Left 4 Dead 2

Left 4 Dead 2

Chernobyl: Chapter One
HashireV3 6 Jan, 2020 @ 2:38am
Some Criticism
My friend and i decided to check out this campaign, we were pleasantly surprised to see it was so long, which of course, we absolutely love long campaigns for L4D. We finished it in about an hour and a half of total playtime.

But we did have some problems throughout this campaign.

1. Everything felt too dark, especially inside the apartments, this is probably on purpose for atmosphere, but when you have a lot of windows with a bit of light shining through it looks odd. Maybe some ambient light would help here.

2. The campaign itself is pretty difficult, but not in a good way. Most our restarts came from running out of healing items, then running out of ammo in that order. We originally played on Advanced, then switched to normal, then to easy. Even when trying to conserve ammo and only healing when on black&white, we'd still end up dying. It almost felt like this was designed around Normal and Easy since that's how we made most of our progress.

3. I know I said we like long campaigns, but more often than not, they have a rest area somewhere around the half-way point in long levels to give players a chance to recuperate, lick their wounds and head back out refreshed. Chernobyl does not have this. And by the time we'd get to the safe room we'd be totally drained, I often thought about stopping and coming back to try again later, but i could tell this had a lot of time and care put into it, so i powered on.

4. This is a pretty open campaign, there's a lot of nook and crannies to explore, but i quickly stopped once i realized exploring is not rewarded in any form of the imagination. I'm not asking to be rewarded for exploring every little room, but finding Pills or a pipe bomb every once and awhile would've compelled me to keep exploring

5. The finale could be improved upon majorly. there is no clear "defense area", as in, we weren't exactly sure where we were supposed to stand and defend against the ungodly amount of infected pouring out from everywhere. We found no healing items, and we both agreed the ammo pile is poorly placed. It also felt like there was no rest period in-between waves either especially the tank waves, 3 tanks at once was not fun in the slightest. A turret would've really helped against managing the literally wave of common-infected as well, which brings me to my next point.

6. Even though the hotfix says you toned down both common and special infected spawn rates, it still seems to much. getting swarmed every once and awhile is fun, but not every time. and especially when ammo and meds are unnecessarily scarce

7. I liked the crate idea, but more often than not, they were empty, or didn't give anything of use. Maybe we we're just unlucky, but we would often not even bother opening them since there was no point in opening them.

that's about all i have, even with the problems i listed, i still had fun. And like i said before, a lot of time, care and love was put into this and i can't wait for Chapter 2 :steamhappy:

if you'd like to have me explain something more in detail or offer advice on what to do differently, please feel free to ask. I'd really love to see this project continue
Last edited by HashireV3; 6 Jan, 2020 @ 2:39am
< >
Showing 1-1 of 1 comments
OKMB 15 Feb, 2020 @ 12:23pm 
Yeah, this was my experience as well. Playing with my father (Normal), we got to the second part and we just could not progress. There are too many Infected, too little ammo and no healing items if you get hit too much. I mean, the pool room has upwards of 70 Common Infected alone, with another 50 outside just in those two areas.
I managed to find two First Aid Kits the first time, but after that, we ran out completely.

The mod isn't terrible. It looks really nice. There are just too many Infected swarming us every time we go around a corner and not nearly enough ammo to support us.
Last edited by OKMB; 15 Feb, 2020 @ 12:23pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50