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very unique campaign otherwise. 8/10
Most likely mods you have or a server
By the way, custom npc aren't a legit thing in the game
So that definitely sounds like a custom server mod
The (Official/Fixed) version of Escape from Toronto (this one here). The one that's in the Steam Workshop.
Granted, when I last played the map, Whitaker (custom npc, I believe) was the one who triggered the jukebox. So maybe it plays BYOB whenever the player triggers it.
Though, I do have a few jukebox altering mods (namely one that changes it to the Fallout 4 jukebox. I had a Synthwave jukebox mod, but I've switched it to a Metallica mod, and now to the Prodigy music mod).
I'd prefer it continues playing that as it always did.
It'd be respectful to 1SH_Heartless.
It's probably easy to return.
If Time Lord had their reasons for changing it, however, I'll have to respect that as well.
Still a good campaign, though.
If I remember correctly, it was Heartless' first creation.
Or one of his first learning experiences.
On the other hand, the finale is a bit too easy.
Also the event messages (map 1 ending) and the Whitaker stuff are kinda distracting/annoying tbh, especially in the first playthrough. Maybe make Whitaker's corpse at least drop something so the players don't feel "trolled".
멀티 플레이에는 재미있으나 싱글 플레이는 조금 어려움.
Applying a copyright notice to a work has not been required since March 1, 1989. A notice may still provide practical and legal benefits. Notice typically consists of the copyright symbol or the word “Copyright,” the name of the copyright owner, and the year of first publication.
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"versus"
{
"1"
{
"Map" "l4d2_eft1-2_towernneftmod"
"DisplayName" "Subsystem Versus"
"Image" "maps/l4d_eft1_subsystem"
}
【"Map" "l4d2_eft1-2_towernneftmod"】
Should be
【"Map" "l4d2_eft1-2_towernneftmoda"】
One letter 【a】 is missing, so the first level of confrontation mode cannot be loaded
Also need to fix - 2nd chapter right next to safehouse elevator is bugged, bots don`t go in there and standing infront of elevator causing player to automatically slide in there.
We'll make a note of that, and perhaps maybe "Time Lord" can improve on it.
From what I remember of this campaign's development history, it was Heartless' first.
Heartless' first experiences in mapping were from this campaign, if I remember correctly.
But this is what dragged it down. As someone mentioned, there is no clear indication on where to go next. The lights, wall graffiti, and arrows are too far apart. If this is an rpg, getting lost is good since you get exp and loot anyways, but for a fast-paced game with no character growth, it started to get annoying.
it arrives right where you start the finale.
did you not stay near the finale area when you started it?
let us know if any textures (or anything else) are still missing.