*Easy to find your way around.
*Some areas well detailed.
*Quite liked the design of map 2.
*Ride in map 2 was a nice touch.
*Several different environments.
*Some early areas lacked detail.
*The concept of this map could be better explained by used of custom graffiti or decals.
*Bots couldn't climb ladders in house in map 1.
*Had to wait far too long in the room with the paintings and raising ceiling in map 2, before panic event started and we were let out.
*A lot of failed sound console warnings.
*The book button issue.
*Invisible walls in some areas of map 4.
*Panic events in map 4 seemed to happen on their own for no reason.
*Bots wouldn't pick up the health kit in the toilet in the saferoom between maps 4 and 5.
Overall an ok map with only a few issues to be addressed. This campaign though does seem very confused though. If you want to get through a concept for this map, try using custom graffiti to explain it.
*Cloudy weather and zombies in short sleeves, shorts and t-shirts - this is definitely set in the north east :-D
*Liked the detail of the helicopter crash in the 1st map.
*References to local places and culture.
*Shipping crate areas look a lot better now that they are not all one colour.
*Nuclear type explosion caused by one little barrel!
*Nice seeing a campaign set when people are trying to rebuild and restore some kind of sanity after the initial chaos.
*Good amount of weapons and supplies.
*Gnome hunting is a nice touch.
*Nice cinematic effects.
*Wide open spaces but still enough direction so you don't get lost.
*Common infected can start panic event in 1st map.
*The grassed areas around the shipping containers in maps 2 and 3 looked quite plain. Perhaps use a blended texture instead to add some areas of detail.
*Having the same crate model be breakable in some places but unbreakable in others could cause confusion.
An excellent campaign that is tougher than than the stock campaigns. 2 tanks during the finale is quite tough. One of the best campaigns out there I think.
I've discovered quite a big shortcut in the 1st map. You can jump over the stone wall that's in front of the houses, by using the knocked down metal barriers near to the pair of mounted guns. Since bots couldn't use this, they ran into a tank going the normal way around and got killed :-D
*Optional lighting is a nice feature.
*Some very well detailed areas.
*Good level design.
*Liked what happened when the elevator was called in map 3.
*Just the right amount of ammo, weapons and items.
*2 tanks in final stages of finale.
*Tall walls in outside areas of map 1 are quite flat and boring.
*Tank got stuck under broken wall at the first optional lighting in map 1.
*Shame that some very nicely designed areas can only be seen well if the optional lighting is on.
*Common infected spawned right in front of me on opposite side of lift shaft in map 3.
*Invisible walls in some places.
A very enjoyable and well made campaign. It's slightly let down by the lack of detail and bareness in some areas othe 1st map. The rest of the maps though are very well detailed though.
*Like the drawn art feel of the poster.
*Nice idea having the supplies slightly spaced apart at the start of the campaign, rather than all close together.
*Plenty of health items and throwables.
*Good spread of guns and ammo.
*Good attention to detail.
*Multiple route choices in places.
*Loved the look of map 2.
*Good choice of melee weapons.
*Like the puzzle aspect of the room where you jump from pipe to pipe.
*Layout sometimes brings you around to previous areas of the map, but viewed from a different place.
*Long maps that stay interesting throughout.
*Quite a challenging finale.
*Jimmy Gibbs Jr's car can do that?!?! I had no idea!
*Heavy weaponry for the final push to the escape vehicle.
*No nav problems for bots.
*When I got to the toxic gas the first time, a tank spawned on the other side of it. It died of frustration before it reached me. Perhaps create an short infected only route past the gas to prevent this.
*The large rooms overlooking the huge chamber near the end of map 2 look a bit bare, especially when compared to the detail in the rest of the campaign.
*Bots won't pick up the first aid kits just before the door that starts the finale.
An excellent campaign. Even though there are just 3 maps, the maps are long enough to make this take as much time a regular campaign. Quite a challenge on higher difficulties.
*Retro Half-Life goodness.
*Custom turret danger.
*Fun to crush bots wth doors.
*Obstacles of Half-Life reproduced well.
*Crates look a bit unnatural when stacked on top of each other perfectly.
*Would be better with levels of detail more suited to L4D than Half-Life.
*Too much ammo and weapons.
*If incapped in a turret's line of fire, you can't be revived.
*Bots don't know how to jump over trip mines.
*In some places in maps 2 and 4, flames from molotovs couldn't be seen.
*Bots too dumb to avoid electrified water.
*Bots had some problems getting onto long ladders.
*Bots had some trouble picking up first aid kits and pills in some areas.
*Shaking in map 4 was a bit extreme.
*Bots wouldn't get into the saferoom at the end of map 4.
*Respawned in darkness in map 5.
*Finale is easy if everyone manages to get onto the platform.
*Missing outro image.
*Horde can still be summoned and attacked during the credits.
*Not clear where the "rescue vehicle" is.
An enjoyable reproduction of Half-Life, although some of the elements that require thinking or skill will be too tough for bots to do.
*Good length maps.
*Very good attention to detail and lighting.
*Fun to play.
*Custom thumbnails and poster.
*Custom intro would be good.
*Hordes appeared before even leaving the starting saferoom.
*Cell bars looked a bit blocky.
*Maps need extending beyond the playable area. Can see in several places where map ends and sky begins.
*No melee weapons until map 3.
*No ammo or health in saferooms. Only one saferoom had weapons.
*4 health kits near to end of map 2 were too close to the saferoom. When bots get that close to the saferoom, they ignore everything and just run for safety. Move health kits into saferoom or move them to earlier in the map.
*Water filled tunnels could use a little more detail.
*Can't escape in map 4.
A quite good campaign. There are a few issues still to be worked out, mainly the lack of supplies in the saferooms and not being able to escape in map 4. The police station is a bit of a maze but I managed to figure it out. Once the bugs have been sorted out and map 4 has been finished, this could be an excellent campaign.
*Can be plyed from beginning to end.
*OK level design.
*2 crescendo events in one map - bit different from regular maps.
*Very short. The 2 maps would probably work better combined into 1 map.
*Lack of detail in some parts, especially for such short maps.
*No custom thumbnals or poster.
*Zombies are already spawned right near survivors as soon as campaign starts.
*Some purple chequered reflections. Possible cubemap issue.
*No warning that opening door would alert zombies.
*No warning that pushing button in colourful light room would alert zombies.
*Lots of nav and spawning issues. Had survivors teleporting several times and infected running in circles. Special infected were spawning in hidden areas and could not reach us. The 1st finale tank spawned somewhere hidden and died from boredom.
*Big invisible walls.
*Tooks ages to find the trigger for the finale. Needs a hint on it.
An OK couple of maps but not very replayable due to their very short length.
*Quite different from standard L4D2 maps.
*Plenty of hints.
*Skull collecting - not something you see every day.
*The gas collecting was very easy. Would have been better with a few extra hordes thrown in.
*Giant invisible wall across the road in the first map.
*Could tell where map ended and skybox began.
*2/3 of the times I played the 2nd map, when I was inside the bar I got teleported outside of the playable areas of the map. It seemed to happen at random when I was in different places in the bar. Because of this I haven't got to finish the map yet.
*When the poster appears, Rochelle's and Ellis's names are in the wrong order. They need to be switched with each other.
A very good couple of maps and a refreshing change to regular L4D2. The teleporting issue needs fixing though.
*It's textured, has lighting and has props in it.
*It can be played, (just), from beginning to end.
Cons throughout the campaign:
*Chequered texture for campaign thumbnail and poster.
*No thumbnails when playing campaign.
*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.
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.
*Very good use of height.
*Can see future areas of maps from earlier areas.
*Multiple routes to take in some places.
*Some areas quite boxy with just props for decoration.
*Some props fade out when you are stil close to them.
*Textures on displacement platforms need blending together.
*In some places a certain prop is breakable, then in other places it's unbreakable. Needs to be more consistent.
*Light was coming from some light props but they were using their lights off skin.
*Dev textures visible in a couple of places.
*No weapons, health or ammo in ending saferoom.
*No weapons, health or ammo in starting saferoom.
*The texture scale of the cavern roof is too high.
*Button for 1st crescendo doesn't glow.
*If you jump on the wooden bridge early, you get stuck on it until it stops moving.
*Needs more ammo spawns during map.
*No health kits in ending saferoom.
*No health kits in starting saferoom.
*If you are too late to get onto the elevator, you just hang from the walkway. It's shouldn't start moving until everyone is on the elevator.
*No weapons, health or ammo in ending saferoom.
*No weapons, health or ammo in starting saferoom.
*Some rock walls were completely flat. These need turning into displacements.
*No one speaking on the radio.
*Horde summoned without any kind of noise, lights or provocation.
*Some invisible walls around roof of bunker.
*No clear indication of where finale start was.
*Some parts of light models were sticking out of the floor from the room below.
*Skybox turned completely black just before the end of the outro.
Overall a decent campaign. There are a few issues that need sorting out to make this run as smooth as possible, as well as some minor trivial things. I'm not sure if some of the cons may have been caused by the game being updated and this having not been updated since 2009.
*Plenty of detail.
*Right mix of weapons and supplies spread around the maps.
*Different rescue closets than usual.
*Good guantlet event in map 2.
*Finale guantlet was challenging without being impossible.
*Survivor bots had trouble getting from the top of a truck across a wooden board, into a building in map 2.
*The graveyard in map 2 seemed quite flat and almost looked like concrete had been poured over it.
*Survivor bots had trouble getting past the log near the bunker gate in map 3.
*No defibs, although I'm not sure if that was down to the director or not.
An excellent 3 map campaign with good length maps. The finale guantlet was great, especially when the difficulty of it seems to have been calculated well. Perfect for those who want some L4D2 action but don't want to play 5 maps. Certainly not boring at all.
*Very well detailed.
*Good if you just want a quick burst of L4D goodness.
*Hordes can spawn and attack before anyone has moved from the starting area.
*Bots had to teleport sometimes to reach some outdoor areas. This happened most when a smoker pulled a survivor up a hill.
*Bots had trouble opening rescue closet doors.
*Some of the water in the tunnels section changed appearance when looking at it from different angles, as if the brush underneath it was nodrawed then not.
*No finale music.
*Finale is very easy, even on higher difficulties. You jsut have to stay in the room with the radio.
*Bots sometimes had trouble picking up first aid kits in the finale area.
A pretty good map. I can understand the need for 2 maps when this was made several years ago. With the changes to L4D since then, this could be updated to only need the 1 map. L4D updates since this map's release could be the reason for some of the cons listed.
*Good design and attention to detail, especially the interior areas.
*Graveyard is very well made.
*Train saferoom at end of map 4.
*Breeched saferoom was a good idea.
*Good amount of pickups and health.
*No intro sequence.
*Infected spawn right by the staring area in map 1.
*Special infected spawned behind fences in map 1 and got stuck there.
*Only 1 gun to choose from at sart of map 2.
*Bots can't open the rescue closet door near the river.
*Can get stuck behind trees just after rock tunnel.
*Had no idea where to go after the rock tunnel. Only found out that the river was shallow there when a horde ran across. You need to have something there to show it's shallow, rather than being very deep just a short distance upstream.
*Too many alarmed cars in the garage.
*Final crescendo event in map 4 had nothing happen that would summon a horde.
*Easy to miss the book button in the big office.
*With such a big finale area, it took a while to find the button to start it.
*No ammo found in the finale area. The only place I found any was after the first big door had opened, which is too late to have ammo. Place some that is accessible before the finale starts.
*Doors need doorframes added for detail.
*Quite a few places looked like copy and pastes from Valve's maps with a few minor alterations made.
*Nav needs some work for survivors. Some places they ran far ahead by themselves, running into tanks sometimes. They had trouble rescuing people from smokers sometimes. They kept running straight into witches, even through there was plenty of space to avoid it. Especially true on 1st map, where in a wide open road, the bots ran straight past the witch.
*Not clear where to go sometimes. Well lit areas ended up being dead ends and the route to take was sometimes hidden in darkness or hidden in a darkened corner. How to get past the motel was tricky to spot.
A campaign that starts out ok but gets better as it goes on. There are some issues that need looking at. Probably just needs a few tweaks here and there. After a few playthroughs the routing issues will become easier but it's a bit tricky for the player trying this campaign for the first time.
*Very good gameplay.
*Tons of detail.
*Longer maps than usual.
*Interesting and original crescendo events.
*No bugs or nav issues that I could see.
*Looked a bit strange during the intro when the helicopter moved from side to side but the turrets stayed stil. They even went through the walls of the helicopter a few times.
*Some vents right next to each other in the kitchens had different colour reflections. Probably a cubemap issue.
*When a tank appeared after the elevator event in the hotel, it just stayed in a vent until we killed it. It didn't make any attempt to leave.
*Finale radio voice was very loud when right next to it but very quiet when just a few feet away.
One of the best L4D campaigns there is. Tons of work and attention has clearly gone into this. This is better than probably all of the official campaigns.
*So many copy and paste area from the official Valve campaigns. I think at least 50% of these maps are just copies.
*1st map is incredibly short.
*Dev textures shown in several places.
*Bots had trouble moving around in some places, resorting to teleporting.
*No health or ammo in final saferoom.
*Easy to survive finale by staying inside saferoom.
*Finale just seemed to end. No vehicle came. Screen just went to black, credits rolled and we were still being attacked during them.
*Stats are broken. They didn't show anything like the real stats.
This would have made a ok campaign if so much of it was a direct copy of what Valve had made in their maps and if the finale was sorted out. I was going through the map looking at places and saying to myself which Valve campaign it came from.
*Solid gameplay with few bugs.
*Many varied environments.
*Good idea having a van as the saferoom.
*Train station map was designed.
*Lots of areas seem to lack the little details that make a map stand out. Everywhere was just big brushes, i.e the stairs. Few, if any, doors had door frames.
*Very confusing where to go, especially with so many locked doors around. Only have the doors you can use as props and turn the locked doors into decals or overlays. Need to add more indicators where to go wehn walking through long, wide streets.
*Some nav issues for bots around ladders.
*Escape vehicle moves too slowly.
*Some holes in walls that we had to get through would only let you through in a certain place. It was like there were clip brushes over several parts of the hole.
*Most of the streets were wide and empty, making killing any infected in them easy.
*Several extremely stretched textures.
Overall a decent campaign for gameplay but needs quite a bit of work in the detail and looks department.
*Enjoyed the truck part.
*Making a scavenge type event for L4D.
*Liked the cable care idea.
*Generally well detailed.
*Bots refused to get back onto truck until I was on the very corner of it.
*Needs a hint in words for where to put the cans rather than the striped lines. People who haven't played L4D2 won't know what those lines mean.
*Boat scavenge event is extremely difficult when playing single player. Even on just advanced it took me 5 attempts to do it, then there was the whole rest of that map to play.
*Some interior areas have very little detail.
*One of the tunnels the truck went through seemed like a copy/paste of the tunnel at the start of Death Toll.
Overall this is a very good campaign but it's not really a campaign for playing with bots. If you want to play with other people, this is a good campaign to try. If you are a fan of playing single player, either set the difficulty low or try something else. If the bot situation was improved, this would get at least a 9.
Easy on normal, challenging and advanced = good degree of difficulty.
Variety of environments provided.
No nav problems from what I could see.
Plenty of items to be found.
Plenty of side rooms to explore.
Areas with a lot of detail next to areas with very little detail, instead of having a constant level of detail throughout.
Some areas with a confusin layout. People could get lost or turned around.
The all wood staircases in what I think was a block of apartments did not fit in with the rest of the building's decor.
Noticed one staircase seemed extremly similar to one from the offices in Dead Air.
Finale seemed too similar to No Mercy to me, in terms of layout.
Finale radio alerted the horde straight away instead of having to press it twice like in most campaigns.
No indication of where rescue vehicle was going to staop until it had arrived.
A good solid campaign overall with quite a bit of replayability I believe. If some of the more barren, less datailed areas could be improved upon, this could be a top notch map. Good job.
About the same time length as the official maps.
A lot has been fit into just 3 maps.
Some good side room places to explore. Bit of a risk with some of them being far from the normal route through the map.
Good amount of vertical gameplay makes for a more interesting campaign.
Lighting seemed ok to me.
Finale being up high means lots of tank-flying fun.
Texturing was sloppy in some places - i.e. one brush making up walls in adjoining rooms meant that what was the right texture in one room ended up being in the next room, looking quite room, (some of the offices in map 2 spring to mind).
Some weird shading on textures when your flashlight hit them - i.e. the road at the very beginning of the campaign.
The tank sometimes climbed on top of barriers and got stuck between the barrier and the ceiling. Nav file needs adjusting for this.
Unrealistic placement of props - there were a lot, (and by that a mean a HUGE amount), of the big crate props in what I think was a multi-story car park. You would never see one, let along a lot, in a car park. Replace them with vehicles or extra columns instead.
The 2nd map seemed too long to me. Perhaps think of splitting it into 2 maps.
Some of the offices in the 2nd map were quite far from the escape route, but there was nothing in them to reward players who went there looking for stuff. Add some more pipe bombs, molotovs or first aid kits there.
The constant panic events in map 2 were a bit annoying, especiialy since nothing had been done to start the events after the first one.
Need a couple of ammo places in 2nd map. All those panic events meant that ammo ran out quite quickly.
Only allowing 1 T2 weapong to be picked up when they were found goes against L4D standards, so most people playing that would find this confusing or annoying. Switch to either having the weapons like they do in L4D or have more than 1 of the same weapon at one spot, setup just like you have in this map.
Too many hunting rifles and not enough auto shotguns. You need to balance out the amounts of the different weapon types.
In the finale, the radio was very difficult to find, as there was no clear indication on where to find it.
Helipad area was too wasy to defend in the finale. You need to add more ways for the infected to climb up there so people can't defend everywhere at once, or you need to make it more central so infected can spawn all the way around you.
Too many arrows in some places to show you where to go. Try indicating where to go through open or broken down doors or have more lighting in key areas to show where to go and less lighting in side routes.
An OK campaign for a beta. Needs a bit of polishing up and a bit of reworking in some parts to make better.