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Monster Mill

Author: CriticRainingMetal (4)Game: L4DAdd-On: CampaignMaps: 5/5
member8.5 critic7.5 Co-op map for co-op play
The Church Guy's back!
5/5 Maps Available
  • - The Offices
  • - The Shelter
  • - The Redirection
  • - The Road
  • - Station Finale
Campaign Status: 100% Complete
03/10/14
=========

General:
-Added more props.
-Added alternate dialogue scripts to level intros.

Map 1:
-Brought a hovering truck down to ground level.
-Changed textures on cubicles.
-Replaced infirmary with a conference room. First Aid cabinet is still present.
-Added a few indoor signs.

Map 2:
-Added dialogue regarding the locked doors.
-Added player clips to a vent to discourage players from entering it (applies to Map 3 too).

Map 3:
-Added a hint to inform players they must wait for the event to end before opening the second gate.
-Added a rescue closet near the event.

Map 4:
-Replaced the pond with farm fields to reduce framerate problems.
-Increased the fog distance.

Map 5:
-Added a hint regarding the finale gate.
-Added a booth in the pre-finale building, as well as a closet.

09/28/13
=========

General:
-Tweaked the item density.
-Added more details and props.
-Outro should now work properly.

Map 1:
-Reduced the supply density.

Map 5:
-Added props from Half-Life 2 at the train station.

09/07/13
=========

General:
-Added more props.
-Added custom hint sprites for each event.
-Added more explosive canister spawn locations.
-All Survivors must now be near the event area in order to trigger it. No more rushing!

Map 1:
-Tweaked the nav mesh; there are more "obscured" sections that weren't marked as such before.

Map 3:
-Fixed an error with the crate spawn variable.

Map 4:
-Added smoke trails for some fires.

08/10/13
=========

General:
-Reduced the amount of supplies on each level via the item distribution entity.
-Relocated supplies that were previously unreachable by bots.

Map 1:
-Fixed the battlefield nav mesh (kudos to Megadude for the fix).
-Also fixed navigation issues upon restarting the map upon death.

Map 3:
-Items in crates are spawned manually via logic_case entities rather than the item distribution entity.
-Opened up a crate that was somehow forgotten in the previous iterations.

Map 5:
-Improved fog behaviour.
-Fixed a window that would block Infected movement.

06/24/13
=========

General:
-Added more props and details.
-Changed the poster.
-Changed thumbnails.

Map 1:
-Turret location is now consistent to accomodate navigation mesh.
-Prevented bots from getting stuck in dead-end stairwell.

Map 3:
-Added explosive canisters.

Map 4:
-Diversified environment. There's now a lake, scaffoldings, and other props.
-Rebuilt nav mesh in parking lot.
-Added explosive canisters.

Map 5:
-Changed lighting type to afternoon.
-Added a clip on the train to prevent players from hopping above the escape trigger.
-Added explosive canisters.
-Added dialogue between waves.

06/11/13
=========

General:
-Fixed some security protocals.

Map 1:
-Intro should now work in multiplayer.

06/09/13
=========

General:
-Improved optimization; excess walls and content are now invisible.
-Added ambient sounds and music.
-Added additional scripted dialogue.
-Navigation meshes are now thoroughly analyzed and functional.

Map 1:
-Rebuilt the two structures, their proportions should now be consistent.
-Increased distance between Crescendo Event and the Safe Room; bots will no longer make an attempt to rush through the door.

Map 2:
-Removed the ending safe room's closet; the Hunting Rifle is now in a tiny hallway not far from the safe room.

Map 3:
-Rebuilt area after gate.

Map 4:
-Removed a small building and relocated the diner. The pathway should be slightly shorter now.
-Replaced the many Alarm Cars with an optional event; a door can be opened to access a cache of supplies at the cost of alterting the horde for some time.
-Added explosive barrels.

Map 5:
-Added another entrance to the underground.
-Added explosive barrels.

06/23/12
=========

General:
-Added some custom graffiti.

Map 1:
-Added some extra lights near the end of the Map.

Map 3:
-Fixed the navigation problems.
-Extended the hallways between the Crescendo Event and the Safe Room.

Map 4:
-The small diner has been relocated to prevent crashing.
-Car Alarms will not be triggerable until the Survivors have reached the parking lot.
-Moved the Ammo and Auto Shotgun in the parking lot to just before that location.

Map 5:
-Initial release.


05/24/12
=========

This is a test release, in order to troubleshoot some issues regarding Map 4. The map will crash when you enter the building with the jukebox, when facing towards the door leading outside. If anyone has a solution, I'm all ears!

Map 1:
-Added a mountain border for consistency.
-Removed some trees to improve performance.

Map 2:
-Tightened the skybox for better rendering.

Map 3:
-Added a new section after the powered gate. This new room features a Crescendo Event involving another gate, and a pair of Boomers.
-Removed the sudden explosion Event.

Map 4:
-Added trees, scripted dialogue, and a whole bunch of other doodads. Beware of the crashing in the diner!

04/23/12
=========

General:
-Finally fixed the navigation issues, and many other problematic bugs.

Map 1:
-Added a ditch for Infected to spawn during the event.
-Decreased the abundancy of Pain Pills and Grenades.

Map 2 and 3:
-Added crates throughout the level. These crates will be opened in Map 3, which contain some supplies on the return trip.
-Deleted a certain hole in the wall in Map 2's Crescendo Event.
-Added a panic event in Map 3 near the exit.

Map 4:
-Initial release. Is far from a finished product.


01/06/12
=========

-Added a new Map, The Redirection. This is the second part of The Shelter, where the Survivors must trek back to the start to the next Safe Room. The Gate blocking their way is now open, and the lights are on.
-Adjusted Map 1, again.
-Renamed and adjusted Map 2, as The Shelter. Map 2 no longer bugs out, and has Boss Infected!

12/24/11
=========

Map 1:
-Re-edited the Crescendo Event, so that it's guaranteed that zombies will appear.
-Added an additional wave of zombies to said event.

12/12/11
=========

First, alpha release.

03/10/2014 Version: 2.1 (complete) Size: 39.4MB File: monster_mill.vpk Downloads: 32,088 Views: 47,149

After the Survivors escape the terrible Millhaven base, they find a raised bridge blocking their way to Rayford. They must lower it to pass.

A Left 4 Dead 1-exclusive campaign that will incorporate a Sacrifice-style finale without the sacrifice, as well as other Left 4 Dead 2 elements, such as randomized pathing and backtracking. Also features the Church Guy and plenty of turrets!

Don't bother asking this to be ported onto Left 4 Dead 2; the answer will always be no. And don't bother playing it on Left 4 Dead 2 anyway, because it will not work. I'm also aware of pirates and terrorists trying to prove otherwise, so don't bother pointing that out.


Gas Fever

This Campaign take place before the Passing.The jimmy gibs car its out of gas now the survivor must ...

campaign
71 Comments and 7 Reviews
Pangia Pangia Posted 1 month ago

Comment Appreciated by Developer! Good update, some empty spaces filled with rooms (rescue closets?), counters etc. and thanks to this maps doesn't fill that bland. :)
Walls (the big ones, borders of map) still flickers on 4th map depending on how you light your flashlight.
Even more invisible walls.
Survivors tend to be more impatient in finale, every 30 seconds one of them mentions about starting next generator.
Most of boxes in 3rd map are empty. :(
Bots can take single weapon pickups more than once – I can see pickup disappears after 1st bot picked it up, but after this rest of band can still arm themselves up (excluding player, of course).
Hint near final gate seriously obscures vision if you stand just near gate (e.g. when you're running away from Tank). Also hint is visible quicker than gate itself :P
Infected use passages in ceiling better than in previous version, a bit more challenging gameplay than it was.
How about getting rid of ammo pile before generators Crescendo? Bots tend to stay near doors cause of it, which is disastrous cause they block Minigun and Event is too long for them to handle it by themselves. Or at least move it somewhere near health cabinet – if you shoot for a while with Minigun, bots will get to you anyway.
Overall: props, mate. Good job.

Replies to concerns:

-I was never very good with lighting, to be honest, so I'm not so sure how to solve it without asking for help.
-Are you making attempts to bypass the forest fences or enter the vents? Those are where I've placed the invisible walls, and for gameplay reasons, they're necessary.
-The nag script in the finale is timed by the finale itself, so I can't really control it manually unless I use delays for the actions.
-I suppose I could make the case script a bit more generous with those supplies. They're like that for balance purposes.
-The fact that bots can pick up limited weapon spawns is due to the archaic system that L4D1 uses. It's unfortunate that nothing can be done about it.
-I'll resize the finale hint and edit its fade distance.
-Are you referring to the second map's Crescendo? I think they usually hang out near the gate regardless due to the Minigun's position, so I don't think the ammo pile has anything to do it.

1 month ago
Author

I tried to check new building somewhere near place where there was a pond. After realizing there is again one big invisible wall keeping me away from it an horde attacked, going from this building. Uncool.
Those boxes are pretty much OK, it's just about lack of pistols. A single permanent pickup before Church Guy would do the trick – if player isn't lucky, he won't find second pistol until 3rd map.
Bots should stay near player if he's shooting, but they may have problems with prioritizing if there is an ammo pile somewhere close – like No Mercy Finale, where often one of bots stay in radio room while you're staying on its roof, but it's because bots can't really „tell” if player's on lover or higher level than them. It's better seen on Dead Air finale, though – if you won't do something, you can stay near tapes (from where plane is later taking off) while bots will just ignore you and stay between weapons and fuel truck.

I don't know, that invisible walls in vents just doesn't feel right. Maybe having them open, but making them inaccessible anyway by making it vertical? You know what I mean, you can get there, maybe stand up, but nothing more cause you can't climb up there.

1 month ago

Well, the new building in the field isn't at all meant to be accessed by survivors; it's designed as cover for the infected to pop out of. And I'll try to add some "props" in the vents that don't have any collision detection on their own.

1 month ago
Author

In single player it may work as cover for horde, but for SI not really – AID prefers to spawn SI in woods and practically does it all the time, with exceptions of times when Survivors are in building, then he makes then spawn closer to exits and SI usually go after Survivors (especially Smokers).

1 month ago
Lt. Rocky Lt. Rocky Posted 1 month ago

Comment Appreciated by Developer! Since I don't play the original as much as the sequel, I can't enjoy this campaign as much as I wish I could, but for what its worth this campaign's a fun ride. Hordes are challenging but not too punishing, bots handle the environment nicely, items aren't too abundant or rare, and overall the functional end of this campaign is working just right. Its a bit lacking in detail and aesthetic, however. Some more props, decals and less boxy rooms would go far in bringing out further detail. You can tell just from the screenshots this campaign would benefit from more usage of displacements and the clipping tool.

This, along with Blood Woods, is a campaign I'd love to see in the sequel, but I'm sure you have your reasons for keeping it in the original and I won't question or complain. Keep up the good work.

Andrade-IV Andrade-IV Posted 1 month ago

Another update...WOW!

NewmanPostal NewmanPostal Posted 1 month ago
Pros:

-Ammo, health items, grenades, and guns are spread out just fine.
-Bots work without bad stuff happening.
-Lots of Miniguns and Turrets.
-Amusing survivor dialog.
-Has the 3 generators style finale, yet everybody lives.
-Amusing customized graffiti.
-Impossible to get lost.
-Available for L4D1.

Cons:

-Asthetics are a bit lacking.
-Gameplay is rather easy.
-Safe Room music doesn't play at the start of Map 4 when loading from another level.
-A bit of bias when it comes to the turrets; infected can't flank around well.

Conclusion:

It's a great campaign, gameplay wise. Graphics are very simplified though, which would turn off a lot of people. But not me! There are a few glitches and bugs than need fixing, along with maybe a few difficulty tweaks. In hindsight, I understand why there's not a single tank in the first three levels, but maybe it doesn't have to be so enforced.

8.8
Comment Appreciated by Developer! Report
Pangia Pangia Posted 3 months ago

Huh… I thought that this ladder on 1st map behind forest is usable somehow. It appeared there is kill trigger there.

Videos for Monster Mill
Recent reviews for Monster Mill.
Monster Mill NewmanPostal NewmanPostal Posted 1 month ago
Pros:

-Ammo, health items, grenades, and guns are spread out just fine.
-Bots work without bad stuff happening.
-Lots of Miniguns and Turrets.
-Amusing survivor dialog.
-Has the 3 generators style finale, yet everybody lives.
-Amusing customized graffiti.
-Impossible to get lost.
-Available for L4D1.

Cons:

-Asthetics are a bit lacking.
-Gameplay is rather easy.
-Safe Room music doesn't play at the start of Map 4 when loading from another level.
-A bit of bias when it comes to the turrets; infected can't flank around well.

Conclusion:

It's a great campaign, gameplay wise. Graphics are very simplified though, which would turn off a lot of people. But not me! There are a few glitches and bugs than need fixing, along with maybe a few difficulty tweaks. In hindsight, I understand why there's not a single tank in the first three levels, but maybe it doesn't have to be so enforced.

8.8
Monster Mill
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