Left 4 Dead 2

Left 4 Dead 2

Sweet Providence (Playtest Build)
A Very Good Start
I just played this, and I must say, it's a very good start.

Weapon and item spawns are never too much, never too little. The panic events are quite tough but fair. Even on Expert, there was never a moment where I felt the campaign was being ridiculous. The campaign doesn't feel like a chore to navigate. And I didn't encounter a single bug.

Though some aspects really need tweaking. And when I say this, I understand that this campaign is incredibly unfinished and that these aspects are still being modified. I only want to highlight these.

The SI and horde spawns are slightly too frequent. Such as in the first chapter, SI keep dropping down on the escape path, and chargers kept spawning on the stairs and slamming into the gate you're supposed to open. The layout is easy to navigate, but many areas, such as the room on fire, are too cramped, making the chance for friendly fire high.

I really liked the finale, it's my favorite part of the campaign. The only things I would like to see changed in it is the layout of the room you're in when the acid is burning the door down. The tank encounter there isn't enjoyable due to the lack of room to avoid it. The other is the holdout section to be long enough for another tank (or two).


Regardless of those potential tweaks, and poor Rochelle being crushed by a van, I enjoyed this playtest. I hope you'll keep working on it to completion. This could be a great campaign.
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LoadBearing2FortCow  [developer] 20 Feb @ 7:14pm 
Thank you sincerely for the compliments and the detailed critique! I especially appreciate getting to hear from people who normally play on Expert. I'll see what I can do about the SI spawns and the acid room especially when I get around to the next build.
Last edited by LoadBearing2FortCow; 20 Feb @ 8:24pm
I'm happy to help! Good luck on development.
LoadBearing2FortCow  [developer] 9 Mar @ 9:02pm 
I wanted to provide an update. The build that's been uploaded today has my first attempt at a revamped layout for the acid room - it should be much more open now. I've also added an additional entrance so that it's less likely for a tank to box you in.
Last edited by LoadBearing2FortCow; 10 Mar @ 11:17am
I just finished playing this and the acid room is far better than before. So is the entire finale.


The only thing that I can say that this campaign needs is tweaks to the bot navigation.

Survivor bots frequently had difficulties navigating and constantly took the longest, most inefficient routes to pickups.
The infected would commonly go into a "out-of-bounds" state whenever you went on top of an object they couldn't get to. And I don't mean purposely bugging them out; they would enter this state whenever you stood on top of something like a table (the greenhouse, for example) or the lockers.

The bot navigation screws with the finale, too. This makes the optimal strategy for beating the finale as follows:

1. Go to the little shop with the Molotovs

2. Stand in the shop frame, thus causing the infected to go into an "out-of-bounds" state.

3. Break off the horde with throwables and bullets.

4. Molotov the Tanks (and leave the Survivor bots for dead).

5. Either go in dry, bile away, or toss a spare pipe.

6. Fly away in the beauty of the sunset.


Once you've got the navmeshs under control, that's a solid, fun campaign right there.


But with the modified finale, I saw potential. I have some ideas for the final part I urge you to consider.

I like the idea of the infected being a constant stream rather than stopping once you reach the radio, so I would keep that in, but give the Survivors a quick grace period where they can stock up and prepare to answer.

Add in areas of different elevations—maybe with bridges here and there—that the Survivors are forced to keep moving to and from in order to not get overrun by the horde. And plenty of infected ladders. Unlike the CI, the SI has little trouble making way to you, and adds another reason to keep moving.

As the horde and SI thin out, the Tanks arrive (possibly not at the same time, but rather some seconds apart). Unlike the horde, the Tanks start off at higher elevations, so Survivors are forced to ground level, where they have to kite the tanks with various objects. One half of the group replenishes their ammo and heals themselves, while the other half deal with the Tanks.

Once both Tanks have been defeated, the finale ends how it already does. A moment to breathe is afforded—then quickly refunded. The Survivors have to make a mad dash for the helicopter, and the movie ends.


I think that could be fun.
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