Left 4 Dead 2

Left 4 Dead 2

The Tomb of Terror (Official) Beta
70 Comments
★★S.W.A.T★★ 16 Jul @ 3:31pm 
Nice camp :steamthumbsup:
wo bist du 16 Jun @ 7:29pm 
割草图,射就完事了。地图质量还不错,有自己的特色
地图四关且偏短,半个小时就搞完了。黑色水流,第二关伤害机关没太搞懂,还有人机不会避开地上的熔岩区域。小僵尸刷的还挺多的,最后救援守点就一个入口,入口离得还远,还送把镭射ak,也就最后双麻薯麻烦了点。
DC-Gettem911 27 May @ 9:27am 
I fell in one of the traps hard... I loved it!!! couldnt see how to get pased the other with no damage tho. Still a Great Map! Thx for your time and vision..
varg 20 May @ 9:16am 
serious sam
ZIZON 3 Apr @ 7:07am 
It's a good landscape map, but it gives too little items in the beginning and has unidentified traps and bugs that die as soon as they start in the last chapter. I still think it needs improvement.
C++从入门到精通 28 Mar @ 11:53pm 
救援部分人机最后不会走进那个房间,还是我把人机一个个推进去才过关。7/10
☢ Toxic Reaper ☢ 24 Mar @ 1:11am 
very good map hoever thera are 2 things to fix/change in the finalle that there should be ammo pile (for obvious reasons) and both bathing when the gate opens is fucked up they don't go in there, change it to area like rescue or safehous( for bots)
Bitz 8 Mar @ 6:12pm 
this was peam
Moko 7 Mar @ 2:50pm 
unique experience
joemarshlljmp 26 Feb @ 5:48pm 
TOO many specials!!!!!!!!!!!!!!!
joemarshlljmp 26 Feb @ 5:47pm 
Traps are Bullshit!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
zuaL 19 Feb @ 7:02am 
No stringtable please fix
GUN TANON 9 Feb @ 2:57am 
แมพดี
遊戲玩家 1 Feb @ 11:55pm 
good map!:steamthumbsup:
Dirty Camper  [author] 27 Jan @ 4:55am 
Hi Thanks for the feedback, i took a small hiatus due to wifes operation, i am looking at finishing this project this year.
AlwaysToast 24 Dec, 2024 @ 7:07pm 
Prop_door_rotating_checkpoint, exiting: Set BodyGroup 1 to make the bar appear.
Consider making all the 180 degree archways out 8 segments instead of 4 to make it look smoother.
More tier 1 guns on map 1 please.
Rescue Closets. Add some (or more). Defibs don’t cut it when people die in pits or on lava floors.
Consider putting brush entity func_nav_blocker on each of the death floors, lava floors, etc, so the bots don’t just walk onto them and die. You can use a trigger_multiple to disable them with the UnblockNav command OnStartTouch (when any survivor is touching the trigger), and enable them with BlockNav on EndTouchAll. Send the func_nav_blocker the UnblockNav command when the map starts so it will work. That way the bots won't walk on them unless the players do, or they get dragged there by a charger/smoker/jockey.
yuuw 24 Dec, 2024 @ 6:56am 
整体还行吧,风格有点违和,整体偏短,半小时流程
咖啡不加糖 20 Dec, 2024 @ 10:54am 
good:BulletGirlsPhantasiaEmoticon3:
damn 4 Dec, 2024 @ 12:30am 
govno
乡村哈雷 1 Dec, 2024 @ 7:25pm 
很不错:steamthumbsup:
孩子们鼓手牢夏实装力 29 Nov, 2024 @ 2:45am 
Had fun playing your map, wish for more camps from you:steamhappy:
lokionsun 25 Nov, 2024 @ 7:31am 
good map
Dirty Camper  [author] 22 Nov, 2024 @ 12:18pm 
Hi duck what level ? thats normally due to nav mesh if its not covering the item, i suspect it might be map 3
Ducksauce009 22 Nov, 2024 @ 11:11am 
bots have a hard time picking up items and weapons
open求生2 20 Nov, 2024 @ 3:45am 
:steamthumbsup:
Dirty Camper  [author] 18 Nov, 2024 @ 7:14am 
Hi there, yes and no the problem is not really the nav mesh but the bots. I've deleted the nav mesh and they just get stuck. The solution is to remove damage which takes away the realism, but Im looking at solutions (filter activation class) where bots are immune to damage from lava.
AvengedDeathAlert 18 Nov, 2024 @ 6:25am 
You can just delete nav area on the lava. AI will avoid it like walls.
Dirty Camper  [author] 18 Nov, 2024 @ 5:38am 
Thank you, working on map 5 which will fit in-between either 1-2 or 2-3. Map 2 will have the string directory updated
Gaming Chevy Camaro 18 Nov, 2024 @ 3:21am 
Not as bad as I thought it would be ngl. Cant wait for this to be finished. :steamthumbsup:
Kayle Tid 17 Nov, 2024 @ 7:34am 
Map 2 of your missing stringtable. Hope this fix soon:health:

Map Egypt22 missing stringtable dictionary, don't ship this way!!!
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Dirty Camper  [author] 17 Nov, 2024 @ 4:07am 
Hi there I will remove the lava damage in the next update, as everyone is loving the detailing I'm going to be adding an extra map this will be part of the QOL changes, this map will fit between 2 & 3, open areas with Egyptian ruins into the entrance of the tomb :cleandino:
B4LL-1NN 16 Nov, 2024 @ 5:46pm 
Remove the lava. Bots cannot avoid these lava floors because they're not designed to do avoid hazard on floors.
Dirty Camper  [author] 16 Nov, 2024 @ 1:42pm 
Thanks guys I'm happy that the finale is now working 😃😃, I can add some areas near the star gate for zombies to spawn I just don't want to make it too unbalanced but not to easy, theres some extra VFX to add to the ark on map 3, so keep tuned .
☠Rubber-Soul☠ 16 Nov, 2024 @ 1:33pm 
One of the things you should improve is the door before reaching the shelter on the third level, if you put yourself in AFK mode you can pass it without having to touch the button.
But after that I don't think you should make any more changes.:skull_happy::skull_metal:
kurochama 16 Nov, 2024 @ 1:33pm 
The zombie bug on the finale is fixed now. I'm not sure if the number of zombies are fewer or they take time to run to the survivors, but in my play they looked fewer. Probably it might be because I camped around the hallway to the rescue gate (this still becomes one of perfect camping spots) so they looked fewer when showing up at the entrance.

Actually there's a random idea to "nerf" this perfect camping spot. If you want, you can add some holes on the ceiling near the rescue gate so zombies can jump down from there too. This way, if survivors camp around the rescue gate, they still need to watch for zombies coming from the holes near the rescue gate.
KILLER BALENCIAGA 06 16 Nov, 2024 @ 1:30pm 
hell yeah the map was so good we allready noticed the effort you put into it :pumpkinsam:
Dirty Camper  [author] 16 Nov, 2024 @ 1:25pm 
Wow thank you :gtfoheart:, alot of work went into the detail and always strive to improve work on feedback.
☠Rubber-Soul☠ 16 Nov, 2024 @ 1:24pm 
This map is very good (and I am not being forced by the Mexican cartel to say this)
KILLER BALENCIAGA 06 16 Nov, 2024 @ 1:19pm 
i played this with my venezuelan friend, this map was such a based skibidi sigma experience +aura, best custom campagn ii have ever played
Dirty Camper  [author] 16 Nov, 2024 @ 9:45am 
update is coming and its a big one, finale is marked from where the players defend and where zombies spawn, finale extends just outside the reach of the player and the reason for this is the AI director, from my understanding is that the areas outside (where players cannot reach) you mark them with (Finale, Battlefield "where zobs spawn" and obscured) obscured helps that even if survivors see the path they still spawn.

The finale goes to the area where the rescue vehicle is (but not inside) and where the finale trigger is. All Players must be in the finale zone otherwise it wont work thats even on valve finale (pressing a radio) all players must be in the zone.

Battlefield is where you want zobs to spawn even using Func_Nav_Attribute marking it as battlefield, when you use Z_bug 1 you can see that hammer already marks these nav meshes for you. so they are required.
3ipKa* 16 Nov, 2024 @ 9:01am 
I'm not sure, but I noticed navigation meshes are not marked completely with "FINAL" attribute starting from "point of no return". And I think "Battlefield" attribute is not necessary(?)
kurochama 16 Nov, 2024 @ 8:35am 
I ever played a custom campaign with a very wide & explorable area on the finale. One of them was Dead County . & in "Dead County", the building with radio can be accessed from any possible routes.

So, probably it's not the routes that trigger "no zombie" bug, but it's more to the zombie spawn location or nav. Or probably something else, like, the quiet moment before starting a finale? (on that recorded video, I felt like in the prolonged quiet moment before starting the finale). Usually, a finale stays quiet without zombies until a survivor presses the button to trigger the hint indicating the start of the finale, but on that video, it was still quiet as if zombie nav was blocked around the finale area.
Dirty Camper  [author] 16 Nov, 2024 @ 7:16am 
so ChatGPT has said the following:
1. NavMesh Generation:
When adding multiple routes, you'll need to ensure the NavMesh covers all potential paths that both the survivors and infected AI might use.
The NavMesh must be built properly to connect all routes. If you add another route without properly linking it to the NavMesh, you risk AI (both survivors and infected) getting stuck or unable to navigate the area.
You can generate the NavMesh in the Hammer editor (via Nav_generate or Nav_build) to ensure AI pathing works properly on the new routes.

im going to close off the route and test it, this route will be only for common infected. i think the way it works is most vanilla finales theres one route for the finale to work creating 2 routes the finale will trigger but it bugs out.
Dirty Camper  [author] 16 Nov, 2024 @ 7:00am 
Thanks Kuro its definitely an interesting bug, it might be the custom finale as you have choice of standard, custom, gauntlet. checking the properties spawn radius is 2000 so this could be an issue for this size map. im going to test it find out whats going on
kurochama 16 Nov, 2024 @ 6:56am 
The backtrack path is successfully sealed. But the "no zombie" bug gets worse. I recorded it on a short video so you can watch it. From beginning until the rescue gate opens, there's no zombie: https://m.youtube.com/watch?v=eOSRH_wPZkE
Dirty Camper  [author] 16 Nov, 2024 @ 3:36am 
Yeah so how the finale works from what I understand is valve normally uses ramps to the finale, the finale extents just before the ramp so that infected can spawn, I'm guessing that the finale can be only 1 route having 2 routes caused issues. The ramp is there to stop going back to the safe room but it also serves to avoid the zob spawn error. It's very much trail and error.
Tory 16 Nov, 2024 @ 3:26am 
Yes, I use local server play this map.
The ramp or the hole in the wall? I think I get u mean cuz I remembered I entered a hole then arrived the final gate. Btw is it cannot go back to the saferoom? Or I just lose the way lol
I will try again another way, it's so funny :steamhappy: !!
Dirty Camper  [author] 16 Nov, 2024 @ 2:49am 
Thanks tory I'll check map 3, tbh I should of done more testing on the trigger but wanted the get the version out asap, I will be adding more affects of the ark but that's later down the line, map 4 kill is an interesting one. But map 4 I'm going to trouble shoot again, there are 2 paths to the finale, you can go over the the ramp or the hole In the wall, can I just check did you do it on local server?
Tory 15 Nov, 2024 @ 10:49pm 
This version is nice too !!! :steamhappy:
But it seems has few problems or bugs:
1. The trigger gate of the safe door in the last of Map 3, when turned on the trigger, there has only one wave zombies then no more zombies spawn, just stand in front of the gate and wait it open.
2. While Map 4 start, one person will suddenly die in Map 4 saferoom, even can't see the person's deadbody.
3. The final rescue trigger(the one needs to wait 7 mins) is same problem with the Map 3 trigger, when turned it on then no zombies spawn. But i saw ur replied about that "it has something to do with going the alternate route", what's the mean about "alternate route"? is likes two ways can arrive final? But I only find one way to get down :O
Dirty Camper  [author] 15 Nov, 2024 @ 3:32pm 
Update on Map 3 (Parkour) : total re-haul need to update nav mesh / stringtable i hope everyone enjoys this update :steamhappy: