Left 4 Dead 2

Left 4 Dead 2

Dead Echo (official/fixed) v3.0
57 Comments
Gouf 6 Jul @ 4:17am 
Love the campaign, beautiful maps
Crabby Cakes 30 Jun @ 8:41am 
The map is overall good to navigate and it has variety making it immersive. However, there are a a few misused crescendo events that begin for no real reason, especially at the end. Also the finale is insanely long for 6 tanks
Crimson 14 Jun @ 12:26am 
There's a lot a zombies and crescendo events that is absurd and it doesn't make any sense. Is this supposed to be the fixed version? :burofailed:
Mr. Guy 19 May @ 4:21pm 
I enjoyed the map overall, but the finale vehicle spawns a bit too unreasonably far away from the main arena, and the campaign overall relies a bit too much on crescendo events. Apart from that, it was a pretty enjoyable experience all around.
噤默 16 Apr @ 6:47pm 
8/10 good map:steamthumbsup:
NEORETROGAMING 6 Mar @ 8:18am 
(re)Découverte en Français (Expert + Rebalance 1.0) : https://youtu.be/-5HL7WCxZGk
Yumia--Meng 21 Nov, 2024 @ 7:49pm 
Hi,May I ask if there will be Dead Echo 3 ?
Alternative Nator 1 Sep, 2024 @ 12:13am 
88/100
DucManh2278 19 Jun, 2024 @ 12:05pm 
good camp ever
.:Gursh:. 16 Apr, 2024 @ 6:47pm 
:steamthumbsup:
InuzukaAka 1 Apr, 2024 @ 4:20am 
we would take it a try
Dark Angel 2 Jan, 2024 @ 4:52pm 
It was fun, thank you to original creator (1SG_Heartless)
Konata Izumi Plushie :3 10 Oct, 2023 @ 10:03am 
long and perfect
5/5
MACPATO1 18 May, 2023 @ 2:05pm 
excelente campaña :steamthumbsup:
虾仁猪心 21 Apr, 2023 @ 11:54pm 
challenging good map. As far as I'm concerned, everything is under control. Don't complain. Peace.
Reichuu 10 Jan, 2023 @ 10:38pm 
one of the best freaking map i've ever played! everything from the start to finish it amazing! thou there is like a random panic event where a horde decend into combat without any particular reason but i don't mind, i love this map, will recommend it to anyone, very balanced and beautiful giving this a solid 10/10!
TimelordMagnums357v1  [author] 30 Dec, 2022 @ 6:54pm 
Those scripts came with l4d2 version. They were added by the Author back in the day so I left them. Just makes the l4d2 version harder. :)
Bane 30 Dec, 2022 @ 6:27pm 
Yeah, they shouldn't be uploading "fixes" if they don't have permission. I made fixes, but that stays on my computer only. the main fixes I made were setting the survivors to L4D1 and changing the limit on Specials to 1 for each in all scripts and it is far more enjoyable to play now. You can see my video the first gauntlet even with it set to 1 I encountered 3 hunters spawns, but the pace is more manageable https://www.youtube.com/watch?v=gNRip2idI3o
TimelordMagnums357v1  [author] 30 Dec, 2022 @ 11:17am 
Just be patient a little longer :) Gonna getter working for you. Some of the sounds also were just pointing to the wrong folder rom the original port. Got that resolved too. :) What did they use to say on the old Kung -fu show - Patience Grasshopper :). LOL
Trunten  [author] 30 Dec, 2022 @ 9:52am 
Notice: We're aware of an unauthorized attempt of a supposed "fix" uploaded. We are rightfully filing against it as we were already granted rights and permission long ago. If those sounds are missing, we'll add them back in. The problem is even if they are added most of them aren't playing because of the way they were added. For instance, 2 of the sounds are added while there is an alarm playing so you never hear them. Trying to figure out how to get them play before the alarm goes off. We play tested through and most of those sounds aren't working. They were left out of the original port or just not pointed correctly to the original sound folder. soundcache might be why they aren't working but we doubt it. We have the original helicopter sound working as the game starts on map 1.
TimelordMagnums357v1  [author] 23 Dec, 2022 @ 10:36pm 
Ya I changed the skyboxes to the original l4d1 version tonight except for the finale. It kept saying there was some kind of texture issues with the particular one he was using and it was on at least two maps. I'm going to check them out and see what they look like. Thanks for mentioning it. I made a run through tonight and fixed nav issues, the transition issues between map 3 and 4 (now there is a smaller safe room with items in it), put some hints up where they needed to be, fixed the unbreakable door issue and added a pusher to force the bots to get on the elevator once the buttons pushed, and I'm currently checking out what's up with that 2nd ladder up on map 5. Right now it appears the ladder was too tilted and a couple of the rock models were getting into the climbing path. I have company from out of state coming in tomorrow. Don't know how much I'll get to work on it the next couple days but it's getting there. Thanks. More later. Happy Holidays to everyone.
Bane 23 Dec, 2022 @ 8:09pm 
Okay, this is just a minor observation for Timelord, the hotel stage seems to be using Dark Carnival's Skybox, but it should be using No Mercy because it's raining at night You can see in this video
https://youtu.be/gNRip2idI3o?t=1288
TimelordMagnums357v1  [author] 19 Dec, 2022 @ 10:22pm 
Ok I just looked at the original and when the radio is pressed 4 sets of 28 zombies are created on 15 sec interval (14 from 2 different places). They happen regardless of the finale script. Then there are 2 waves of hordes, 2 tanks, 2 waves of hordes and then 3 tanks. Im getting ready to fix the original in all its glory back to what it was since I know now what was causing the finale crash. Just remember I think this was the campaign that the author says "Expert this" on so it's intended to be hard by nature. Almost all encounters throughout the whole campaign are driven with triggers and timers. This isn't the only campaign to do that btw. The custom finale makes it tougher just by itself. As far as the l4d1 characters go if they are supposed to be l4d2 characters in the original they are going to be put back. I just like l4d1 characters because they have funnier lines so I've been adding them forever to stuff I port etc. I won't be changing them in the future on non mashups.
TimelordMagnums357v1  [author] 19 Dec, 2022 @ 4:09pm 
Bane, Dead Echo L4D2 is driven by a custom finale which is why it's harder. I know there are some timer generated horde stuff that launches from a couple of the buildings when the radio is first pushed then the custom finale takes over. I think there are supposed to be two tanks per wave also in the custom finale. I haven't played the l4d1 version. I know there are some differences. Try the original l4d2 version that I didn't modify and see if it's the same way as this one. I know it's on gamemaps as it was requested since there were so many differences between this one and it, especially the finale map. However, I'm getting ready to fix all the problems on that one. Its why I originally made this one but since then I've figured all the issues out. :) Hang tight. Happy Holidays.
Bane 29 Nov, 2022 @ 1:21am 
Okay played through the finale, since when is there no mounted gun on the platform near the medkits? Also continuous special spawns while we're trying to fight off the twin tanks? Had spitters, hunters, jockeys smokers and chargers spawning Bots keep getting stuck next to the windows at the ammo refill area. Also a continuous horde until you answer the radio?
GS Mod In Play 16 Oct, 2022 @ 8:38pm 
Map 8/10
ASSKiSS 9 Sep, 2022 @ 3:30pm 
:cupup::cupup:
Gab 5 Jun, 2022 @ 11:00pm 
Great campaign! However, we noticed some problems in the safehouses. Most of the time the game starts immediately on round start (triggering the function HasAnySurvivorLeftSafeArea() before actually leaving the safehouse). This being fixed may become useful for modders and server owners.
TimelordMagnums357v1  [author] 1 Jun, 2022 @ 9:30pm 
Ducksauce the original has quite a few problems (leaks, nav issues (bots won't get onto the apc), etc). Seems most of them were intermittent. Map 4 had to be fixed to keep the campaign from crashing on game exit periodically. Some people preferred the original so it was left up also. There are some versus issues I'm working on currently and will post an update soon. However, this should function as intended in all other modes til then. I'm also adding the missing sounds and a couple of missing models that didn't get transferred to the l4d2 version when the map was originally ported back in the day. Hang tight it's coming soon.
Ducksauce009 1 Jun, 2022 @ 10:50am 
what exactly was fixed?
gamercat234 11 Apr, 2022 @ 5:15am 
will this play smoothly on lower end PCs?
TimelordMagnums357v1  [author] 25 Feb, 2022 @ 8:01pm 
Shouldn't be too long. Even the original map that is working had some issues (leaks, bots won't get into the escape vehicle etc.) but I've already resolved most of those in the newest repaired version that will be released soon. I've already got all the major events working correctly (lift, janitors lift, etc.) and am currently working on the nav issues and the safe room item issue on map 4 I think it is. A safe room got turned 90 degrees from one map to another and the items are missing from it.
TimelordMagnums357v1  [author] 25 Feb, 2022 @ 8:00pm 
Hey Wolf, it appears the version of this map I started with had some major issues so I fixed them by updating this or that as necessary thus creating the current fixed version. After some feedback about some missing sounds from the L4D1 version that were missing I got looking at 1.6 again and realized that the version I was using was seriously messed up. So, since I have multiple copies of many campaigns in my collection I found a version of 1.6 that didn't have all those issues. I figure why not fix any of the problems that are inherent to the map and just swap it back out with this one. Currently I am trying to resolve any issues (nav, leaks, etc.) that that map has instead and if I can get it working satisfactory I will replace this version of the campaign and turn it into an extended or mashup campaign for fun .
Wolf 25 Feb, 2022 @ 4:02pm 
Oh, sweet. This old liked map of mine is getting more attention. I did however notice that the lift after the hotel in chapter 2 isn't here, so I'm assuming you are working on it? Or have you removed it from the map for good?
1SG_Heartless  [author] 12 Feb, 2022 @ 5:58am 
This campaign was designed to be on of the most difficult maps out there. Hence, the many panic events........
Trunten  [author] 12 Jan, 2022 @ 11:42pm 
That's a question for heartless.
We left it in, didn't change it.
Bubnooccar 12 Jan, 2022 @ 10:04pm 
why is there a cresendo/infinite horde literally at the very absolute start?
Trunten  [author] 8 Jan, 2022 @ 10:41am 
June 2011

Hi.

Finding information and help for L4D authoring tools is close to impossible, where most of your questions are never answered and you spend most of your time discussing off topic on l4d authoring forums and mailing lists. Now I can design and map pretty good for my own standards, but i'm not a programmer and not an investigator. if one needs to be those in order to make maps for l4d then i guess i'll have to call it quits. :)

If you know how to solve the problems you see in the campaign then by all means, contact me and ill give you the VMFs and assets and you're more than welcome to finish/fix Dead Echo.

val


From the "Game Maps" web site.

Timelord and myself obtained permission in October 2019.
Blessings were approved in August 2021 and October 2021.
北城吹雪 7 Jan, 2022 @ 10:53pm 
good map:steamthumbsup:
TimelordMagnums357v1  [author] 25 Dec, 2021 @ 12:41am 
I still have an update to fix a couple minor issues. Mostly with the versus stuff that Dannbo pointed out. Sorry, had to take a break and fix my website as it had to be rebuilt from scratch. Almost done with that exercise and I'll get back to fixing any remaining issues. The biggest issue I fixed with these maps was the crashing after the credits started. I had to remove some sections of map 4. it just makes it a much shorter walk to the finale area is all. Plus I added a few models that look correct being on a military base - blackhawks, tanks, etc. See you soon with any fixes necessary. Happy Holidays
1SG_Heartless  [author] 17 Dec, 2021 @ 4:33pm 
Plays pretty good, like the merges/ changes.
ChapCanai 26 Nov, 2021 @ 6:45am 
Thanks, I enjoyed this map
DannBo 18 Oct, 2021 @ 11:27pm 
The trigger_finale on map 5 should denote what fraction of their total score they are awarded to making it to the location of that entity (I'm assuming the radio). Make sure that the director can similarly calculate the flow from the safehouse to that radio and that there aren't missing finale regions. (You can do "nav_trouble_report finale" to see if there is an issue.)
DannBo 18 Oct, 2021 @ 11:26pm 
For map 4, I would check the entity I/O to see what is going on with the zombie spawns. Perhaps it's using the outdated method of spawning zombies using info_zombie_spawn and logic_timers rather than a script, and isn't killing the info_zombie_spawns after the event is over.
DannBo 18 Oct, 2021 @ 11:26pm 
Typically all the mission file does is set the max score for each map, which as far as I can tell is fine.

I took a look at the navigation mesh for map 3, and the problem seems to lie with the door that you open up for the middle of the event. If you load it up in versus and take a look at the navigation mesh (sv_cheats 1; z_debug 1; z_show_flow_distance 1; z_show_flow_delta 1), you'll see for the first team the nav flow works fine, but when it loads up the second round, all the navigation is at -9999/-9999 until you get to that door.

The inconsistency between rounds may mean that there is an entity of some kind that is only doing what it is supposed to at the beginning of the first round, but not OnMapSpawn via a logic_auto or some other linked entity.
TimelordMagnums357v1  [author] 18 Oct, 2021 @ 7:10am 
Dannbo thanks for the feedback. Ill look into it. Must be something that is in the mission file that needs tweeking if it's a scoring issue? I'll get back with you.
DannBo 17 Oct, 2021 @ 7:06pm 
On map 5 in versus, the first team gets score 100% based on distance, regardless of finale progress. The second team gets 0% based on distance, and entirely on finale progress. So the first team will get 100% of the score by making it to the finale area, whereas the 2nd gets 0 and slowly builds score by making finale progress.

Finale area is also very open, with very little spawns for the special infected team, or hazards for the survivors, making it very survivor friendly.
DannBo 17 Oct, 2021 @ 6:44pm 
On map 4, after the bridge event, the zombies are stuck spawning far behind the survivors as they move forward.
DannBo 17 Oct, 2021 @ 6:27pm 
On map 3 of Versus, the score is stuck at 0/600 and doesn't make progress until the survivors make it to the ending safehouse. May be a nav issue. Also no health kits in the starting saferoom on that map.