Left 4 Dead 2

Left 4 Dead 2

We Don't Go To Ravenholm
Warhawk 11 Nov, 2023 @ 3:36pm
We Don't Go To Ravenholm 2: Quality: 7.5/10, Difficulty: 5.5/10, Length: Medium. Played On Expert.
We Don’t Go To Ravenholm 2 is a modified Left 4 Dead 2 port of the ‘We Don't Go To Ravenholm...’ chapter from Half-Life 2. Because of this, it is immediately iconic, and overall Valve’s solid level design of Ravenholm holds up well when ported to L4D2.

The only major differences of this L4D2 Custom Map from its HL2 counterpart are that Father Grigori and his voice lines are absent, all of the traps are removed (for obvious gameplay reasons), many of the props are removed/moved to avoid cluttering, a couple segments have been cut/shortened, some areas are blocked off, there are no scripted enemies, the single-man trolley that Grigori sends for Gordon has been cut and that location modified to have a different crescendo event, two Alarm Cars have been added to the map (one in Grigori’s central cremation area, and the other at the start of Chapter 3; which can be cheesed with the Safe Room door), and there are no Half-Life 2 sounds, music, or ambience.

Overall, this map was enjoyable, but also quite easy. It’s very generous with supplies, ammo, weapons, and carriable explosives. We only had one Tank spawn outside of the Finale, which was at the top of the mineshaft exiting Ravenholm. Chargers and Witches can be a bit of a problem on this map due to the cramped and narrow passageways of the town.

There was one Moderate Gauntlet event at the end of the penultimate Chapter (just outside of the mineshaft leaving Ravenholm) that could potentially give people some trouble. However, the map also stocks you up on supplies, bombs, and ammo just before this Moderate Gauntlet event, thus making it much more manageable overall.

Besides these minor challenges, it was smooth sailing.

We Don’t Go To Ravenholm 2’s Finale was an easy Defend-Tank-Defend-Double Tank, which was easy to cheese by simply holding atop the tall train cars outside. Since all of the Commons, Specials, and Tanks spawn on the roofs/walls from afar; holding atop the train cars turns this Finale into more of a shooting gallery than a proper battle. The Double Tanks at the end can of course be an issue, but they spawn staggered a little time apart, meaning that you can quickly DPS the first one from the train cars, and then should have no problem dealing with the second one in the wide open space. Do note that when the train escape vehicle arrives on the tracks, the ending Tanks can enter it and down people inside.


For more Expert Custom Map Reviews and ratings, see my full Collection here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2252724380
Last edited by Warhawk; 17 Dec, 2023 @ 10:29pm