Left 4 Dead 2

Left 4 Dead 2

Dead South
Versus Feedback & Bug Report
Hey! My playgroup just got done playing this and feedback was very positive! We had a few bugs to point but generally everyone enjoyed it pretty well! There's a lack of quality 3 map campaigns that feel fleshed out and so this makes up for that plenty!

Visually, its fantastic, quality as good as standard campaigns though some people thought the color correction on the first map was a bit exaggerated but I thought it gave it a distinctive appearance. The detailing was excellent, most of the areas were pretty fleshed out with props and hiding spots and ladders.

On that point though, the infected ladders were the major complaint, most of the ones on map 1 and a handful on map 2 are not climbable at the top of roofs that stick out at the top. The prop or brush there interpenetrates with the ladder. It's a small enough overlap that players can sometimes climb up it if they hit it with enough speed, but I'd recommend doing a sweep through of all the infected ladders, checking them at the top, and the ones against any vehicles like trucks.

There were a couple smaller buildings on map 1 that could have used some infected ladders, and a number of taller roofs on map 2 that you could get to with the hunter that could use some texturing, clipping and infected ladders. There were definitely some areas where you could accidentally end up outside the map.

One stuck spot we found was on the short hedges on either side of an infected ladder forward left from the spawn area on map 1.

The finale layout is neat and I like the rescue vehicle, but the default gauntlet script has a lot of limitations, one of them being not having better control over where the tank spawns. For us it spawned right on top of the survivors for both teams. It was also possible to backtrack out of the finale nav which can be problematic. Typically you want a drop spot into the finale nav to wherever you trigger finale.

A number of alternative ways to script gauntlet finales have been found that give the developer a bit more control over the pacing. I recommend checking out Last Breath's using GCFScape and bspsrc if you want an example. Basically you can make the "gauntlet" portion of the finale mostly just a regular onslaught event script, trigger tank spawns with logic_versus_random randomized trigger_once & info_zombie_spawn entities. No finale nav on this part of the map.

Once you get to the end, you can create a drop (or ceda truck closing the first door behind you to enable the front door, that sort of thing) into a closed off space with openable door or barrier and have the finale nav start there, put your trigger_finale with the appropriate distance set to 0.9 or something since its so far along compared to before, and then set the finale type to custom, scripted like a hold out but you just immediately jump to the rescue sequence and start the I/O for the rescue vehicle and all that.

It's a bit of work to get setup, especially if you are new to editing vscripts but if you need any help, I sent you a friend request and would be happy to provide assistance on that front. My playgroup is also happy to do you any Q/A testing for versus.

We play custom campaigns on the regular and will likely be adding this one to our rotation. Great work with this! Always a joy to see more custom content still coming out for this game we all love so many years into its lifespan. The work you did here is very appreciated! :cozyjunimogreen:
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DannBo 2 Mar @ 6:47pm 
Also looking forward to your other campaign getting versus in the future hopefully :)
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