Left 4 Dead 2

Left 4 Dead 2

408 ratings
Long Dead Road, Campaign
   
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Game Content: Campaigns
Game Modes: Co-op, Versus, Scavenge, Realism
File Size
Posted
Updated
182.305 MB
29 Jul, 2016 @ 4:48pm
27 Mar @ 11:23am
88 Change Notes ( view )

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Long Dead Road, Campaign

Description
The survivors have left Taco Bucket Supreme, but their military transport has run into some trouble. It’s time to start walking down this long dead road.

Description
Five map campaign that runs in Coop, Realism, and Versus.
The finale map also can run in scavenger mode.

One of my playtesters asked me to make a map that is just one super long corridor, that varies in width, for playing mutations, especially witch mutations. This is my version of that request.

Map names
  • atc2m1_road
  • atc2m2_orchard
  • atc2m3_motel
  • atc2m4_trailer
  • atc2m5_carshow

Maze Warning
Most of the maps are dead simple, just follow the road with the occasional detour. Follow the lights or leaves, etc. There are some sections that are dynamic and have randomized paths. The areas with lots of dynamic pathing (which can be confusing) are: The motel in map 3, the trailer park in map 4, and the caves in map 4.

There are randomized elements/events, especially on maps 1 and 2, which don’t dramatically change the path.

Randomization in Versus mode should result in both teams getting the same path. Scripts are set up to run differently for Versus mode than for campaign or realism mode.

The campaign has a scavenger style gas can finale.

Length Warning
Maps 1 to 4 are physically long. I encourage you to keep moving forwards. Campaign can be completed in about 40 minutes if you don't get distracted, and you know where your going. Campaign may take significantly longer on your first play-through.

Because of the length of maps 1-4, if you wipe near the end of a map, you that will make the campaign take considerably longer.

Features
  • Custom Particle Effects. I made a bunch of custom particles of floating leaves to help indicate the path forwards.
  • Custom skins for Tanks, Witches, Chargers, Hunters, Jockies, Smokers and Spitters. The custom skins are in a separate file so they can be used on multiple maps, but only have to be downloaded once.
  • Randomized Tank, Witch, and Special Infected models. You may see Tanks, Witches, and Infected with different appearances on the same map, because the models are being randomized.
  • Director anger, difficulty level the game is set to, and number of wipes, to control witch and event spawning. The lower the difficulty the less witches and hazards will spawn. The more times you have wiped, the less witches will spawn. Because director anger is consulted, It is possible to wipe, then see more witches, if the director is more angry. As there are a lot of variables at play.
  • Director anger may influence which director script is run for some sections of maps.
  • Decaying Difficulty. The map tracks how many times you have wiped during the entire campaign. Each time you wipe, the number of witches and hazards will decrease on some of the maps. You may not notice the difference from one wipe, but the map will trend towards being easier the more times you wipe. Map 2 counts how many times you have wiped just on map 2, in addition to some scripts being based on total wipes for the campaign. Map 2 is particularly dangerous on the first and second attempts when playing on Advanced or Expert.
  • Day Cycle witches. Map 1 is a night map with sitting witches. Map 2 is a dawn map, witches may be sitting, or wandering. The sitting and wandering witches are randomized, so you may see one or the other, or both at the same time. Map 3 onwards are morning maps with wandering witches.
  • Each map has a custom soundscape, so there are localized noises relative to objects and locations in each level.
  • Each map has custom remarkables. Meaning I made talker scripts, and specifically chose each voice line that is used for each remarkable on the map.
  • Each map is close to the entity limit. I can’t add more to them and still have them function in versus.
  • Mutations that work on any campaign should work on this campaign.
  • Scavenger Finale has some randomized stages. So the exact timing and number of tanks may vary.
  • Gnome on map 1, 2, 4, and 5. Don’t deposit all gnomes until you have gotten the gnome on map 5. All 4 gnomes are needed to open the gnome art gallery on map 5. Gnome removal is disabled for mutations Last Gnome on Earth and Healing Gnome.
  • If you do not have enough players to carry all the gnomes on the elevator, or simply don’t want to carry them; you can toss the gnomes into the stairwell next to the elevator by throwing them over the slanted door. You can then collect them from the stairwell after riding up on the elevator.

Technical
You must have all required files in order to play. I’m using a lot of custom files. Custom models, textures, tanks, witches, and special infected are in separate folders for a variety of technical reasons. You only need one copy of a file even if it is referenced by multiple campaigns.

This campaign and custom scripts it uses take advantage of hooks added in The Last Stand Update, specifically GetDifficulty() and GetMissionWipes(). This allows randomization based on the difficulty that is being played, as well as how many times the survivors have been wiped out during a given run of the campaign. The campaign will get easier if the survivors are wiped out repeatedly.

The Game Engine is Old and has Limits
I strongly advise you to play this campaign with no mods active. Especially if you are local hosting and you are the host. If the host crashes everyone crashes. If you want to experiment with mods, to see if specific mod(s) won’t crash, don’t be the host.

There are multiple limits the game engine has in terms of entities, polygons, memory, etc. My custom campaigns are often using up the majority of those resources just to run.

If you run a number of mods, or a single poorly optimized mod, you may push the game engine past its hard-coded limits, and it will crash. This is not my map crashing because of something I did. This is the game engine crashing because of the mods you chose to activate.

Don’t complain to me about crashes caused by you not heeding my advice.
76 Comments
Goobert Monkeypants 5 Jul @ 4:25pm 
crashed instantly
Stella 1 Jul @ 11:30am 
Shit campaign, it crashes just from trying to load the first map.
River 20 Jun @ 8:05am 
8/10. Except for the witch fest at the start, everything else was mild.
MODESTыч 6 Jun @ 11:51pm 
The first two maps of this campaign are some fuсking witch festival, after that it gets easier :waryoba:
fua~ 10 May @ 4:04am 
我是觉得来这里练习秒妹子挺不错的,低难度到高难度慢慢来
图做的很赞,氛围啊,场景细节,衔接啥的。
刚买游戏的萌新 5 May @ 12:19am 
需要订阅全部内容包括特感mod不然特感会变成error
rektz 27 Apr @ 2:50am 
@messi_galer it is a typical L4D finale taken from Dead Center. To be honest, this one is more difficult than mall finale because of the cars. In solo, your bots will all go down once the tank sends a car flying because they love to huddle.
rektz 26 Apr @ 4:40am 
Not gonna lie, this map borders the troll category like Taco Bucket. 10/10 would play again.
rektz 26 Apr @ 4:38am 
This map is a witch crowning simulator ahahaha
Messi Galer 22 Apr @ 8:16pm 
the ending is too easy, very easy. anyway good map