- - Apartment
- - Downtown
- - The Skymall
- - The top suites
=========
-Added Burger Tank signs!
-Fixed players getting stuck in the elevator ceiling.
-Fixed elevator floor number signs fading on low settigns.
-Reverted the skymall event behaviour due to fixed game bug.
-Helicopter animation now displays correctly at the end of the outro.
-Improved instructor messages.
-Improved onslaught event balance.
-Slightly increased item/weapon spawns.
-It's now slightly easier to to stay on the helipad.
-Apartment building now closer to meeting fire-safety standards.
-Minor detailing, tweaks and performance improvements.
06/24/11
=========
Changelog:
From Version 3.1:
-More improvements for versus.
-The helicopter now has a pilot and more speech.
-Changed the skymall event to use onslaught scripts instead of a minifinale.
-Added an incentive to use the howitzer in versus.
-Improved infected spawning on the catwalks in the finale.
-Changed the way the elevator in the first level works.
-Made the wind effect on the helipad more noticeable.
-Removed medkits from the breakroom in versus.
-Misc. detailing and improvements.
-Added artwork by Herr FLSH
12/19/10
=========
Changelog:
-Versus gameplay improvements.
-Tweaked item spawns.
-Added tier 2 weapons earlier in versus.
-Added more infected ladders.
-Fixed versus boss spawning.
-The elevator doors on the second map stay open until the button is pressed.
-Finale improvements.
11/06/10
=========
-Split first level into two, and added new content.
-Improved event and finale scripts.
-Changed the music theme to the one from No Mercy.
-Added failsafe to intro cinematic in case it breaks.
-Dynamic autoexposure based on director anger in the first two levels.
-Improved item spawning in the finale.
-More detailing.
07/14/10
=========
-Added opening and ending cinematics.
-Improved optimization on the third level.
-Added custom vscripts to events and finale.
-Added new rooms in the staircases on the second level.
-Turning the helipad lights is now optional, but speeds up helicopter arrival time.
-Tweaked item spawn rates.
-Added more diverse infected populations.
-The elevator saferoom can now be closed from the inside console.
-Added M60 and golfclub.
-Added a weapon related gimmick to the finale.
-Randomized car alarms.
-Misc. detailing and bugfixes.
05/11/10
=========
This version allows non-coop gamemodes without having the map files extracted from the VPK.
The map files are identical to the previous version so it is backwards compatible.
Please use the version with separate maps whenever possible.
Issues:
Cubemap reflections on brushwork are broken.
04/06/10
=========
Diescraper Redux beta 1
Instructions:
1. Install L4D2 Add-on support from the tools menu in Steam.
2. Extract files into your Steam\SteamApps\common\left 4 dead 2\left4dead2\Addons\ directory, or double click the VPK file.
The version on this site won't work properly in versus, realism, survival or scavenge.
If you experience crashes, lockups or errors when connecting to a server, please use the workaround version instead of this one.
Notes:
This campaign might be underoptimized for low-performance computers.
In your first playthroughs, please enable the instructor. Some of the areas can be confusing without it.
Changes from rc:
-Added new element to coop finale.
-Added a rare dynamic block in second map.
-Optimization improved in some areas.
-Increased detailing.
-Various bugfixes.
Known issues:
-The outside of the building in the second level is still unmodeled.
-Some objects have weird shadowing.
After being firebombed, the survivors must flee their safehouse, and find their way to safety.
Identical to the workshop version.
Tagged: co-op, versus, scavenge, survival, skyscraper
Environments: City / Urban, House / Structure
(?) Public Revisions: Denied
Cool! I'm happy to hear that because this is probably my favorite campaign ever. I cant wait replay that mission with the ladders fixed.
Maybe you can just stop hordes once you reach the ladders.
And of course I would love to play a brand new campaign made by you ^^
Oh and another thing to fix: The helipad wind. It is way too much. Many people hate it, and isn't realistic.
Well to be honest it never annoyed me. But it is irritating to see the score of your campaign being lowered for such a small thing.
Just fix it ;)
- Funny to play
- Smart level design that keeps you playing (and playing)
- High atmosphere
- Perfect difficulty balance
- Gameflow is state of art: never repetitive and challenging
- Some scenes are really suggestive
- AIs never get confused
- Weapons and equipments perfectly placed
- High replay value
- The only thing that I really disliked has been the hordes on the ladders at the end of the third map
- The beginning of the first map could be more detailed
- Mission 3 is nearly impossible to end at high difficulty settings (-0.8)
This campaign is a masterpiece and it's even far better than some official campaign.
Every L4D2 player should try this campaign and every map creator MUST study it.
EDIT: I lowered the vote from 9.7 to 8.9 due the extreme difficulty to end mission 3 at high difficulty settings. The problem is that you have to go on ladders infested by hordes that stop you climbing, while special infected keep spawning at high rate.
It is a shame because the third mission is really well done.
@Rectus: I would suggest you to limit the horde spawning in the safe room, or the spawing of special infected, once you reach the first level of the ladders.
Mind you the person I was playing with and I killed ourselves in an effort to get it to work. It didn't.
Okay, I'd have to say one thing.
I'm not reviewing this map because I didn't /FINISH IT./ The generator in the second level GLITCHED and wouldn't let us pass! If we're supposed to do something with the gas cans, it's not obvious, and if it's supposed to be a crescendo event, there wasn't even a horde!
Dude, get on fixing that!
There is button in the room next to the generator that starts the event. I used one of the stock instructor messages there, and it doesn't show very well. It will be improved in the next version.
- good overall quality
- no bugs I could find
- good length
- nicely balanced finale
- some areas felt rather dull and were lacking detail (-0.5)
Conclusion:A very enjoyable map I could play through without problems (both single and multiplayer). Some of the locations felt a bit empty and bland though. I liked the finale, when I played it mp we had a hard time surviving, but it wasn't impossible and not a thousand times harder than the rest of the campaign, like it is the case in many other campaigns (even some official ones). Turning the helipad lights on to make the chopper land sooner was a nice idea and added some flavor to the battle against the zombie horde.
- Funny to play
- Smart level design that keeps you playing (and playing)
- High atmosphere
- Perfect difficulty balance
- Gameflow is state of art: never repetitive and challenging
- Some scenes are really suggestive
- AIs never get confused
- Weapons and equipments perfectly placed
- High replay value
- The only thing that I really disliked has been the hordes on the ladders at the end of the third map
- The beginning of the first map could be more detailed
- Mission 3 is nearly impossible to end at high difficulty settings (-0.8)
This campaign is a masterpiece and it's even far better than some official campaign.
Every L4D2 player should try this campaign and every map creator MUST study it.
EDIT: I lowered the vote from 9.7 to 8.9 due the extreme difficulty to end mission 3 at high difficulty settings. The problem is that you have to go on ladders infested by hordes that stop you climbing, while special infected keep spawning at high rate.
It is a shame because the third mission is really well done.
@Rectus: I would suggest you to limit the horde spawning in the safe room, or the spawing of special infected, once you reach the first level of the ladders.











Thanks for the input. I've seen a lot of people having trouble with that section. I'll have to redesign the ladder area itself as well.