Left 4 Dead 2

Left 4 Dead 2

proDEUS Requiem v1.4
My review on this disaster of a map.
Okay, so this campaign legit feels like a troll/joke campaign trying to pass it off as legit campaign.

First of all, this map is not bot-friendly. There are many sections that bots will either got stuck or fall into the void, such as the broken bridge that you can cross to get some stuff at the start or the elevator ledges on the second level. This also extends to the rescue, as bots will struggle to get on board the train, forcing me to use the teleport commands.

The large portion of the map were basically an asset flip of the vanilla campaign with some Greco-Roman stuff being thrown into for good measures. Some looks pretty good, while the other looks very jarring. Such as the mansion in level 3 which is basically a reskin of the plantation house from Swamp Fever. One thing that I do commend though is that the assets are well-optimized, evident by very fast map loading times.

Aesthetically, I believe that this map is a big inside joke of some sorts, as the campaign starts off relatively normal until the latter levels where some weird stuff are being thrown into it. Notable examples include the Monty Python/HoloEN museum or the weird Blue Archive characters in the finale.

Despite the description claiming that there are two custom melee weapons, there are in fact three of them. The other being the McGuffin ID card that you got from a custom-modelled tank in chapter 2 (of which its fight were ridiculously easy due to the present of the vent that you can get in and lure the tank into it) which were coded as a useless item in melee slot for whatever reason. I'd rather prefer having you collecting it as some sort of "key" item that does not interfere with the item you carry like the other custom campaign did. The other two custom melee weapons do work though, albeit I haven't bothered to try throwing the custom spear.

Gameplay-wise, I feel like this map's attempt at being funny or quirky ended up being detrimental. For some odd reason, chargers and boomers always spawned in pairs, and you can use the food around the map to stack your health to an absurd levels. At the end of the campaign, I have like 800+ HP, which is something I definitely for the disaster of a finale. Aside from level 2 which were indoor levels, there are an ungodly amount of alarm cars on the non-finale map, including at the very beginning.

Speaking of level 2, the layouts are quite confusing, though the real deal-breaker is the out-of-place van on the staircase which blocks the only passage. I have no clue on how to get rid of it even after I shoot at the doll that is basically a Chimichamo reference to spawn the horde, so I simply teleport past it.

Map 4 is where the same issue in the Egyptian-themed map the team has made before appears again. There are two tanks that spawned right behind punchable objects, while the witches were spammed all over the place.

The finale is probably the worst I've ever played, though that has to do with how it was designed to be bad. As the map name "Steel Ball Run" (a Jojo reference) suggests, it is set on an active road with cars running around and two (before then three) giant bouncy balls that get constantly knocked all over the place with each passing cars. Both the cars and the balls will deal an instant incap damage unless you stacked your health by eating any food items you found. Even without the balls, you're forced to run through the road to get the supplies and ammo and risk getting ran over in the process. Granted, there are a restaurant that provides a constant supply of food for you to stack your health, but you have to watch out for the ball as it can randomly bounce towards you at any time.

Overall, if you are looking for a silly campaign with silly jokes, then you may try it. Otherwise, stay away from it.