Left 4 Dead 2

Left 4 Dead 2

Salvation Falls
Please share feedback here...
What did you like most?
What did you like least?
What would you change if you could?
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Showing 1-15 of 47 comments
Butch 15 Jan, 2022 @ 5:56am 
Nice looking and work pretty well. I just got a lttle bored wit the long waits for something to happen with the finale. Way too tedious.
Chicken Neck 15 Jan, 2022 @ 7:00pm 
Good solid map. Finale was a bit long
zergvsgenin 15 Jan, 2022 @ 10:39pm 
I got a video up which shows off the campaign as I saw it. ...Hope you don't mind the absurdist crossover hell part.
https://youtu.be/JkjbglSqWG8

A short list, copy-pasted from my original comment:
- The AI can sometimes have some trouble navigating around due to the occasional geometry hiccup, both survivor and infected.

- The finale is subject to repeatedly hammering you with instructor hints, and once everybody gets in the vehicle, the game kinda just... ends. I admit, that first part is likely because I ended up turtling on the balcony with all the guns and supplies, but the game suddenly ending could use a little work.

- On the note of the game ending, each map transition apparently results in a death, if the endgame stats were any indication, which is a little annoying.

- It might be just me, but the second map lacks soundscapes. Or at least, part of it, most notably at the very beginning. Granted... it CAN make for an eerily quiet scenario with the right mindset, despite the fact that the game's been modded into crossover hell on my end.

Some new things that come to mind:
- Some of the building rooftops seem rather... shiny. Hell, most of some of the of the buildings are weirdly shiny, most notably on the second map. This goes on to be a thing for some of the ground pavement as well.

- There may or may not be an item placement issue... in the very first map, in the CEDA tent once you get past the bus barricade. I mostly know this because the mod I was using at the time resulted in a spiral sword sticking out of the bed. Unfortunately, I couldn't interact with the bonfire there (replaces ammo piles).

- At the end of the second map, with the train plowing on through, the detail of objects moving is nice, but I think the collisions stay the same. My guess is that this may or may not be a limitation to prevent a crash or something.

- This is kind of a general problem with the more foliage-ridden maps, even in official campaigns, but it seems to be far too easy for enemies to kind of just... emerge from the trees and bushes. In a Versus match, I don't think this would affect Special Infected spawns all that much, but on the ground as a Survivor, it makes for way too many spots for enemies to hide until it's almost too late.
very good
NoAimNoBrain 20 Jan, 2022 @ 3:16am 
Most: I like that you can move on top of cars and buildings in map 2 and especially finding level 2 weapons there. Too many campaigns don't let you climb up things or let you climb briefly but won't let you advance with that advantageous position.
Least: The traintracks event has so many grenades and is in a spot so easy to defend it feels like a step down compared to the rest of the campaign. I kept waiting for something nasty to happen (like a horde from above, a tank spawning below the stairs, etc) but it was just straightforward.
Change: Probably reduce the number of times the finale tells you that the rescue is still coming. Once after the first tank dies is fine.
Jim_Partridge 20 Jan, 2022 @ 10:26am 
Thanks!!
Katz 6 Feb, 2022 @ 11:53am 
The spawn rate for special infected is way too high, and the levels feel unfocused. The rock textures are really ugly-looking but everything else looks fine. The gamma is incredibly high, like bordering on ridiculously so. I enjoy the concept, and I feel like this map executed it alright.
Jim_Partridge_Mapping  [developer] 6 Feb, 2022 @ 12:48pm 
I've done nothing to the spawn rates. That's the server you were playing on or the difficulty you've set. Lots of annoying servers out there mess with the spawn rates which is annoying. Thanks for the other feedback.
susk 18 Feb, 2022 @ 3:45pm 
i liked the map
make an intro and add some voice lines for rescue radio maybe, it just feels emptier without these things
and i think that the first map is too bright
Jim_Partridge_Mapping  [developer] 20 Feb, 2022 @ 5:37am 
Thanks... i did have an intro but it broke... i'll get it readded soon... voice lines i can add but it's a lot of work to find the right ones that would make sense... perhaps i'll do this in a future update. trying to keep the updates to a minimal at the moment.
KeithGDR 20 Feb, 2022 @ 8:04pm 
In the map 'salvation_rescue' near the ending portion of the map right before you hit the distillery is a tunnel with debris inside of it and to the left of it is a path that leads out of bounds.

https://i.imgur.com/bjGfHUe.jpeg
https://i.imgur.com/dXTVC8i.jpeg
Nuclearstomp 22 Feb, 2022 @ 8:35am 
Most of the maps are fantastic. The only issue I have is with the Map 3 Gauntlet, especially on Expert: Even with multiple tries, pipe-bombs, bile jars, all healthy with adrenaline shots we died every single time. The gauntlet spawns way too many common and special infected.

I think the gauntlet could also use a little extra space to work with. Maybe some extra catwalks that branch off slightly and then reconnect on the main path. The linear area makes it hard to deal with spitters / chargers and often specials will attack from behind and you can't shift your focus from the horde because if you do you will get overrun the moment you stop shooting.

The only other problem I had was hordes spawning a little too frequenly on some maps but I'm not sure if that's the campaign or just the director being mean.

Also maybe make the path to the escape on the finale a bit easier to see, first time I played I didn't know where to go to get there, but that's mostly my fault.
a1ex MVP 25 Feb, 2022 @ 2:57am 
Thank you for this campaign! Shiny objects and surfaces is a common thing when you heavily rely your lightning to the light_environment. Have you used enough Env_cubemaps? This could be an easy fix for that issue. You can also try adding some info_lighting entities to change how an object receives lightning/reflections. Inside the cave I noticed a few lamps floating mid-air, I assume you just missed that :)
Kyle H. McCloud 16 Mar, 2022 @ 7:39pm 
Howdy, Jim. I wrote a review for the general public, but here's detailed feedback for you:

-Some detail props (grass, etc.) are floating above the displacements. I noticed this in Map 1, possibly others as well. I think this probably has something to do with the specific texture you're using in those areas. As an easy fix, there's a brush entity called func_detail_blocker which should prevent those sprites from showing up inside its volume.

-Cubemaps are generally a little bunk in this campaign, and reflective surfaces tend to reflect too much white light and blind players. This is especially problematic in Map 2, where most of the level is bathed in ugly white reflections. I think this problem is being caused by wet textures mixed with a pure white sky -- in my experience, any object that reflects a pure white texture will look strange. Placing more cubemaps will get more accurate reflections, especially for interiors, and I would also recommend using less reflective textures on world geometry. An easy fix is just creating a custom VMT that removes the normal maps, bump maps, etc. from a default texture, which is something I've done before.

-The stalactites and stalagmites in Map 3 would look amazing... if they weren't missing a texture. I think what's happening is that they're supposed to have reflections, but they're missing the required texture so they have shiny purple checkerboards on them.

-For the outro, it's best practice to fade to black, teleport the Survivors, then fade from black and begin the rescue. Same goes for the intro fading from black if you decide to add one.

-There's one line of scripted dialogue I can remember, but it seems like you just played it using an ambient_generic sound entity. If you want Coach to actually say his line in Map 4, moving his lips and generating subtitles and everything, then you use a logic_choreographed_scene. Place a generic_actor in a little box outside the level, name it whatever, and make a logic_choreographed_scene that "targets" the generic_actor. Then, in the scene properties, name it, pick a line from the files (should be in VCD scene format), and Coach will say it when the scene is triggered. Something like that, anyway.

I've gotta bounce, but I hope that helps. Isn't this such a wonderfully frustrating hobby to have?
Jim_Partridge 17 Mar, 2022 @ 8:31am 
@Kyle the Walrus

TY for the feedback!

floating props.. thought i'd caught all those but thanks will take another look

I kinda liked the wet texture look due to the rain.. so i'll add more cubemaps to see if i can improve it

I've not heard about this problem before. I will check to see if I left out any elements when i ported the mites and tites from ep2

the scripted line is unfortunately not available as a stand alone vcd. it's part of the hotel map 1 opening scene. rather than re-package vcd's which is a freaking nightmare (faceposer etc...) i opted instead for simply playing the sound via an ambeint generic.. cl;unky but sort of works...

haha I tend not to fret too much over making everything perfect as you can see. If i'm not having fun then I tend to find a compromise. It's only a hobby after all! :P
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