map

      It's a terrible map. 
      Everything looks boring, and it's extremely hard and unfair to play. 
      Really hated the unbalanced alloacation of resources. No throwables to use at all, ammo runs out really quick in the sewer which is a death trap and impossible to beat in single-player.
      The author must be adopted to make something this ruthless and heartless.
    • kurochama
      kurochama

      Posted this review

      6

      Playable, but lots of panic events, and then the finale...

      Somehow I start to understand why many people complained about this campaign. All maps have either just long or endless panic events. Like on map 1, the panic event goes till the survivors reach closer to the saferoom. Other maps have the switchs to turn off the alarm, but they'rw located really far while the horde keeps coming without having any delay.
      .
      & then the real thrill is the finale. If you think that the defense is easy because there are lots of room suitable to defend perfectly as there are only two ways out on certain rooms, prepare for a plot twist when the rescue event comes :D . There are lots, lots, & lots of tanks keep coming :D . Only one tank per kill, but when each tank is killed, another tank is coming. When arriving on the rooftop, the good news is...the chopper only comes to pick just after you climb to the higher place (some bots know the location so they will just run there). During waiting for the chopper for few seconds, you'll really get the "deadly ending" if you let a tank climb to the place of rescue - one smash to send you flying away.
      .
      Well, for me, the only drawbacks are the endless & long panic events, & the endless horde without delay. It would be better if each horde has at least 2-3 seconds of delay before the next horde is coming. It's playable in Normal difficulty, but I don't think it's playable on Advanced difficulty, especially the finale. A tank with more hp & one-hit-incapacitating smash in Advanced difficulty will be a really really deadly ending.
    • IndraEMC
      IndraEMC

      Posted this review

      6.5

      Pros:

      +it works (didn't crash or cause conflict)
      +decent finale

      Cons:

      -Too hard (too much common infected)
      -Mediocre maps
      -Never ending Zig Zag
      -Boring
      -Bot wandering all over the place

      Conclusion:

      This map consider as "passable", but still i appreciate the creator of this map.
    • L4DTeak.
      L4DTeak.

      Posted this review

      6.8

      Pros:

      + Poster
      + Nice lighting
      + Finale instructions
      + Skybox ornaments

      Cons:

      - Melee weapon placements
      - Endless mobs
      - Hardly any Pills, Throwables
      - Meaningless Detours
      - A Few copied stuff from official maps

      Conclusion:

      On the whole, it is a somewhat crude, unpolished campaign. For there's leaks, and missing textures at some areas, maybe the director was messed up also according to its performance. Problems listed as cons above are, I believe, won't even take an afternoon's time to fix. Anyway, I finally got tired of slicing and blow them up with my katana and spas in the end 2850, that's a lot for a 4map campaign.
      
      Mapping: 6.8/10
      Events: 6.6/10
      Gameplay: 7/10
      TOTAL: 6.8
    • GFJasonX
      GFJasonX

      Posted this review

      4.8

      Pros:

      + The game runs and did not once crash for me.
      + Playable on lower difficulty's.
      + Textured and a somewhat decent bot nav.
      + I guess I could count that it has proper lighting to an extent.
      
      

      Cons:

      I am not even sure where to start, this just has so many problems.
      
      - No dialogue between the survivors.
      - In map 1 as you start the ambiance is sewer ambiance while walking above the ground in a train yard? What?
      - Just plain, empty houses. 
      - Extreme lack of Molly, pipes, and bile. And by lack of I mean none at all.
      - Almost no pills and Adren even though you give us 2x the amount of health packs at times. 
      - The endless hordes that continue to keep going in maps 1, 2, and 3 even when you hit the button to call them off.
      - Wireframes.
      - The huge amounts of unnecessary mazes that seem like they are only put there to make your map look bigger.
      - The chopper in map 3 that is pretty much frozen in flight mode till it magically just starts up and then leaves? What is the point with that chopper?
      - Vast landscapes that have nothing and serve no purpose opposed to, once again, make your map seem longer. It's just repetitive. 
      - Specials got stuck often.
      - The red and blue trucks in map 2 or 3, I forget which, that also have red and blue tires.
      - Lack of melee weapons after the 1 katana in map 1.
      - This random as can be bright light in the sewers that is 8x the brightness of all the other ones, this was my favorite.
      - The ending was dull, boring, and confusing. 
      - The ladder to leave for the chopper just moved on its own, slowly. It looks ridiculous. 
      - The way up the ladder is confusing. Not only do Tanks and hordes spawn on the way up the ladder, but you have a completely useless path in front of the ladder making people think that is the way to go when really you need to turn around to the other side. Atleast give a prompt to point people in the correct direction.
      - Saferooms are just wrong and hints that would only prompt when at an end saferoom prompts themselves at the beginning.
      - No tier 1's on map 1 or 2 but you gave them to us on map 3?
      - The buttons for the gauntlets are just... so weirdly placed that it makes no sense as to why they would be there in the first place. Maps need to make some sense in there surroundings.

      Conclusion:

      All in all... No. Just no. 
      
      This campaign has to many problems that cancel out the pro's. You state that this is the final version but it looks to be an early Alpha at best. It needs a serious revamp if its to get a bump in ratings on this site. You honestly just need to take it down and work on it till its better. Think about adding in more props or things to do in maps 1 and 2. The maze thing that makes your campaign seem abit longer is boring, not special, and definitely not unique. Put props in your houses so they are not plain old empty dark rooms. 
      
       I don't like having to bash peoples work and like the guy before me said, if it was still in beta I would give this some serious le-way. But its not, so it does not get any simpathy from me. =L Please rethink this campaign out because it does have some potential. 
      
      Edit: I am going to update this and give it a slightly better score due to L4DTeak making a good case, and you added an intro. But the author really should give this another look, despite not maping anymore.

      This review was posted before the latest release.

    • Megadude

      Posted this review

      3.5

      Pros:

      *It works.
      *It's textured, has lighting and has props in it.
      *It can be played, (just), from beginning to end.

      Cons:

      Cons throughout the campaign:
      
      *Chequered texture for campaign thumbnail and poster.
      *No thumbnails when playing campaign.
      *No intro.
      *Very boring level design in most maps. Just run up and down straight corridors from one end to the other time and time again. Very lazy.
      *No warnings or hints on what started crescendo events.
      *All gauntlet events except one had no indication of how to stop the event. On the first map, the button that eventually ended it said that the event was just starting.
      *All gauntlet events are ridiculously long and there are too many of them. Makes for very boring gameplay.
      *At each starting saferoom, when you open the door there is a hint telling you to get back in. This hint should only be used in the ending saferoom.
      *Invisible walls over fences and obstacles that are low enough for survivors to jump over. They should have been made taller.
      *Door models being used for locked doors. Made it impossible to know which doors were able to be opened. Should have used door decals or blocked the locked doors with boards or props.
      *No molotovs, pipe bombs, boomer bile or adrenaline in entire campaign.
      *No pills except in first aid stations.
      *No melee weapons except for where the campaign starts and during the finale map.
      
      Cons specific to maps:
      
      *Map 1 - zombies spawn immediately and right next to survivors before they even have a chance to move.
      *Map 1 - you can hear sounds normally only heard inside building or sewers when you spawn outside in a wide open area.
      Map 2 - just one choice of gun in the ending saferoom.
      Map 3 - rain comes into building through walls and ceilings.
      Map 3 - first panic event is super easy. Just stay inside the small room where the button is, or better yet, walk a couple of metres back into the saferoom.
      Map 3 - big stone thing over road - what is it for? It doesn't seem to serve any decorative purpose.
      Map 3 - so many texture blocks instead of detailed buildings.
      Map 3 - Bright red/blue trucks with bright red/blue tires???
      Map 3 - nodrawed faces were visible in the room with the generators.
      Map 3 - helicopter starts with no visible pilot and serves no purpose.
      Map 3 - some props pop in and out of existence  as you walk to or away from them.
      Map 4 - only 1 T1 weapon in starting saferoom.
      Map 4 - no indication of where to go to meet the rescue vehicle. Only found that out by exploring and then I couldn't get back to where the radio was to start the finale.
      Map 4 - magical slow moving ladder. Doesn't look right.
      Map 4 - if tanks or hordes spawn in the narow corridors after the rescue vehicle arrives, almost impossible to get past them alive.

      Conclusion:

      Very lazy level design, sever overuse of guantlets and barely existent supplies. This is a terrible campaign. If this was a beta I would give some leeway as a lot of this cons can be fixed, but for a final version this campaign is completely poor.
      
      I only gave it this many marks because it is textured, has lighting, has props and can be played. Take this back to beta and do some major fixing and this could be an ok campaign.

      This review was posted before the latest release.

    • A.D
      A.D
      A.D

      Posted this review

      6.6

      Pros:

      Nothing special or good.

      Cons:

      Nothing too bad either.

      Conclusion:

      Nothing to even conclude. Just a long obstacle race with zombies, someone maybe would've even liked it, but l4d is almost five years old, so I doubt it.

      This review was posted before the latest release.

End of results.