Left 4 Dead 2

Left 4 Dead 2

112 ratings
SILENT DEAD
   
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25 Jun, 2023 @ 5:03am
31 Oct, 2024 @ 8:27pm
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SILENT DEAD

Description
SOME PARTS OF THIS GAME MAY BE CONSIDERED VIOLENT OR CRUEL.

"Beware of the door that wakes in the darkness, opening into nightmares."

Silent Dead is a Mutation that is inspired by the survival horror experience of the first few Silent Hill games, as well as some existing Mutations on the workshop. Available for up to four players. Strong teamwork, coordination, scavenging, and careful listening are key components that will aid your survivability if you wish you play this Mutation. I personally recommend Normal or Advanced for a reasonable, challenging experience, whether you're playing alone or with a group. For those of you willing to play on Expert... Good luck! Cheap strategies may be your best bet to escape the nightmare somewhat unscathed.

CHANGE LIST:
• A debilitating darkness now envelops the area around you. If you can't always see where the infected are, listen very closely for their sounds and movements instead!
• Several Realism rules are in effect, including:
  • No glows from far away items or Survivors.
  • No Rescue Closets. The only means of revival after death are via Defibrillator or level transitions.
  • Witches will always kill in one hit instead of incapacitate survivors.
  • Common Infected are slightly more resilient to non-headshot damage.
• Shoving now begins its maximum cooldown after four consecutive shoves. Be mindful with your ability to stumble infected.
• Water does not slow down movement speed.
• Survivor Bots are disabled. Extra Survivors will be spawned in or kicked out relative to the number of Players in the lobby.
• Item spawn rules are slightly altered with the following adjustments:
  • Survivors spawn with only a First Aid Kit at the beginning of a campaign, when defibbed, or when respawned by a level transition.
  • Tier 1 SMGs, Pump Shotguns, Scout, AWP, Magnums, and Melee Weapons are the only available weapons to be found. (Except for the Gun Store in Dead Center, which still spawns Tier 2 weapons, and some other weird, rare exceptions in certain custom campaigns)
  • Ammo Piles, Ammo Upgrades, Grenades, and Adrenaline Shots are removed.
  • First Aid Kit spawn locations are converted into Pain Pills.
  • Grenade Launcher and M60 spawn locations are converted into First Aid Kits.
  • M16 spawn locations are converted into the MP5.
  • Auto Shotgun spawn locations are converted into the Chrome Shotgun.
  • Hunting Rifle spawn locations are converted into the Scout.
• Melee Weapon, Magnum, and Scout damage values on Common Infected are slightly adjusted:
  • Melee Weapons take one, two, or rarely three body hits to kill.
  • Magnums take three body shots to kill.
  • Scouts take two body shots to kill.
• Friendly Fire damage modifiers are now much more deadly than in regular gameplay:
  • Easy: 1x Damage
  • Normal: 2x Damage
  • Advanced: 3x Damage
  • Expert: 4x Damage
• Survivors will not start limping until their health falls below 25HP.
• Survivors no longer get incapacitated. Running out of health means death.
• Survivors that are revived by Defibrillators or level transitions respawn with full health.
• Common Infected no longer slow Survivors down on hit.
• Common Infected run speed has been slightly decreased to match a Survivor's run speed.
• Common Infected sight ranges have been shortened slightly to accommodate the Survivors' own decreased visibility.
• Common Infected spawn limit has been decreased to 15.
• The total number of Common Infected required to be killed between Tanks during Finale events has been decreased to 50.
• Special Infected respawn in roughly three minutes after being killed.
• Tank health has been decreased to 2500.
• Tank's attack damage has reduced to roughly 0.75x its normal damage; Easy/Normal = 18, Advanced = 24, Expert = 75.
• Tanks should rarely ever throw rocks anymore, usually once per life.
• Tank's punch force has been increased dramatically. If the Tank's punch doesn't kill you, the fall from getting hit far away likely will.
• All Witches are now Wandering Witches.
• Witches now slowly anger any time a Survivor is within their sight range, regardless of how far the Survivors are. When the Survivors hear a Witch becoming angry, they must look for cover.
• The total time required to completely enrage a Witch has been slightly decreased from 10 seconds to 8 seconds.
• Witches reset back to their docile state almost immediately once the Survivors have left her sight range.
• Witches now run at an insanely fast speed when enraged. They are able to catch up to Survivors very quickly, no matter how far away they are.
• Tanks and Witches may spawn on any map.
9 Comments
Octoling Girl and Steve 11 Apr @ 6:09am 
please
BECKBRU 27 Aug, 2023 @ 11:51pm 
dude for the love of god put the sniper scope back please.... 10/10 mod:gameplayer: https://www.youtube.com/watch?v=R8nkCUBI3WU&ab_channel=L96A1ArcticWolf
TheBananaBox 21 Aug, 2023 @ 10:23pm 
Really neat mod! I was just thinking about how much of a shame it is that there aren't any survival horror-y mods for Left 4 Dead, and lo and behold.

I do kinda wish there was a version with at least one bot though. I've only played it solo so far, but it seems like it would be *vastly* easier in co-op than it was alone (especially tanks, which I didn't really know how to deal with without a molotov). Though, I guess something being easier with friends kinda applies to gaming as a whole lol
adb  [author] 28 Jun, 2023 @ 11:47am 
[2/2]
• The overall lack of Tier 2 weapons was an attempt to narrow the gun selection down to mostly weapons you would find in the Silent Hill games. Understandably, the lack of variety can grow a little dull over time for some people (Earlier test builds of Silent Dead had even fewer weapons you could find, if you can believe that), but I still think each weapon is distinct enough in their usefulness and just balanced enough to not make Survivors too powerful (Think like competitive balance to an extent). I believe the gun store in Dead Center still spawns all weapons regardless, amusingly.
adb  [author] 28 Jun, 2023 @ 11:46am 
@PepeG
Thank you for the review! Here's my balance philosophy regarding some of the points you had mentioned:
[1/2]
• Common Infected sight range is admittedly something I could have tested more extensively, but I found the current ranges to be somewhere in that middleground between "simple enough to avoid as long as you stay quiet", and "not long enough to alert to a survivor from where they can't see." The goal was to make it as if Common Infected can only alert to players as long as they aren't deep in the fog.
• Unfortunately, a byproduct of disabling the HUD as a stylistic/realism choice leads to the loss of certain conveniences, like sniper scope HUDs, vocalize menus, and side menus for certain plugins. As much as I believe having no HUD adds to the experience (forcing players to literally keep tabs on their health, items, and count their shots), I may reinstate it in a future update.
PepS 28 Jun, 2023 @ 5:39am 
Good mod. We played together and coped with the company in an hour and a half on expert difficulty. Zombies are a little blind, but that's okay. There is a small problem - there is no HUD for sniper rifles in aiming mode.
The weapon randomness was a little disappointing, we had the same weapons spawning for the whole company: MP5, Chrome shotgun, Scout and Deagle. Tier 2 weapons could have been left, but with a rarer chance of spawning, it quickly gets boring to run with the weapons listed above. It also lacks the ability to use character phrases for more convenient communication with players.
But in general, it turned out to be a very entertaining and atmospheric mod, we didn’t even notice how quickly those one and a half hours passed.
Reaper Leviathan 27 Jun, 2023 @ 8:51pm 
Nvm :3
Reaper Leviathan 27 Jun, 2023 @ 8:49pm 
How do you use this?
✞.ĐΔŇŘŁŞ ツ™ 27 Jun, 2023 @ 3:56pm 
Holy Moly !!!