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About people getting lost, I think, this is normal in every playthrough until you "learn" the path.
After playing 3~4 times I didn't get lost.
Now some feedback,
Map 3 is constantly getting crashes (in a sourcemod server), even with low graphics (the problem is that the server crashes) usually before the door hint in the first part, I also don't know what is causing these issues, since hosting a local server my game never crashes (with the same configs). I also have been reported about the same behavior on map 4 (not confirmed).
Sometimes the Tanks spawns after an event sometimes don't, I don't know if it should spawn every time after the "same" event (Like after starting the 3 generators) or if it's supposed to be random.
The carousel noise/sound after you cross the fire room (map 3) is a bit annoying, never stops until the map changes, at least I don't know how to stop it.
The heavy func_precipitation (smoke/cloud) in some maps is causing a lot of FPS loss for some players.
I didn't notice that, but some of my players, most low-hardware users, it shows to be a problem, making it unplayable in some parts.
Anyway, keep the good work. Fixing some issues will put this one easily on top custom L4D2 maps
Not only were med-kits scarce on this map, but huge hordes would constantly incapacitate my team mates. And not only that, but near the end of the second map, after triggering 2 hordes in a row while being swarmed, and with 2 of my teammates dead, when I opened that faux safe room door, a tank busts through and almost kills me. Plus a boomer and a spitter to shortly follow. Keep in mind that I'm playing on normal difficulty, too.
I love this map. It is super fun and new. But there were multiple times when I didn't know where to go, or what to do, and coupled with the aforementioned problems, it wasn't always the most enjoyable.
There are issues with this campaign. The lights/lens flare (I have the Metal Gear Solid 5: The Phantom Pain/Ground Zero lens flare mod on though) were out of control. Either it's the decisions or just my mod. Anyways, I'll double check that and edit this comment soon.
The smoke was covering my screen a bit too much. Maybe a little tone down will be nice.
Also (I have an Dead Carnival Marry Go Round music replacement mod at the time I've played the 3rd map today) having the Marry Go Round music in the 3rd map just doesn't fit to the hospital part at all.
And finally, how the L4D1 characters die is not satisfying at all. Maybe change their deaths like make them like Tony Stark, risking their lives to save the L4D2 characters. Or just take them out of the campaign entirely.
(One more thing though) I do have experienced missing skybox in the 3rd map and objects missing like for example, a red X which means an object is missing.
Edit: Even without the Metal Gear Solid 5 lens flare, the lens flare in the campaign are still out of control. Map 4 has some of the worst my eyes have seen. There are too many lens flare that I have to lower the brightness of my PC and game because my eyes are bleeding and can possibly blind you in a fight and kill you. Overall, the lighting just sucked. Also let's not forget the infamous white windows that have nothing but whiteness inside and nothing else in map 4.
Most frustrating was the escape sequence because the zombies seemingly spawn non-stop and the tunnel is too narrow and full of obstacles, which makes it so that Zombies get onto your head or stuck under props (aka it's impossible to push them away) and SUPER frustrating to go through. The tank at the end doesn't help as it can force you back into the tunnel so you have to go through the tunnel twice.
Also the tanks were way too fast - but I am unsure if that was a mod on the server or actually part of the map. There's one part where you open a saferoom and a tank comes out, and it was SO fast that even with a headstart the tank catches up. If that is part of the map, please make the tank normal speed.
In general, I don't like that item spawns were completely scripted (?). This very much lowers the replayability value and makes it impossible to get "better luck" sometimes. If I die and have to restart, it's better to have a different set of items at different locations so sometimes it's harder, sometimes it's easier, but it's always different.
Navmesh still needs fixing, I had a Boomer stuck inside a tree and just couldn't shoot it. This also goes with Commons.
This map needs some optimizations, my fps drops to ~20ish as soon as I exit the building and enter the woods. I normally get ~60fps in vanilla maps.
In the area with the armored truck, there was a helicopter sound but the chopper itself was nowhere to be seen. And once again, the fog outside the building was really annoying. I could not see the helicopter crash because of it. After I turned on the power and flipped the switch, it took me a while to figure out I had to go down the pipes to proceed. Suggestion: Replace the helicopter and its sound with some director hints to turn on the power, add the safe house icon graffiti on the wall where you have to go down the pipes. Strongly suggesting to remove the fog outside the building!
I'd suggest to block off the alley where "Someone is shooting at you!" with some props to avoid confusion. Add a few more arrow graffiti when you get to the roof where Bill dies for better navigation. But good job with the director hints on the ATMs.
I agree with JAiZ about making the tank bursts out of the safe room when the players reach a specific point rather than having to interact with the door.
After I turned on the power to the generator and opened the shutter, it took me a few minutes to find the way. A few more arrow and safe house graffiti would help.
Just like JAiZ said, I got confused by the first couple electric boxes. Perhaps just highlight the ones that need to be interacted first. And again, instead of invisible walls, block off the path with some props.
The main issue is the claustrophobic latter stages. They're set in cityscapes, and look fantastic, but are a bit too cramped and bizzare.
The finalie is also a missed opportunity- it's just a tunnel. After spending so long in the cramped city, running through a cold-stream esque outdoor environment would be an excellent final chapter. Sadly, the finale is a gauntlet run through a literal tunnel, and is probably the most linear and confined finale i've ever seen.
I really encourage the mapper to change the final chapter to an open, scenic wooded area, which would really add a lot of flavor to the campaign.
but at it is, it's bizzare, but also very pretty and interesting