Dark Blood 2
- - tanker
- - engine
- - platform
- - extraction
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BETA PUBLIC VERSION 2
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added vgui picture missing
Map l4d2_darkblood01_tanker update
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> fixed the bad vpk issue on versus mode.
> fxed infected ladder
> added weapons
> fixed difficulty script of panic event
> fixed bad nav mesh
> fixed bad texturing contenair door
Map l4d2_darkblood02_engine update
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> fixed the bad vpk issue on versus mode
> fixed exploit pipe on machin room
> fixed fog control on tank room
> fixed ladder hole blocking the infected special at times on tank room.
> added infected ladder
> added or moved weapons and items
> fixed difficulty script of panic event 1 and 2
> fixed bad nav mesh
> added crates to the last jump before the saferoom for 0 damage jump
Map l4d2_darkblood03_platform update
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> fixed the bad vpk issue on versus mode
> added or moved weapons and items
> fixed the bots problems on special elevator escape route
> fixed bad nav mesh
> global optimization
Map l4d2_darkblood04_extraction update
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> fixed the bad vpk issue on versus mode.
> fixed exploit to collect all the gascan before starting final event
> added or moved weapons and items
> fixed bad nav mesh
> global optimization
06/03/10
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No revision notes have been added by the developer.
The survivors drifted at sea and a tankership seems deserted. But it's filled with infected.
The survivors must try to restart the tankership motor, if they want to join the oil plateform where a helicopter was heading.
version of Dark Blood for left4dead 2
have fun.
Personally, all that needs to be fixed in this is the finale.
I don't think a scavenge finale was the way to go to end of this otherwise exciting and fun to play campaign.
A collected sigh resonated through the players mics when we came to see the count come up above our heads and the abrupt event begun.
Scavenge is a separate gamemode for a reason, and while I don't think merging the modes is a bad thing, but to do it the same way as the Valve campaigns and the other custom campaigns is the wrong way of incorporating it into a full fledged versus campaign.
Would really like to see this campaign revisited by the author, if only just to retouch the finale.
- The map design is as excellent as it was on L4D1, and the addition of daytime for the latter 2 maps gives a much better sense of pace and progress than in L4D1.
- Finale is well suited to a scavenge conversion, but...
- Finale is just ridiculously difficult. I normally play on advanced with one other friend, and we had no serious problems in maps 1-3, the difficulty felt balanced and good for advanced mode, but the finale just wiped us every time. We started to expect a dodgy server, but only you can tell me - is there meant to be such ongoing spawning behaviour? I saw two hunters at once frequently, and the SI just kept spawning in almost as if it was survival mode. Not only that but the utter lack of warning at the start of the finale almost garuntees your failure first time. At least give (if possible, I'm not sure how scavenge finales are made) a good 20-30 seconds before commons start spawning so the players can get a handle of the area. I also recommend trying to lure the player towards the area with kits and supplies first. I didn't discover this area until about my 5th attempt, after I realised the cans on the 2nd floor of the building should probably be done first as they're in a fiddley position. Upon seeking them out I was like "Oh, there ARE supplies after all". You need something to lure players to always enter this area first, or else you'll get many a ragequit at the seemingly impossible odds you've set up. Let the chosen difficulty decide how hard the finale is. If the SI spawning behaviour is your doing, there's no need for it. It just frustrates and confuses since players are used to the behaviour given in the official campaigns. If you want to make a "Hardcore" map, that's fine, but you should advertise it as such and not save it JUST for the finale. As said, I normally play advanced, but to finish the finale I had to switch down to not normal, but EASY. That's too damn hard.
Conclusion:This is an excellent campaign and definately worth playing, though right now I find it easier to recommend the Left 4 Dead 1 version. I'm giving this only a 65. It would be a 90, but the finale just really drags it down. If you rebalance the finale in the future I most certainly would re-rate it.
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Beautiful level design
Adequate power-ups
Some non-linear alternative routes through maps
Finale sucked!
Way too many Panic Events!
I had high hopes for this when I saw the first map. Then the Panic set in...and again...and again. Panic events are good. This campaign is too much of a good thing. In addition, having constant panic and multiple moving witches, and multiple tanks is just ridiculous. I look forward to playing this again once it has been seriously rebalanced.
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Nice design of the map
Nice loading image
Player names match the position of characters on the poster when loading(too many custom campaigns cannot do it)
Too much panic event and the duration of it is too long, thus so many time I cannot go through it with my friends when we are playing in advanced level or above
The finale may be too difficult for newbies
The 1st aid appears in one chapter cannot be taken
Challenging map
The intro is fantastic,atmosphere is good in 1st chapter
The track for the survivors can make it a bit longer but not just adding most panic events
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It's well put together
Cons:Very confusing maps. We got stuck a lot.
INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES. INFINITE ZOMBIES.
This map would be playable if it didn't have INFINITE ZOMBIES.
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Really Nice MAP!Very Nice Details! can i ask how you create Fire and that part with forklif? thanks for answer :)