Left 4 Dead 2

Left 4 Dead 2

Fallout Twilight 1.2
65 Comments
wo bist du 26 May @ 2:44am 
质量真的不行,看你是十年前的老图原谅你了
遊戲玩家 2 Mar @ 12:37am 
啲場景設計得好空洞,完全唔似曾經有人類活動過嘅地方。此外,過多嘅路徑分支令人感到困惑。仲有,有啲路被樹木同草叢會遮擋視線,令人感到混亂。最後嗰個激光裝置真係令人感到突兀,因為佢同地圖主題係唔夾。你倒不如整個會引屍潮嘅捲簾門好過。

The scene design feels very empty, and it doesn't seem like a place where there has been any human activity. Additionally, the excessive path branches are confusing. Some paths are obscured by trees and bushes, making it hard to navigate and causing confusion. The final laser device feels really out of place because it doesn't match the map's theme. It would be better to design a rolling door that triggers a horde instead.
麻酒c.c. 23 Nov, 2024 @ 2:00am 
地图第一个重开会卡动画,直接不动
Dr_gonFxre 4 Sep, 2024 @ 6:08pm 
I thought this campaign takes place in a wasteland after they nuked the world (like the fallout game)
but its just another normal campaign thats just not great but also not bad
Reichuu 20 May, 2024 @ 5:48am 
one of the worst BS finale i've ever played, no medkits at saferoom and no ammo piles and no breaks in hordes. i won't bother finishing this piece of garbage of a map.
Starkan 7 May, 2024 @ 8:04am 
Пойдёт 7/10
Legatus General 23 Apr, 2024 @ 2:04pm 
Very boring map design. Actually fell asleep half way through chapter 3.
Lifeiskuyashi 29 Feb, 2024 @ 5:13pm 
(6/10)Navigation is poor in the whole map especially m2 and m3. Finale can barely see helicopter through the roof. Decent map.
fcmarker 26 Feb, 2024 @ 12:15pm 
Excellent campaign.
星空下的小森林 1 Dec, 2023 @ 2:53am 
挺好的~~路线流畅~~
Dark Angel 4 Nov, 2023 @ 7:24pm 
Prepare to face the square!

I'll imagine anything above Normal will be very painful
[TW] CrazyTony 24 Jun, 2023 @ 10:53pm 
6.4/10
Yabi 29 Dec, 2022 @ 12:03am 
Can't recreate dictionary for maps/urbanhoods_m4_skyscraper.bsp, file must be writable!!!
gambit 7 Sep, 2022 @ 8:09am 
1챕에서 죽으니까 재시작이 안됨
trojan.exe 3 May, 2022 @ 7:59am 
Кроме того, финал адски сложный сам по себе, мы бежим хрен знает куда (постоянно не понятно куда бежать), и на пути нам попадается огромное количество ведьм, и всё это естественно под бесконечную волну. Да и вообще, на всех четырёх главах, текстуры крайне низкого качества. В общем, мне не понравилось. Разок сыграть, конечно можно, но явно не с ботами.

3\10
trojan.exe 3 May, 2022 @ 7:57am 
Очень и очень слабая кампания, состоящая из четырёх глав. Первые две карты ещё более менее нормальные, третья ужасно тёмная, и на ней полно машин с сигналками, причём они не мигают, т.е. с виду обычная машина оказывается с сигнализацией. Четвёртая глава, она же финал, ужасная. Дело в том, что при загрузке четвёртой главы, из убежища пропадают аптеки и патроны, и если вы дошли красненькие до неё, то если не полечитесь в конце третьей карты в убеге, то так и будете проходить финал красненькими.
helly_fox 3 May, 2022 @ 7:55am 
mmm...fucking shit 0/10
Ryuga 2 Jan, 2022 @ 5:20am 
Terrible map that does not work right from the start
Sealy 14 Jan, 2021 @ 7:00am 
not bad:cleandino:
黒崎一護 28 Nov, 2020 @ 10:17am 
这张地图 的亮点在最后一关 比较刺激... 可以收藏的地图。
天使 1 May, 2020 @ 2:03am 
7.5/10 玩到救援關卡因為一個BOT卡住所以重打,不過整體來說還算不錯
$12 Steak 9 Nov, 2019 @ 7:59am 
I really like this one, Thanks for making this awesome campaign.
八雲Haruka 20 Oct, 2019 @ 3:44am 
Hi, tontsakaze! This campaign is good, thanks for your work!

But there are some problems that affect the gameplay, some are quite fatal. I've tried to fix the problems that I found, and, if possible, it would be best if you can release a new version of this campaign to solve them all in one.

1. Missing stringtable dictionary
Stringtable dictionary of map 4 and all versus maps are missing. This causes random crash of the server when there are new players connect during others are playing.
This can only be fixed by regenerating the stringtable dictionary of those maps and release a new version of the campaign.

2. Survior Spawns In Wall
The `info_player_start` and `info_survivor_position` origins are set in the floor of the initial checkpoint room of map 1. Sometimes survivors will be spawned under the room and there is no where to go.
This can be temporary fixed using a Stripper:Source map configuration file deploy on the server.
八雲Haruka 20 Oct, 2019 @ 3:44am 
3. Restart Round Intro Stuck
The intro of map 1 will stop running after round restart, making the game unplayable. That is because of a `logic_auto` entity in the map which stops the `func_tracktrain` entity used by the intro. Removing that behavior solves the problem.
This can be temporary fixed using a Stripper:Source map configuration file deploy on the server.

4. PLAYER_START Without CHECKPOINT
NAV areas marked with attribute `PLAYER_START` in map 1 are not marked with `CHECKPOINT` attribute, thus survivors are spawned in a non-safe area and infected may start spawning during the intro (depending on the server infected initial spawning timer settings) and hurt or even kill the survivors.
This can be temporary fixed with a new NAV file deploy on the server side which marks the area properly.
八雲Haruka 20 Oct, 2019 @ 3:43am 
Stripper:Source map configuration file that fixes issue 2 and 3

modify:
{
match:
{
"hammerid" "27413"
}
delete:
{
"origin" "-13454 11402 272"
}
insert:
{
"origin" "-13454 11402 300"
}
}
modify:
{
match:
{
"hammerid" "90199"
}
delete:
{
"origin" "-13528 11420 264"
}
insert:
{
"origin" "-13528 11420 300"
}
}
modify:
{
match:
{
"hammerid" "107284"
}
delete:
{
"origin" "-13526 11368 264"
}
insert:
{
"origin" "-13526 11368 300"
}
}
modify:
{
match:
{
"hammerid" "107286"
}
delete:
{
"origin" "-13468 11366 264"
}
insert:
{
"origin" "-13468 11366 300"
}
}
modify:
{
match:
{
"hammerid" "107288"
}
delete:
{
"origin" "-13472 11420 264"
}
insert:
{
"origin" "-13472 11420 300"
}
}
modify:
{
match:
{
"hammerid" "45597"
}
delete:
{
"OnMapSpawn" "camera_trainStop0-1"
}
}
Mitsumi 17 Aug, 2019 @ 8:52pm 
Alto mapa wacho
Mck 5 Apr, 2019 @ 10:24pm 
Really good map!!! I loved it, graphics are spectacular and the design of the map is amazing and beautiful, so tangled but that makes it interesting... Also, witches puzzle and doble tank was kinda hard but still awesome... 10/10!! :steamhappy:
ƓའįⱮⱮ 6 Jan, 2019 @ 11:38am 
good map 7/10 cuz the first chapter bug
Fellex 16 Jul, 2018 @ 11:08pm 
Not bad, level design can be confusing at times. Bots do not play this map well at all however, reccomending that you play with a full 4 person team.
Every Jon 15 May, 2018 @ 5:50pm 
Not like some people I don't try to be jerk about custom content, and call it a review. I really did enjoy the Map but time to time. It's very hard to complete it.
Lothric 5 Apr, 2018 @ 2:05am 
LAJI
ASSKiSS 3 Apr, 2018 @ 12:19pm 
:BEmockery:
Trusted 18 Aug, 2017 @ 3:12pm 
plz

Trusted 18 Aug, 2017 @ 3:11pm 
HEY EVERYBODY HOW ABOUT STOP RIGHTING FULL ANSWERS TO SOME TEST OR SOMETHING AND MAKE THEM SHORTER
BATMAN 28 May, 2016 @ 1:21am 
what i meant to say was: we need more guys like the author and need no guys like yourself in the community. why? the authors mantain the game alive till today; guys like yourself do nothing beside furiously complain about everything. did i made myself clear now? ps: btw, did your butt hurt?
Kitty-VonTease 27 May, 2016 @ 4:36pm 
@smith have you ever herd of a thing called "A reveiw" you know personal opinions well i was just sharing mine and if your butt hurt by it well dont read it if you like playing broken maps go right ahead but dont try to make out im the bad guy and what do you mean "made it for free" are you implying that some people make maps then charge you to play them?
tontsakaze  [author] 27 May, 2016 @ 2:51pm 
Smith: Thank you for your kind words! :)
Actually, I never meant to do this campaign pretty. This was my first real campaign that I did without planning it. I was making it while I was planning it. Especially, the final was suppose to be more like a challenge. Thanks to everyone for playing this campaign and giving me feedback! :)
BATMAN 27 May, 2016 @ 4:11am 
TheVrilWolf: What part of "the guy made it for free and share with all of us" you dont understand? Man, let me say, you was very meaning about the campaign. I think it's a pretty nice average one, with some creativity let me add. As for the author: I enjoyed to play your campaign. Don't you mind with the complainers. Good job, and thank you for share with us. :)
Kitty-VonTease 4 Apr, 2016 @ 11:46am 
this is a bad campaing to start with theirs only ONE magnum at the start every sections boring and feels empty it didnt create an atmosphere the lighting or lack their of was terrible and if you do play this map dont take the first left on the second part you just get run over by a train no way to avoid it that maze in section 2 was just a white blur of headache inducing hard to see rubbish and god forbid if you get to the last part get this you get ONE MEDKIT AND FOUR DEFIBS that just screams this run will just be a death fest and it was i got downed then the guy helping me got charged stright out the window not to mention both stiarcases were blocked preventing you from finishing the end section overall dont sub to this map unless you feel like shooting your self in the face its not worth it i rate it 1 out of 5 chargers out of the window
Mr Piano 1 Jan, 2016 @ 12:39am 
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Stevic 11 Apr, 2015 @ 1:20pm 
Far too bright, fog of war seems to be set at zero and not sure where Twilight comes into the campaign, but still fun to play - better lighting and more textures please. 3/5
Crazyjust 15 Mar, 2015 @ 4:43pm 
Anywhere to get this in 1 .vpk file? website maybe? thanks
bob 14 Feb, 2015 @ 1:56pm 
After restart on first map, campaign goes to a single screen and we can't move. This is unplayable.
Rain 21 Dec, 2014 @ 9:59am 
А зачем писать Фаллоут?
tontsakaze  [author] 30 Nov, 2014 @ 11:05pm 
AlwaysToast, wow thanks! I always wondered what is the difference between info_zombie_spawn and commentary_zombie_spawner and what are info_zombie_spawn's parameters. Thanks!

Okey, I'll try that then to mute sounds. We'll see what I come up with the lightning.
But thanks for good tips!
AlwaysToast 30 Nov, 2014 @ 3:08pm 
Sounds that keep running when you tell them to stop: You can send a command with the input of: Volume, and the parameter override of 0, in addition to StopSound. Should mute it even if it doesn’t stop. Not elegant but it works most of the time.

Lighting: Make sure when you are building/testing compile to set: Run VIS to Fast, and Run RAD to Fast. It still takes a long time, but it will be faster, and will give you the general idea of how things look. You only need a full compile when you are almost finished and ready to make a map public. Good lighting is lots of work but really helps.

Safe Rooms have very special rules on how they operate and what the Director will spawn in them(and you have to trust the director, force spawning generally doesn’t work).
AlwaysToast 30 Nov, 2014 @ 2:54pm 
There are 2 ways to spawn Witches and Tanks. 1 Let the Director do it based on the Nav. All you can do in that method is tell him where to not spawn stuff. 2 You can specifically spawn Witches and Tanks:

Entity: Info_zombie_spawn
Name: (give it a name so you can send an input)
Population: witch
Leave everything else alone. Map has walking or sitting witches by changing the time of day in the Map tab.

Make something to trigger it (like a trigger or relay or auto_logic). Send the command: OnTrigger
(Name of info_zombie_spawn)
SpawnZombie

Boom you have a witch. You can spawn as many as you want. Ex: Hard Rain level 3

Entity: Info_zombie_spawn
Name: (give it a name so you can send an input)
Population: tank or river_docks_trap
Offer Spawned Tank to PZs: Yes or No (for Versus only)

OnTrigger
(Name of tank info_zombie_spawn)
SpawnZombie
tontsakaze  [author] 30 Nov, 2014 @ 12:14am 
Also, I tried to make those car alarms with timer but for some reason, game doesn't want to shut down alarms after the timer runs out. Tried to fix that finale saferoom problem by forceing items to spawn but that doesn't seem to work either. Maybe moving them outside from saferoom is the only solution.

I'm bad with decorating. If you noticed, there isn't this "junk" on paths like jars or cans or dumbsters. So I wouldn't know how to make buildings look more realistic. Same with stairs. I should pay more attention to them.

I will take a look at the navs too.
tontsakaze  [author] 30 Nov, 2014 @ 12:14am 
AlwaysToast, thanks for your supporting comments. I'll try to work some of them but there is also some that I disagree. I think that train part is supposed to be like that, without warning, so it brings some surprise to players. Rescue closet, would be ideal then.

And those instant-deaths. Maybe reduce some of them. And I have to admit that I'm very bad with the lightnings. I've never really spent time with the lightning because my computer takes too much time to compile with vvis and rad so I haven't saw it like a thing to spend time with.

But there is no specific command to decide specific spawning points for witches and tanks because THREAT marks doesn't seem to work.
->
AlwaysToast 28 Nov, 2014 @ 6:46pm 
You can totally control Tank and Witch spawns. You can do it with Nav markings or scripts.

Anywhere in the nav marked NOTHREAT makes it impossible for the director to spawn a random Tank or Witch (but ones you command to spawn will still appear) in that section of nav when deciding where to place witches. Marking it NO_MOBS prevent all infected spawning.

You can also write a script to turn off witches or tanks or both, then have a trigger tell the director to run that script.