Fort Noesis
- - Entrance
- - Facility
- - Rooftop Finale
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Version 5 updates:
MAP 1
- Changed theme to afternoon.
- Extended safe room to Noesis HQ. This includes the parking garage, and basement to map 1.
- Various minor tweaks.
MAP 2
- Changed theme to evening.
- Reduced map size by removing parking garage and basement.
- Updated navigation mesh.
- Opened up flow in second half of Noesis building. This opens the map up for the horde, and allows lots of sniper spots for infected team.
- Changed crescendo event to mini-finale. Now once you fire the cannon, it begins a finale where your goal is to get to the safe room ASAP similar to Forsaken.
- Redesigned the ledge area in the admin building. It was cool to pull survivors down as a smoker, however it turned out to just be an exploit.
- Various and numerous tweaks.
- Added ONE auto-shotgun :P
MAP 3
- Made radio room more open, now it is much harder to hold up in there!
- fixed the nav mesh.
KNOWN ISSUES
- Map 1 isn't HDR compiled. Version 5.1 will fix this. I decided to upload as it is right now so people could give me feedback on this major update.
- Map 3 has an air conditioner a little too high on the roof of the radio building. You can see through a small portion of it.
01/18/10
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No revision notes have been added by the developer.
"Fort Noesis" is a highly polished 3 map campaign for Valve's hit video game, Left 4 Dead. Featuring both Cooperative and Versus game modes. "Fort Noesis" is currently released as an open beta.
challenging
Cons:in 2nd map ai-bots sometimes get stuck in saferoom
Conclusion:very nice map, which is pretty good playable with bots. 2nd map very challenging. altho the final map is on the other hand way to easy. u can just stand on the other side of the heli platform and the horde comes only from the wooden bridge.
Im getting a problem with this map everytime i do changelevel l4d_noe1.bsp i always spawn underneath the map any ideas ??????
-well designed
-good lighting
-so many bug
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unplayable
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Cons:------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Conclusion:------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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+Short quick campaign
+Good Mazes
+Items found off the regular path
+Great use of music
+Great scare moments
+Awesome use of multiflooring. The offices that have a hole in the middle in the same area on each floor is an awesome idea. Value needs to take notice to this idea.
-Starting cut scene the sky changes color from light grey to dark grey. The camera seems shaky like a robot. (I made sure no background progams were running, and I played single player offline too. Just to make sure.)
-Bill became stuck at beginning of 2nd map
-Even when the door is closed, bots will not get in elevator at the end of the 2nd map.
-New Voice add on needs to be louder and clearer. Took a long time to figure out that we had to run to the safe room or fight the never ending hord after firing the big gun.
-Lower background at finale needs more work and detail. It's just all black.
-Needs to have a viariety of weapons. (This could be because the campaign is short).
The offices with the hole in the center of the floor is great for a smoker pull. Putting more powerful weapons scattered in each would force the survivors to go inside. This is a very good custom map. It just needs a few tweaks.
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There were several bugs, only one of which seriously interupted the gameplay. When you enter the saferoom at the end of the second map (Very good idea, using an elevator as a saferoom, by the way), the Bots refuse to enter. At one point, all three were in the saferoom, but when I closed the door, they had opened it again before the level ended. At this point, unlike the person 5 comments down who waited for the Bots to cooperate, I turned the cheats on, dropped the Bots dead, and ended the level myself. At the start of the next level, I used the cheats again to restore the Bots to their previous conditions. Then, while waiting for the Heli, I noticed 2 bugs. One, both tanks spawned in the area beneath the entrance to the finale event, then both dropped dead without a fight, and Two, when I went to the Heli, I confirmed the 4th bug stated by the person 5 comments down.