- - Your ship is sunk
- - Its your shout
- - Whats that smell?
- - The last stop...
=========
A small update - 2.69
- Redid the nav in last level, hopefully it will be better for all...
- Removed/moved some of the 'items': Removed some Items, still a few about though but I moved a few so they are not in 'full view' anymore. will adjust more after hearing feedback.
- fixed a little bit of the nav in the 3rd level.. I hope
- a few other small fixes
I didn't get all the things I wanted/needed to fix done in this update, I know more things are needed to be done (just haven't had the time of late), but I wanted to get something out for now, while I work on the other things...
I may still need to redo the last level nav some more, I did play test it a few times and it does look to work better.. But we'll see...
Thank you all for the feedback and for playign my little map.
Have fun and thanks for playing :)
10/10/09
=========
www.deathstop.net
Bugs, Issues and Things still to do...
- If survivors fail the final missions and not make it to the rescue vehicle, when the map restarts there is no 'music' (tank, mob and such music): atm the only work-around for this is DON'T Die!!! (I do not know why this is happening, I will need to look into it more)
- Sometimes the survivor 'Bots' have trouble getting into the rescue vehicle at the end, I feel it is a nav issue, I have fixed it a little, will have to fix it up more in the future...
- there are some places where Ai (survivor bots and zombies) get 'Stuck', again a bit of a nav issue, and such, no real problem, the Bots will just 'port' to you after a bit...
- I want to add more custom textures and such, fix the 'Pub' sign, and put more of the ones I have around the place...
- The 'fence' at the end break time needs adjusting to look more 'real' with the situation...
- More map Optimisation needed for better frame rates and such.
- Pub needs a bit of a make-over
- Some of the lighting in game need adjusting.
- Train yard needs... Fixing... I don't like the 'Clip' between the trains to make a path direction, will have to sort something 'nicer' out, but for now it does the trick, though looks kinda funny...
- Sometimes the 'Music' at the start does not play... Don't know why..
- The Lighting or the cubemaps don't look right, they look fine in hammer and when I play the map through hammer, but after vpk'n them the maps don't look as 'nice' (lighting is all screwy, funny colours, pops are dark, and it just looks.. different).. I don't know why...
- A few props need 'replacing' (some to high off the ground and such)..
- I want to redo the poster, I am not totally happy with it (it is a bit dark), it was sort of rushed.. Need a good quiet time to get it done better...
- and there are a few other little niggling things...
1st time mapper - Get to the Truck Stop - It is a shortish 4 map Co-Op campaign.
Still needs a few fixes, will get to them down the tack a bit.
thanks for playing :)
+Nice loading screen
+Custom signs for events
+The supply room with alarm door made me lol. GREAT idea, big +++
+The sewer is well-made and detailed
+The sudden panic event on level 4 start is great... And the idea of a lower area, zombies coming from and Smokers pulling down is nice, too.
+Great finale position
+The chairs next to the gun made me laugh "Je, sunset with zombies"
+Rescue vehivle position and spread of supplies was perfect.
-No intro music
-Bots ned about 5 min to pick up the medkits... Script error?
-Most cars don't seem to be climbable for zombies... they just kept standing around me, doing nothing
-Found some floating pills in Level Part 3... just hovering midair
-Got 2 tanks in level 3. If i'm not playing expert, i exspect NOT to get more then 1 tank + 1-2 witches.
-The start event on level 4, mentioned on the Pros has also the big Con of ALL bots getting stucked there... not nice to do 50% of all level just alone by yourself.
-The finale level is supposed to have a SMALL way from spawn - final. This level 4 was to long.
-The 2nd tank in the finale got stucked inside of the building... and kept throwing stones through walls.
-No level 5 :(
Nice and well-made campaign, just the AI is on MANY places a bit off.
Zombies can't climb, your bots ignore supplys and get seriously stucked.
However, some points like the nice finale and the alarm-secured supplyroom, additional the well-used panic events make this campaign VERY playable.
85 for being a good camopaign with (sad, but true) serious AI issues.
Very fun!
Good atmosphere.
Well designed levels, with horde attacks coming often but not too often.
Finale is a bit easy.
Conclusion:A great campaign that should at lest be played.
You said you updated it a little, how much is a little? as long as there is safe room music and the bots' behavior in map 4 has been fixed please release it. Whether this was a learning campaign or not there are still people playing it now on L4D, so please fix the problems and release it.
This is probably one of my favorite campaigns, please don't leave us in the lurch.
Great campaign only bugs i found were in level 4 with the bots being gay and freezing and going into corners constantly. I ended up kicking 2 bots from the last map due to this but besides that good campaign.
banner requires iframes
-No notable gameplay issues. One-way passages, sufficient supplies, and horde-drawing events all spread out appropriately.
-APC rescue vehicle makes a good departure from the traditional helicopter.
-Supply cabinets rigged with alarms, a clever trick!
-No notable graphical issues.
-Lack of Survivor dialogue.
-Lack of intro and safe room music.
-Crescendo warnings should stay in their traditional formats. Still thoughtful to put them in nonetheless.
-One time, the APC ran over poor Bill (after he got killed before we got to the finale!).
-Could use a few warnings for the cabinet events.
-Bots sometimes don't pick up the Health Kits.
A well-working campaign.
banner requires iframes









Browse by Add-Ons
Left 4 Dead Polls
-No notable gameplay issues. One-way passages, sufficient supplies, and horde-drawing events all spread out appropriately.
Cons:-APC rescue vehicle makes a good departure from the traditional helicopter.
-Supply cabinets rigged with alarms, a clever trick!
-No notable graphical issues.
-Lack of Survivor dialogue.
Conclusion:-Lack of intro and safe room music.
-Crescendo warnings should stay in their traditional formats. Still thoughtful to put them in nonetheless.
-One time, the APC ran over poor Bill (after he got killed before we got to the finale!).
-Could use a few warnings for the cabinet events.
-Bots sometimes don't pick up the Health Kits.
A well-working campaign.