- - Downtown
- - The Alleys
- - The Rooftops
- - The Arena
=========
v0.982
-Added Alleys and Rooftops Maps
v0.985
-Updated Survivor Mode to Include all of the Big Weaps.
-Lengthened the Downtown map
-Rebalanced Weapon Placements in all Maps
-Fixed VS and Zombie Ladders
-Modified the Arena map (Updated the checkpoint building to promote better flow)
v0.987
-Lengthened the Alleys map
-Removed the 2nd Pistol from All Checkpoint Rooms but the Arena
-Modified the Arena
--Removed extra Vending Areas to avoid confusion and promote better Flow
--Updated Vents for Zombie Spawns
-Modified the Lift in the Rooftops map to prevent Smokers from dragging survivors to their deaths
-Updated all Fans in all Maps to resolve a CTD issue with Meleeing them
-Modified Nav Mesh on all Maps to promote better zombie spawns
v1.0
-removed static door models from all levels and replaced them with decal doors (this should make the path clearer to players and hopefully avoid confusion.
-changed wire spool models from physics to static models in the arena and alleys maps and updated the nav meshes (they lacked physics support and were being deleted by the engine)
-added several invisible brushes to the van in the alley map (to prevent players from starting the van on the roof)
v2.0
-Updated the version number to 2.0 (this should resolve stringtable errors with previous versions)
-Resolved several floating objects in the Downtown map
-Repositioned Decal Doors in all levels (many decal doors were misaligned)
-Updated Alleys Map
--Added several trigger_pushes to prevent players from getting killed by the van
--Added Player Clips to the Alley map to prevent players from jumping to other rooftops (and getting stuck)
--Removed the rooftop room in the building opposite the Van Garage Door (it was too closet exploitable)
--Added a new room and updated the Alley outside the spawn building (should be more versus friendly)
--Added Trigger Hurts to kill players that jump/fall off the roof (prevents players from falling to the ground and getting stuck in inaccessible areas)
-Updated Rooftops map
--Fixed visibility issue in a hallway in the Lift Building
--Updated the Assault Rifle and Auto Shotgun spawns (Only 1 per Spawn)
--Added Trigger Hurts to kill players that jump/fall off the roof (prevents players from getting stuck in inaccessible areas)
--Removed several air conditioners from the spawn building (prevent players from getting stuck)
-Updated Arena map
--Fixed decal door in the spawn building of the Arena map.
--Removed several stairwells in the Arena (fewer closet camping spots)
--Removed both locker rooms (fewer closets)
--Updated public bathrooms for better zombie pathing
--Replaced breakable wall near emplacement gun with a vent (fewer closets)
--Updated the Radio entity outputs (Remove several vents when the Finale is triggered to promote better zombie spawns)
--Repositioned several floating entities
--Increased the time it takes for the chopper to arrive (this should make it harder)
--Updated breakable walls (breakable by any infected)
--Updated the escape chopper route (now a combination of func_tracktrain movements and prop_dynamic animations)
--added a few more prop_physics for tanks to bat around inside the arena
v3.0
-Updated Loading Screen Poster
-Updated Downtown Map
--Added an Intro
--Added detail AC's to the Convenience store building
--Removed several extra rooms (useful in previous versions only. the map should slightly run smoother)
--Added player clips to the wooden barricades (too prevent the players from climbing over and getting stuck)
--Updated the breakable wall near the emergency door (fixed lighting issue)
--Updated the burning building
-Updated Alleys map
--Updated broken wall in Spawn building
--Updated 2 windows and broken hole in the wall in a building across the alley from the exit checkpoint (replaced black texture with small inaccessible rooms)
-Updated the Arena map
--Change the timing on the chopper ramp allowing access to the chopper without jumping (this should prevent players from falling through the chopper as it lands)
v4.0
-Added level_sounds.txt (Music) for all levels
-Added spawnbossthreats & versus_boss_spawning to the coop & versus campaigns of the Missions file (Should be a bit harder now)
-Updated Downtown Map
--Re-aligned road corner texture
--Updated emergency door panic event (Should resolve the unbreakable issue with the door)
-Updated Alleys Map
--Re-aligned road corner texture
--Added several rooftop player clips (Should prevent the player from getting stuck on rooftops when smacked off of the roof by a tank)
-Updated Rooftops Map
--Re-aligned road corner texture
--Added several rooftop player clips (Should prevent the player from getting stuck on rooftops when smacked off of the roof by a tank)
-Updated Arena Map
--Added player clips to the arena (to prevent players from entering the bathrooms on the sides of the arena)
--Added several cube maps to resolve a few lighting issues.
10/16/09
=========
v3.0
-Updated Loading Screen Poster
-Updated Downtown Map
--Added an Intro
--Added detail AC's to the Convenience store building
--Removed several extra rooms (useful in previous versions only. the map should slightly run smoother)
--Added player clips to the wooden barricades (too prevent the players from climbing over and getting stuck)
--Updated the breakable wall near the emergency door (fixed lighting issue)
--Updated the burning building
-Updated Alleys map
--Updated broken wall in Spawn building
--Updated 2 windows and broken hole in the wall in a building across the alley from the exit checkpoint (replaced black texture with small inaccessible rooms)
-Updated the Arena map
--Change the timing on the chopper ramp allowing access to the chopper without jumping (this should prevent players from falling through the chopper as it lands)
09/30/09
=========
v2.0
-Updated the version number to 2.0 (this should resolve stringtable errors with previous versions)
-Resolved several floating objects in the Downtown map
-Repositioned Decal Doors in all levels (many decal doors were misaligned)
-Updated Alleys Map
--Added several trigger_pushes to prevent players from getting killed by the van
--Added Player Clips to the Alley map to prevent players from jumping to other rooftops (and getting stuck)
--Removed the rooftop room in the building opposite the Van Garage Door (it was too closet exploitable)
--Added a new room and updated the Alley outside the spawn building (should be more versus friendly)
--Added Trigger Hurts to kill players that jump/fall off the roof (prevents players from falling to the ground and getting stuck in inaccessible areas)
-Updated Rooftops map
--Fixed visibility issue in a hallway in the Lift Building
--Updated the Assault Rifle and Auto Shotgun spawns (Only 1 per Spawn)
--Added Trigger Hurts to kill players that jump/fall off the roof (prevents players from getting stuck in inaccessible areas)
--Removed several air conditioners from the spawn building (prevent players from getting stuck)
-Updated Arena map
--Fixed decal door in the spawn building of the Arena map.
--Removed several stairwells in the Arena (fewer closet camping spots)
--Removed both locker rooms (fewer closets)
--Updated public bathrooms for better zombie pathing
--Replaced breakable wall near emplacement gun with a vent (fewer closets)
--Updated the Radio entity outputs (Remove several vents when the Finale is triggered to promote better zombie spawns)
--Repositioned several floating entities
--Increased the time it takes for the chopper to arrive (this should make it harder)
--Updated breakable walls (breakable by any infected)
--Updated the escape chopper route (now a combination of func_tracktrain movements and prop_dynamic animations)
--added a few more prop_physics for tanks to bat around inside the arena
09/16/09
=========
v1.0
-removed static door models from all levels and replaced them with decal doors (this should make the path clearer to players and hopefully avoid confusion.
-changed wire spool models from physics to static models in the arena and alleys maps and updated the nav meshes (they lacked physics support and were being deleted by the engine)
-added several invisible brushes to the van in the alley map (to prevent players from starting the van on the roof)
09/03/09
=========
v0.987
-Lengthened the Alleys map
-Removed the 2nd Pistol from All Checkpoint Rooms but the Arena
-Modified the Arena
--Removed extra Vending Areas to avoid confusion and promote better Flow
--Updated Vents for Zombie Spawns
-Modified the Lift in the Rooftops map to prevent Smokers from dragging survivors to their deaths
-Updated all Fans in all Maps to resolve a CTD issue with Meleeing them
-Modified Nav Mesh on all Maps to promote better zombie spawns
_________________________________________________
The Arena of the Dead v0.985 Beta
8/20/9
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Description
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Fight your way through the zombie infested town to the Stadium and wait for extraction by Helicopter.
4 Maps:
-Downtown
-The Alleys
-The Rooftops
-The Arena
Supports Coop, Versus, & Survivor Modes
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INSTALLATION
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To install the mod, simply extract jsarena.vpk and double click it.
The next time you start Left 4 Dead, The Arena of the Dead will show up in your Addons Directory.
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UNINSTALLATION
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To uninstall the mod,
-Delete "jsarena.vpk from the "\Steam\SteamApps\common\left 4 dead\left4dead\addons" directory.
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Frequently Asked Questions
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I. My mod consists of:
-jsarena.vpk
-jsarena_readme.txt
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Thanks
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I would like to thank Valve for a terrific game.
I would like to give props to everyone on the Steam Forums and everyone that posted a tutorial. Without your help, this mod would still be a long time coming.
I would also like to thank the people who helped me playtest
Mike Rielly, Paul Bono, Patrick Hunt, Richard Patchak.
To my Lovely Wife, Leah, for being so supportive of all my creative efforts.
Thank you, you are all great!
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Contact
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J.Sera
slarti@fortinbras.net
http://worlds.fortinbras.net
08/04/09
=========
No revision notes have been added by the developer.
Escort your companions across town and over the rooftops to the Arena. Hold off the legions of zombies until the Rescue Chopper arrives.
Updated to version 4.0.
Simple-yet there's freedom among that simplicity. (there are usually several ways to reach the target)
Level design are quite good.
Not too challenging even on expert difficulty.
Only 35 MB in size. A humble size.
Too short?
AI problem at finale-keep getting up and down the laders.
The beginning of the finale map is virtually the same as the fourth map.
I like this camopaign, it is not the one who boosts about how "hardcore" or how big the size of file it is.
-A nice theme idea and authentic designed maps
-Seeing the Mercy Hospital in background just looks great
-The levelpart on the city roofs is quite nice
-The loading screens doesn't look very L4D-ish
-I'm used to NOT spawning in a saferoom on the first level of a campaign
-A massive lack of explosives... I think i found 3 Molotovs at total, all in the same level. In combination with the rare T2 weapons tanks get to a serous problem.
-Up to the last level i never found a 2nd pistol. Shouldn't be THAT rare, should it?
-Also, on start of Level 4 the tank got spawned just when leaving the saferoom... To early!
-There are (expspecially in the finale) many failed AI paths (surv-wise). In the finale they just kept jumping to death, ignoring ladders etc.
-If you even use the exactly same radio convo as in No Mercy, pls also use the continuous radio call before activating it the first time.
In total, the map-designs are nicely made and very authentic.
But they clearly lack of weapons/explosives and the AI paths for surv-bots are just cruelly bad.
I will give it a 68.
- good intro video
- more than one path takes you to the next area
- very playable
- nice environment, a lot of walking on the rooftops going from one building to another
- not too hard
- not too long
- good placement of weapons and med-packs
- it would have been nice to have an intro speech about where you are and we you're heading
- med-packs, pipe bombs and unlimited amo is definitely handy in the final stage, but I would prefer a more challenging finale and not just rely on continuous shooting with all possible weapons.
Overall, this is a very good campaign; nice and fun. Very well thought through and executed.
Great work. Thanks for the effort!
Entertaining city environments
Fun finale at a semi-derelict football ground
Very good pacing of hordes and special infected
A glitch in the first map when I closed the doors in a shop and the doors would not open again.
Conclusion:Apart from a tiny glitch this is an example to all of us of how an add on campaign should be done.
Cheers and thanks J. Sera for creating this for us.
banner requires iframes
Entertaining city environments
Fun finale at a semi-derelict football ground
Very good pacing of hordes and special infected
A glitch in the first map when I closed the doors in a shop and the doors would not open again.
Conclusion:Apart from a tiny glitch this is an example to all of us of how an add on campaign should be done.
Cheers and thanks J. Sera for creating this for us.
banner requires iframes







Browse by Add-Ons
Left 4 Dead Polls
- various paths but you always seem to be moving in the right direction
Cons:- nicely light with plenty of instruction
- the AI can't handle the map
Conclusion:a) at the finale they get themselves killed constantly climbing up the ladder
b) going down a deep hole the often fall
- can't be played on single player or multi-player with one person
- sometimes the zombies spawn in front of you and in the first level zombies fall from the ceiling (this just might be Valve)
The it would not be bad but the AI really messes up. In th finale cover the hole the AI keeps on getting stuck at. It would be nice if VALVE improved the AI instead of making Left4Dead2!