Escape From Bayside
- - Escape from J-ma's Place
- - Fire and Railroad trains
- - Dash to McDermott's
- - Nowhere to Hide
- - Finale -Train Station
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fixed problems with fire not displaying on 2nd map
09/27/09
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Fixes for some graphical issues.
09/15/09
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-fixed vpk file name so that it does not conflict with "Escape from Toronto" Custom Map. (file name is now escapb.vpk)
-Added Map 5 Finale map to campaign
-Added solid glass to window in starting room on map one, so players cannot exit the room through window, and infected cannot get in to safe room through window.
-Added arrows and safe room direction indicators to walls on maps to help players navigate maps more easily.
-fixed some map issues
-added env_cubemaps to all boards to fix some issues with textures not showing up. Please note some textures may still be missing for unknown reason at this point.
09/10/09
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No revision notes have been added by the developer.
This campaign is still a work in progress, I have all of the parts playable but some bugs still have to be worked out. The maps need to be play tested a little more as well. Just ignore the nav map error message, the boards will still be playable
Blue Baron,
I appreciate your work with this campaign but there are simply some severe problems which don't make me play it again:
- a lot of violet brick textures
- map 1 and 4 navig. error message at the beginning
- solid fences which you can pass through
- too many streets with the same structures
From my view: If you fix these things I'll surely start the campaign again.
Feel free to remove this comment.
Right off, I didn't finish this campaign. I will later but after a crash. I feel the need to take a break so I'll leave you the data that I have gathered so far. I really enjoyed the open-ended and non-linear style. I am an explorer and when I find all sorts of rooms an tunnels off the beaten path, I am going to look inside.
I did like that I didn't find a bunch of scripted hordes, that can be OK but so many people over use that feature to the point of a grind. What I don't like, lots of missing textures. That's found in most WIP's but if you make a full series of maps it would be best to at least finish the textures in a couple.
Many of the special infected spawned in places where they were ineffective. Regardless of difficulty they should at lease post some threat. On the second map many common infected spawned behind the metal gates, they are easy to kill quickly that way. I disliked the poison gas down, to me I didn't understand the point of it being on every level of that damned building.
Also, the holes in the floor where more annoying than a challenge. I think a feature like that may piss more people off than it's worth. The event on that map was a nice idea but the common infected were often stuck in the train car. Even the tank fell off in front of the engine and was glitched inside of it the entire event!
Third map, the events were very easy. The spawn points for the infected would allow for players to just outrun the common. I camped the first of the events in the corner of the metal borders in the parking lot. All the infected ran virtually in line to us. Looked sort of like a average day at the DMV.
Overall, I enjoyed the map and can't wait till I see more.
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Left 4 Dead Polls
I really liked this campaign. There are the obvious glitches and I didn't finish it because it crashed during map 5.
I would greatly appreciate this campaign being completed!
Nice work!