- - The Sewer
- - The Hotel
- - The Supermarket
- - The Woods
- - Echo Base
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IMPORTANT!
In one instance i've notice a bug may occur where map #5 spawns without the weapons in the saferoom. If this should happen in your playtest please go back to Lobby and have the Lobby leader choose to start from map #5.
(This happened once out of 5 playtests i've run, this will be fix in a day or two.)
All other reported bugs were fixed AFAIK.
FINALE UPDATE:
You now need to start the generator twice to power up the base. once you do, the radio will be operational. ONLY ONCE YOU PRESS IT WILL THE FINALE START. The APC will arrive after 15 min, just like in Blood Harvest. Since the generator bit has been taken out from the Finale and more items were added around the Finale area i've decided to go this route, feeling things are now move balanced for a full 15 min Finale.
In addition, Campaign beginning starts with full Tire1 weapons to compensate the crescendo right outside the saferoom per players' requests.
Please let me know if you're having any issues and your comments are as always most welcome.
Thanks,
val
Note the below are NO LONGER RELEVANT.
11/27/09
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Few notes to help you go through the campaign:
1) There are a few known bugs at this point and i will lay them out:
* Survivor bots may act up at times. not want to jump on the lift, not want to stand where they should, follow you, etc. i strongly recommend everyone to play this beta with live human beings as oppose to bots. so they can enjoy the game and get a real sense of the flow of the levels.
* Few bugs here and there i'm aware of:
- Coming out of the beginning Saferoom there is an alarm door. it's buggy and may show up as jittering or break and fail to open.
- a Tank may spawn right behind the main drainage gate, right before the crescendo.
- Witches may spawn outside of the survivors path. some may like the idea but it's not by design lol.
- In the Hotel crescendo, the janitor's lift may not work for some odd reason i'm still looking into this. (in all my playtests it's worked fine but i've received feedbacks from few people who said it didn't. they may have been running on a modded server but anyway...)
- Playing on modded servers or with strange cheats / hacks / rates abnormalities is out of my range and i cannot guaranty the campaign will perform as it should. i also don't intend to.
If you are running a modded server or playing on one - be warned. the game may be off.
- You may occasionally find the off zombie not being able to go through an opening, a door, window, etc. - please be kind and take a screenshot of the area where you saw the bug happen. same goes for any other bugs you may encounter.
- Visuals: You may see at times a strange flickering or disappearing elements in the map. They are known and i'm working to sort them all out as soon as i can.
- Versus and Survival aren't yet fixed. Please be patient, they'll come.
- The finale at this point is really unbalanced and will be fixed. it is too hard at its current state.
2) Until proper Instructor messages are added (in upcoming update) i will explain the Finale:
You arrive at the generator area. start it. it will fail after 2 min, start it again and then run over to the HQ shack (green shack) where the radio is. call the APC and defend yourself until you HEAR the APC arrive (motor roaring, skid sounds and of course, the Horn). it will park and wait for you right by the generator forcing you to run back there.
I've planned it this way because there are enough campaigns out there where you can simply sit and camp the entire Finale waiting for the rescue to arrive. i find it boring and i'm not the only one. Without a proper way of implementing real gauntlets in L4D1 this is the best i could come up with. I'd like to think it's more challenging and rewarding. and more fun than the usual "camp-holdout" Finales.
With much respect to other community mappers i would argue that as we can all see in L4D2, this idea is already the current standard anyway in Valve's campaigns. Listen to the commentary around the crescendo as well as in the Finale in The Parish.
That being said, i'm very open to ideas and any inputs - please share your thoughts and comments. it will only make Dead Echo better.
thanks,
val
"Expert This!"
Escape through urban and rural areas whilst fighting swarms of undead on your way to a deserted old military outpost called 'Echo' in the hope to find an evac point. lol to hope...
Dead Echo is in public Beta! Please read the Changelog!
Hey ... great campaign...just wondering if the glitch to work the lever on the window washer lift was ever fixed? It was always unusable and then we were stuck since it could not take us up. Has anyone gotten around this problem? or know if it was updated and fixed?
This map needs fixing especially the bot problem in the finale.
-The panic event in the first level where you need to keep E pressed for some time while being attacked by zombies: NICE
-The idea of a "Fake Saferoom" was quite nice ^^
-Making new (though they aren't made that well) notes for the events
-I missed the Not-Saferoom in the first level... usually you start off on open terrain at the beginning of a campaign ^^'
-The first panic event with the door was just to early... i mean... 30 sec after campaign start already an event?
-WhatTH the "Grab a second pistol here" sign was for? Actually it just irritated me.
-Most of the panic events are just to long... i don't mind if you put 3 of them in a single level.. but then don't give them a 3minutes non-stop-zombie-rush each. Boring and overkill for bots.
-On the beginning of Level 2 there is some gate that opens on the first horde. In my 1st round it opened, i went through and then got killed by a lucky tank. 2nd try i took the "normal" route (and got killed by the sheer mass of infected slowly killing us). On 3rd try i again went to the gate, jumped down the crates and... nothing happened. Great stuck.
-The door in front of the Lift of Level 2 can't be broken by Infected. actually makes defending much easier.
-The AI pathes just suck. The bots didn't want to enter the lift, weren't able to climb down a ladder (rather tried jumping), got stucked or just didn't moved until they respawned.
-Overdo the witchspawns... 50% of all witches were spawned somewhere without any effect... i didn't see them at all. Then an other time, a witch was spawned just 2 corners next to saferoom... of course in the middle of the passage... and without a nice auto to crown, of course.
Not really my favourite. It's challenging, sure, but the sheer length of panic events makes the game quite long+boring. There are some nice things in there, too, but on other hand the AI pathes for Bots and Zombies aren't that great...
45
me and a couple of friends are still trying to beat this campaign and as soon as we best it im gonna write you a good review for it because its so much fun ^^
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-The panic event in the first level where you need to keep E pressed for some time while being attacked by zombies: NICE
-The idea of a "Fake Saferoom" was quite nice ^^
-Making new (though they aren't made that well) notes for the events
-I missed the Not-Saferoom in the first level... usually you start off on open terrain at the beginning of a campaign ^^'
-The first panic event with the door was just to early... i mean... 30 sec after campaign start already an event?
-WhatTH the "Grab a second pistol here" sign was for? Actually it just irritated me.
-Most of the panic events are just to long... i don't mind if you put 3 of them in a single level.. but then don't give them a 3minutes non-stop-zombie-rush each. Boring and overkill for bots.
-On the beginning of Level 2 there is some gate that opens on the first horde. In my 1st round it opened, i went through and then got killed by a lucky tank. 2nd try i took the "normal" route (and got killed by the sheer mass of infected slowly killing us). On 3rd try i again went to the gate, jumped down the crates and... nothing happened. Great stuck.
-The door in front of the Lift of Level 2 can't be broken by Infected. actually makes defending much easier.
-The AI pathes just suck. The bots didn't want to enter the lift, weren't able to climb down a ladder (rather tried jumping), got stucked or just didn't moved until they respawned.
-Overdo the witchspawns... 50% of all witches were spawned somewhere without any effect... i didn't see them at all. Then an other time, a witch was spawned just 2 corners next to saferoom... of course in the middle of the passage... and without a nice auto to crown, of course.
Not really my favourite. It's challenging, sure, but the sheer length of panic events makes the game quite long+boring. There are some nice things in there, too, but on other hand the AI pathes for Bots and Zombies aren't that great...
45
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Left 4 Dead Polls
Nice scenery
Cons:Good Atmosphere
Stunning Visuals
Challenging
Good spread on ammo and health
Almost all of the cons will be related to the AI.
Conclusion:AI paths FAILED, it took them until i had 2 HP left to realize there was a hunter on me, and they were right in front of me!!!!
Bots wouldn't get into the escape vehicle, causing me to wait for them to all either die or be incapacitated.
Lots of areas to get stuck in.
Lots of panic events, with LOTS of zombies each time.
Took forever to e able to call the rescue team.
Overall, I liked this map, it was fun, challenging, but I'm guessing it isn't made for bots. I'll have to play it with my friends sometime and see. Everything except the AI and some minor problems was fine, and in some cases, amazing! I loved the overpass, it looked really cool. The AI is all that's holding you down from an 80-85 in my books. Lots of good things in this map, and a couple of things to be worked on. Overall, I enjoyed it, all though the beginning maps were kinda tedious to me. Kudos, and keep on working! Practice, practice, practice!