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But gameplay/scripting wise i'd deem this impossible, unless you rework each level to fit Contagions gameplay/capabilities.
Better make original content in that case.
That could work! How about the 4th and 5th level of No Mercy? And have the beginning of the map be when at the end of the 3rd level, the survivors spawn on the manhole they came from to the Hospital.
http://i.imgur.com/TCJIozr.jpg I took that long ago back when i first played Left 4 Dead, at the bottom of the picture you can see there's a small opening, it's the manhole from which you get to the hospital, to the right of the police car, if it wasn't off screen, the Hospital would be right there. Just show the manhole closed for the level not having to render a part of the sewer, then the first message the survivors get is something like "Man, what a stench! Am i glad we're out of there. Let's enter the hospital, the radio on the roof should get us out." to say that they were below on the sewer.
The Lighthouse for Flatline? This could be interesting.
I also was thinking about porting piece of No Mercy as a small demo of what can be done, but instead of that use all world brushwork and geometry of the first bsp file of No Mercy from L4D2 and content from Contagion (models, textures, sounds, scripting, triggers etc). Your idea sounds much better for an actual escape map than simple “demo map“ that I was thinking of, but anyway both ideas would require a lot of effort.
I can't think of any so far, only some fanmade stuff maybe (Mario, Lego, Minecraft)
I've been working on doing the same thing with the skyscraper part of my custom L4D2 campaign. Stitching the maps together should be doable, but it's going to be a whole lot of work, and it's gonna need a lot of optimization tricks.
The original L4D comes with the source files to No Mercy. I think they're pretty outdated, but still better than the mess that is decompiling.
You mean porting (Taking it entirely, copy pasting it) or making it a block by block recreation?