Left 4 Dead 2

Left 4 Dead 2

backrooms versus
28 Comments
yuuw 12 hours ago 
恨难评,像是没完成的作品,和后室也不是很想,4/10
dw 12 hours ago 
粗制滥造,史
Certified Rodent 3 Jul @ 2:00pm 
this map may be in beta but is has a lot of flaws like some parts of the maps being way to open, some being too tight, some giving too much supplies, some giving too little, a lot of the map having no clear way to go, constantly having the map clip out where i can see different parts of the map, and the 5th map if you go through normally spawns you in the sky box where you cannot escape. I understand if you do not have a lot of experience in map making but by god this map has a whole hell of flaws that just ruin the experience. 1/10 cause of all the flaws and I had to use no clip to finish chapter 5
CertifiedGirlKisser 3 Jul @ 1:59pm 
1 out of 10
CertifiedGirlKisser 3 Jul @ 1:56pm 
This has got to be the WORST map i have ever played... it is UNPLAYABLE. im not even joking it doesnt spawn shit half the time and in the 5th chapter you just get stuck in the skybox and cant move. first 2 chapters are so easy it doesnt even matter and 3rd and 4th are so unfun to play with cause of the water and bright lights that fuck your eyes up. if your gonna release a map please make an actual attempt
Destoroyah 28 Jun @ 2:21pm 
Ok thats fine. Always get scared when I see red because it means something bad most of the time
Vagancia en internet  [author] 28 Jun @ 1:45pm 
@Destoroyah
It's not that they are incompatible, they just have the same file within the vpk called "missions" which is responsible for running both mods when starting a versus game, thus avoiding the cancellation of mods when starting the versus with only those two files, the map and the textures.
Destoroyah 28 Jun @ 12:41pm 
Why are both addons showing issues with each other ? Both are red when I have them active. I thought we need the textures too
Andrew Tate 25 Jun @ 11:26am 
are you gonna make this a survival map
Vagancia en internet  [author] 18 Jun @ 2:16pm 
Don't worry @Destoroyah, as the description says this is only a beta, I still feel like there are things missing but I wanted to upload it to receive advice on how to modify it, but university has me a bit consumed to make maps for a month.
Destoroyah 17 Jun @ 1:27pm 
Finally a good and easy to understand Backrooms map. Map 1 is fine, 2 also gives the classic feeling. Map 3 has funny texture error water, still good. Map 4 was a bit weird. Hoped for a long Tank chase for the proper Level ! "Run for your Life" experience. Having endless Tanks with lots of props behind you would really force you to run for your life. Map 5 was a huge let down. There is this huge library, with lots of items, and we don´t have to survive there for one second. A holdout final in a bright library + the second wave in the hotel would make this a 10/10 map. Great, but missed potential.
ChomosukA! 13 Jun @ 10:15pm 
Sigue asi bro :steamhappy:
Kayle Tid 12 Jun @ 9:22am 
It's interesting that the map is shown as supporting versus mode, but I can play coop (campagin) loll. I wonder if this is a bug or is coop actually possible xD
if you want to play, this map available play in coop as of now I comment:steamthumbsup:
Wizardly 10 Jun @ 7:27pm 
Map 2, oof man that big open space with the glass light illuminating the room! Great job that looks so cool, like walking into a painting.

Game-play wise the survivors needs an ammo pile in the saferoom at the beginning of map 2 and 4 med-kits.

Still haven't finished it yet its been difficult w/ Special Infected Synchronization (Competitive) bot mod
soytusombrajud1991 9 Jun @ 8:23am 
HI:steamthumbsup::steamhappy:
Wizardly 8 Jun @ 5:24pm 
With a little less ammo piles on the main path and equipment placements off the beaten path, not only are you showing off your amazing work, you're psychological rewarding the players, and giving the SI more playtime to take advantage of the survivor's mistakes: maybe they detour the wrong way, or go to far, maybe they backtrack because they need a molo for the tank, etc.

Still have not play maps 2-5, but I will eventually, I promise!
Wizardly 8 Jun @ 5:24pm 
Take advantage of the space on this map, this is a BIG map. There are so BEAUTIFUL angles, each with their own perspectives. All of those ammo piles and equipment placements should spawn off the beaten path so it gives the player a chance to explore all of your hard work. Reward the player for exploring! Ammo piles don't always need to be on the exact route to the survivor's next destination, it just needs to be near enough so that the team is always "deciding". When players play versus or expert coop on any map, a good map gives the player choice. Even though, the map is relatively the same. But those extra seconds of a survivor team "decicing" to: rush to the next destination or detour to scavenge for additional items (ammo, health kits, molos, etc.), help the SI make additional plays! Detouring is especially important for the SI. This gives the SI an advantage that they normally wouldn't have if the survivors are rushing with FULL ammo and stocked on equipment 100% of the time.
Wizardly 8 Jun @ 5:23pm 
Thanks for taking my notes, I appreciate it! I see so much potential in this map!

Replayed map 1 again, love the new update, more ammo piles and equipment-- also love the dark color grading at the bottom floor! However, there's a part of the wall that glitches out on the very bottom floor, one of the NorthEast SouthEast corners at the bottom of the stairs in the BIG dark room. I hope that makes sense. I'm not sure if that's intentionally place.

Now the additional ammo piles are GREAT and so is the additional equipment. Buuuuut it was bit "too" much, it didn't feel intentionally and strategically placed. The survivors should feel the pressure of low ammo (or equipment) *not* because there is a "lack of ammo piles (or equipment)" but rather as a psychological indicator to the players that: a) they aren't moving fast enough as a team, b) they're not scavenging effectively as a team.
Vagancia en internet  [author] 7 Jun @ 10:27pm 
Special thanks for Wizardly's comments, I'm really taking into account everything you say about the map.
Wizardly 6 Jun @ 4:55pm 
Really loved the visuals of map 1!
Wizardly 6 Jun @ 4:54pm 
So I just finished map 1 w/ Special Infected Synchronization (Competitive) bot mod (basically makes the si play like vs bots). Map 1 needs more Ammo piles and equipment, couldn't finish it without unlimited ammo! The survivors need an ammo pile before they go down the stairwell. Also the doors are not breakable at the beginning of chapter 1, if a tank spawns early (a personal mod of mine), the tank will never be able to enter the initial spawn area. The doors look nice to the eye but even commons and specials can't break them down either. Also, I would keep the weapons tier 1 until map 2 or 3 just so the player can feel like there is progression.

I'm haven't finished Map 2-5 yet but I will eventually!
Wizardly 5 Jun @ 8:40am 
Needs more ammo piles <3 :(
Cosmos__ 5 Jun @ 4:57am 
bad map
.:Gursh:. 3 Jun @ 7:10pm 
nice :steamhappy::steamthumbsup:
Yinzz 3 Jun @ 5:26am 
NOMEMIRESCOBESHOSHPJOS KA,ELL
LEFT 4 DEAD 3 2 Jun @ 8:33pm 
OMG......GOOD MAP:steamthumbsup:
incredible scenes,hope you finish it:steamthumbsup:
Unsants 2 Jun @ 8:50am 
Very good :steamthumbsup: