Left 4 Dead 2

Left 4 Dead 2

Bad Neighborhood
Pluvillion 28 Mar, 2022 @ 5:34am
This campaign was... something.
I will never get those painful thirty minutes back... where do we start...

Map 1
  • The whole map is a gauntlet crescendo event that is clunkily applied that you might see two or three special infected spawning right in front of your eyes. Seriously, before I was able to reach the safehouse I killed two Chargers, three Spitters, and two Jockeys all within the same spot.

  • No resources. You better be holding a shotgun and a melee weapon because throughout the whole map you will NOT see any ammo piles or guns. You leave the safehouse, that's it. No resources until the next saferoom.

  • Confusing layout. I get that it's a neighborhood, but not once were there any clear indication on where to go unless I let the bots lead the way. Add insult to injury is the fact that it's completely dark. The arrows pointing to the direction of the safehouse were no help given the vast space of the neighborhood.

Map 2
  • Not 10 seconds after leaving the safehouse, the campaign puts you into yet another gauntlet crescendo event. But before you explode those barrels, the map will give you an indefinite panic event first to partner with the gauntlet event that leads to inside the school.

  • If the neighborhood was dark enough, the school, at least before hitting the alarm, is absolutely pitch black. Unless you have a bright flashlight mod, all you can see is whatever's up close to you, saved by the faint red light in the room with the alarm. Not even increasing the brightness could help (I played through this campaign with the brightness yanked all the way to the right).

  • Horrible layout. You're forced to squeeze through the classrooms upon entering and then a huge area greets you afterwards. Once again I had to ask for the bots to lead the way because there we no indication on where to go next. And for an area that big you'd assume there'll be a Tank spawn... nope. There's an ammo pile in the office just before the stairs. The rooftop was too big and too dark. There are no ammo or guns in sight expect for a sniper at the chimney with the satellite dish.

  • Oh, did I mention that there's the always-infinite panic/crescendo event? Prepare your ears to be completely deafened by the amount of infected pounding on the doors.

  • After going down the rooftop, the game will tell you to find a way through the crashed van and hummer but didn't explicitly state that you have to use the mounted gun on the truck just in front of it (tho it's probably obvious already).

  • You shoot the van, hooray, it explodes! But don't get comfortable just yet, because yes, there will be yet ANOTHER crescendo event because of the triggered car alarm.

  • The fire stops, and you're greeted with a gymnasium filled with dead bodies.

  • After leaving the gymnasium and making a left then a right on the path, a Tank spawns. Due to the size of the area and how easy it was to maneuver around him, we decided to backtrack and return to the mounted gun instead. I used that to obliterate the Tank. At least it had some use.

  • After the school, you return to the road and down to... the sewers.

  • What greets you in the saferoom? A Boomette.

Map 3
  • Not a fan of the sewers. It's been in almost all campaigns I've played it's starting to get tedious and repetitive.

  • And speaking of tedious and repetitive, you get to fight a Tank in the sewers. After beating him (hopefully you didn't get in the water), you activate the generator to trigger a, drumroll, crescendo event. You rush to the button to turn it off, only to learn that it's for the elevator that triggers yet A-N-O-T-H-E-R crescendo event. By this point the infected are glitching/lagging horribly getting out and down the elevator. I think before this whole sequence you get to fight a Tank a few feet after leaving the saferoom. Might be RNG on this one.

  • You go up, go through the same layout (to the point where you'll start to think if you've been there before or you went back), and you'll meet a Witch in the way. Crown her if you must if she's in the way, but most of the times she's in the fenced area next to her so move on.

  • You leave the sewers and you're greeted with a small forested area that looks... basic.

  • The path gets confusing because your first thought would be moving forward (even having that truck pointing the light to inside), until you learn that you're supposed to go uphill and to the saferoom.

Map 4
  • Safehouse is broken from the get go. Pills floating under the table. A rifle stabbing another table. A SCAR-L inside the sink...

  • With how empty the outside is, the inside of this safehouse is cluttered too much it's enough to give you claustrophobia.

  • Broken triggers. Going in some parts of the house will make the game think you've already walked outside (like jumping onto the sink). By then the game will now spawn infected and SI. A Spitter will walk by a door, a Boomer will wait under the porch, a Jockey was just standing there for easy kill.

  • The finale area is bad. That's all I can say. There's no ammo pile. There's no unlimited weapon pickup (as usually the tradition for finales). Infected spawns way far from the huge unlit area that they're dead before they even reach the basketball court. Tanks spawn so far away that it's kinda hilarious hearing them running towards us. And that's it. You kill two tanks, the rescue arrives, campaign over.

I rate it a 1/5. The idea is there, sure, but my god was it executed so egregiously.
Last edited by Pluvillion; 28 Mar, 2022 @ 5:38am
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Showing 1-3 of 3 comments
JANET++ 4 Feb, 2023 @ 11:36am 
this map is like the glubtastic maps but with diferent theme Lol
🌻 Luucy 🌻 15 Sep, 2023 @ 4:06pm 
I swear, this review made me want to try this campaign out just to see how bad it is lmao
Last edited by 🌻 Luucy 🌻; 15 Sep, 2023 @ 4:07pm
P e a n u t 7 Dec, 2024 @ 6:34am 
100% agreed with you man. Me and my friend trying out this map tonight ended up didnt finish the game due to the finale rescue helicopter was stuck after landing and not flying again.
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Showing 1-3 of 3 comments
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