Left 4 Dead 2

Left 4 Dead 2

Dry County
Jim_Partridge_Mapping  [developer] 1 May, 2024 @ 9:24am
BETA VERSION FEEDBACK NEEDED! Please share your feedback here on the campaign!
Please take time to share your feedback after playing. Tell me what you liked most, what you liked least and what you imagine would be fun to add to the mod in future. All suggestions are welcome.

You do not need to report graphical glitches or gameplay bugs. These will be assessed and corrected over time.
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Showing 1-15 of 38 comments
fReshweed 1 May, 2024 @ 2:34pm 
Nice map, but the sandsust is hindering too much and the stats are screwed up.
Bane 1 May, 2024 @ 8:42pm 
Looking good so far, but is suffering from the same issue as Salvation Falls, it's too bright! I play with Reshade, and I can play through stages like Cold Stream which has overly bright lighting, The Parish, Dead Center, and custom campaigns like Journey to Splash Mountain with no problem at all, but the maps in this are blindingly bright. Could you do something about toning it down to an acceptable level?

https://steamhost.cn/steamcommunity_com/id/ban3550/screenshot/2471989872533335164/ No Reshade, too bright

https://steamhost.cn/steamcommunity_com/id/ban3550/screenshot/2471989872533361404/ No Reshade fine!










Also, no safe room music
Last edited by Bane; 1 May, 2024 @ 8:56pm
Skip Wiley 2 May, 2024 @ 12:11am 
Congrats on the beta release! Overall this is some rather good groundwork for a new campaign.

- I disagree with the brightness complaints since this is supposed to be in a desert setting/during a sandstorm. Maybe up the fog/haze and drop the brightness down a tad? I dunno, the lighting makes sense to me from an aesthetic POV.

- The area in map 2 with the set charges was the buggiest area in the entire campaign for me, I had a bot get revived in the right corner near the entrance while the user and the other bots died in the cave-in. The bot was stuck in that corner until I restarted the entire session.

- The area with all of the containers in map 3 confused me a tad since they aren't climbable like they are during the elevator panic event in map 2.

- The fuel for the digger can be shot and ignited before finding out what it's supposed to be for, maybe change it to an unignitable can?

- The finale is overall too easy. Tanks cannot freely maneuver so it's easy to just pump them full of lead. Also survivor bots and common infected loved getting stuck in the maze-y corridors.

- Many areas in maps 1, 2 and 3 felt overly sparse, like a lack of props showing how this mining town was once populated with miners.

- I'm sure you're working on the lack of talker lines, cinematics and world building bits.
Jim_Partridge_Mapping  [developer] 2 May, 2024 @ 12:16am 
@skipwiley thank you for the feedback. the gascan will respawn if you shoot it so not a game breaker
Here are the feedback included in the screenshots https://imgur.com/a/y18UpSO

Perhaps you forgot the tonemap controller entity? You can copy one from Valve's map so the HDR doesnt make everything too bright

There is quite a bit lacking for weapon and ammo spawn and rescue closets through out the first 3 map

For the visibility I think it's quite bad if the fog is on constant, I thought it'd be on random like Hard Rain.

Finale I got lost trying to find the rescue vehicle, died several time until I finally found the chopper on the roof due to poor visibility.
Jim_Partridge_Mapping  [developer] 2 May, 2024 @ 3:33am 
@7ᴇᴍᴘᴇsᴛᴲ thanks for that amazing effort... a whole bunch of things to fix...

what did you like about the mod?
Bane 2 May, 2024 @ 6:16am 
Originally posted by Skip Wiley:
Congrats on the beta release! Overall this is some rather good groundwork for a new campaign.

- I disagree with the brightness complaints since this is supposed to be in a desert setting/during a sandstorm. Maybe up the fog/haze and drop the brightness down a tad? I dunno, the lighting makes sense to me from an aesthetic POV.

- The area in map 2 with the set charges was the buggiest area in the entire campaign for me, I had a bot get revived in the right corner near the entrance while the user and the other bots died in the cave-in. The bot was stuck in that corner until I restarted the entire session.

- The area with all of the containers in map 3 confused me a tad since they aren't climbable like they are during the elevator panic event in map 2.

- The fuel for the digger can be shot and ignited before finding out what it's supposed to be for, maybe change it to an unignitable can?

- The finale is overall too easy. Tanks cannot freely maneuver so it's easy to just pump them full of lead. Also survivor bots and common infected loved getting stuck in the maze-y corridors.

- Many areas in maps 1, 2 and 3 felt overly sparse, like a lack of props showing how this mining town was once populated with miners.

- I'm sure you're working on the lack of talker lines, cinematics and world building bits.
I'm sorry but no, this what a sandstorm looks like https://youtube.com/shorts/rKDdbD85cxs?si=5Nmo8F4WnXeqbOHX

It's not bright!
FlameThrowerFIM 2 May, 2024 @ 9:26am 
I like the art direction this campaign takes: This old mining town with constant sandstorms that continuously hinder survivor's vision. I just wish it wasn't so bright or constant because I feel like having higher and lower intensities of "fog" would make this campaign a little more bearable, or at least drop the brightness on the fog.

Some of the gimmicks were pretty fun, albeit sometimes odd. The pickaxe weapon seems to have some weird animation/movement where I suddenly see a blotch of black every once in a while while I swing (could be the character mod I used, CEDA Rochelle). Also the finale is kinda bad, as the town is really cramped and maze-like and the fog doesn't help a lot.

I see potential in this campaign, and I hope the feedback serves you well
Meen And Grean 2 May, 2024 @ 9:33am 
Just finished the campaign myself. I really like the ideas you were going for, but here's some minor points for improvement.

I had difficulties navigating map 1 due to a lack of signposts or markings. By that, I mean that there's no lamps or graffiti to mark the critical path, and I say this because I got lost in not one, but two dead end corridors.

I noticed throughout the campaign that you have these weapon boxes that contain both the tier 2 shotguns and the three tier 2 assault rifles. I respectfully disagree with this notion because it plays into people's preferences rather than making them adapt to the director's RNG (that and I was alittle salty about not being able to get a laser sighted AK in map 2). I say that you should have like 2 weapons in different spots around the map, or 1 and an ammo pile, and let RNG handle the rest. It's alittle boring to just have the same assault rifles and shotguns every time.

I agree with Skip Wiley in that the finale was easy because of the tanks not being able to move around more. I think one possible way to remedy this would be to spawn a tank in town but away from the survivors so that he has some cover from the gunshots.

The digger road section was too easy because a vast majority of the zombies were spawning ahead of the digger and couldn't get over it, and it was only at the end where they finally started spawning ontop of the survivors.

And that's about all the things I could think of. Like I said, I do like the premise of the campaign. It tackles a setting not often seen in custom campaigns. But It's pretty rough around the edges in execution. I hope to play it again in the future when it's finished!
Jim_Partridge_Mapping  [developer] 2 May, 2024 @ 9:51am 
great feed back guys... thank you! keep it coming!
Tinfoot 2 May, 2024 @ 9:53am 
Noticed some a couple missing textures on the last map, one on the underside of a balcony right in front of the saferoom and the other seemingly on the inside of a door frame/the edge of the hole the door frame was over
EDIT: Became white wireframes when Ioaded the finale up again to get a picture of the doorframe one
https://imgur.com/a/XM9F9ph
Uso 2 May, 2024 @ 11:45am 
Typo on Minecart interactable: "Release mine car break!" should be "Release mine cart brake!"
Last edited by Uso; 2 May, 2024 @ 11:46am
Uso 2 May, 2024 @ 12:05pm 
There's a distinct lack of CS:S weapon spawns (SG552, MP5, etc.) in the map (my personal favorites) so I think hiding them in obscure areas would be nice, but not really necessary. Nevermind, I found one. :catsack:
Last edited by Uso; 2 May, 2024 @ 12:15pm
Uso 2 May, 2024 @ 12:11pm 
Without any arrows or visual differences within the hallways of the buildings on Chapter 3, it becomes labyrinthine very quickly. I accidentally ran in a circle three times due to every corridor looking exactly the same. This could be easily alleviated with a few bits of graffiti or distinct prop placement.
Jim_Partridge_Mapping  [developer] 2 May, 2024 @ 4:10pm 
Yes i worked on map 3 today! :)
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