Heaven Can Wait II
- - AirCrash
- - RiverMotel
- - OutSkirts
- - CityHall
- - BombShelter
=========
Version 13 - FINAL
=========
AirCrash:
- Added new area inside farm house
- Nav optimization, no more areas where survivors bots can't go
- Added SMG after airplane crash
- More infected ladders
- Increased chance to come Tanks and Witches during map
- More car color variety
RiverMotel:
- Remake of motel area
- Added alternative path to the cave
- Added bride witch
- Remake of area after cemetery
- More infected ladders
- Random car colors
- Random weapons and items spawn
OutSkirts:
- Fine-tuned parking onslaught event
- Remake of gas station
- Added area to infected spawn in second floor of building in center of map
- Nav optimization
- More infected ladders
- Random weapons and items spawn
CityHall:
- Fixed bug where survivors bots go to train rail before grade is open
- More detail to City Hall area
- More infected ladders
- Nav optimization
- Random weapons and items spawn
BombShelter:
- More detail
- Removed useless fog to increase fps
- Nav optimization
01/20/11
=========
Version 12
=========
- Test building, not public
10/10/10
=========
Version 11
=========
Main changes:
- Removed L4D1 Zoey model, it makes Zoey invisible in No Mercy and The Sacrifice
- Nav optimization
- Skybox works with shaders on low
- Added 3D Skyboxes to maps AirCrash and RiverMotel to try avoid HOM effect for some players with Nvidia video cards
- More detail
- Implemented some The Sacrifice features
9/26/10
=========
Version 10
=========
Main change:
- Fixed glitch with bots in City Hall escape train.
09/24/10
=========
Version 9
=========
Main changes:
- Fine-tuned panic events to do maps AirCrash and RiverMotel not too hard, making it more similar to L4D1 version
- More detail and sound effects
- Added wandering witch
- City Hall doors was redone to make it more realistic
- Redid finale area to avoid survivors camping
- Added rainstorm in last map
- Performance optimization in some areas
- Nav optimization
09/15/10
=========
Version 8
=========
In this version some HCW versus version improvents are implemented.
Main changes:
- Panic event optimization, no more server lags when too many zombies appear simultaneously.
- Versus mode optimization, more infected ladders and block to areas where infected shouldn't go.
- Nav improvements
- More detail
- Missing texture fixing
- And other things
Version 7
=========
Testing version, not public.
Version 6
=========
All maps:
- Adjustment for last Valve update, campaign file size is smaller.
- Fixed item spawn between safe rooms.
- Item spawn adjustment.
- More signalization.
- First two rural maps now have Swamp Fever music theme while last three urban ones have The Parish theme.
AirCrash:
- Fixed infected spawning during campaign intro.
RiverMotel:
- Fixed missing texture at gas station.
CityHall:
- Book in secret passage now glows.
BombShelter:
- Changed some annoying ambient sounds.
08/16/10
=========
Version 5
---------------------------
All maps:
- Better cinematic effects.
- Improved detail.
- Added more melee and upgrade ammo.
- Added default infected population.
- Added survivors dialogs.
AirCrash:
- Got rid from missing car texture.
RiverMotel:
- Blocked access to areas that shouldn't survivors to get in.
OutSkirts:
- Nothing.
CityHall:
- Nothing.
BombShelter:
- Rearranged items in saferoom to finally force weapons and medkits to spawn (tested extensively).
- Removed tier 1 weapons after the fence (use gas cans and propanes for your advantage).
08/12/10
=========
Version 4
----------------------------
AirCrash:
- Nothing.
RiverMotel:
- Fixed missing textures.
OutSkirts:
- Fixed OutSkirts car parking lighting on the cars.
- Blocked access to area that shouldn't survivors to get in.
CityHall:
- Fixed missing textures.
BombShelter:
- Fixed missing textures.
08/10/10
=========
Version 3
----------------------------
All maps:
- Nav optimization, no more zombies spawning just behind you or in places that you just kill one before. Bots now crounch to pass airplane wing, zombies are more smart, etc.
- Added hints in panic events and important areas. Players need to go Options -> Multiplayer and enable Game Instructor to see it.
- Fixed versus score.
AirCrash:
- Added intro camera in start
RiverMotel:
- Fixed a inaccessible infected ladder
OutSkirts:
- Fixed problem with survivors spawn outside saferoom.
- Added a jukebox to bar.
- Fixed missing textures.
CityHall:
- Nothing
BombShelter
- Replaced sandbag material for other native in L4D2.
- Now weapons always spawn in safe room. Added tier 1 weapons after the finale fence in case someone is in low ammo.
08/05/10
=========
Version 2
-----------------------------
All maps:
- All ambient sounds changed to fit better L4D1 version intended atmosphere.
AirCrash:
- Fixed "floating" dead body.
- Replaced taxi car without glasses with something more visual pleasant.
RiverMotel:
- Changed "Danger" sign near river to "Don't feed the alligators", hoping people don't try to jump on water to continue on map.
- Added mudman common-uncommon infected near river location.
OutSkirts:
- Fixed problem with survivors spawning outside safe room.
CityHall:
- Fixed building missing texture near City Hall entrance.
BombShelter:
- Fixed finale survivor death bug.
- Added missing sandbags files to try resolve texture problem near finale minigun.
08/03/10
=========
Version 1
-----------------------------
Initial release.
First of all I'd like to thank Rombikon for trust me giving your amazing work for conversion, without him nothing would be possible. I'd like too to thank my friend Unk for tips at initial Hammer manipulation, my friend Gajofra for making a great campaign poster, ilcannibal DeadCity author for answer my questions and Don King 2 evil eyes author for your great support to fix problems with versus score and tips to improve the campaign. I would like too to thank my friends from "Survivors of the Dead" Steam group for coop mode testing.
Original L4D1 version authors profiles in l4dmaps:
Rombikon:
http://www.l4dmaps.com/profile.php?id=210&user=Rombikon
AGRESSOR:
http://www.l4dmaps.com/profile.php?id=1145&user=AGRESSOR
Left 4 Dead Wiki page:
http://left4dead.wikia.com/wiki/Heaven_Can_Wait_II
After surviving an air crash, the survivors turn out to be in most epicenter of the contamination. The Military has already left all attempts to rescue survivors in the region.
Environments: Farmland / Rural, City / Urban, Military / Outpost
After surviving an air crash, the survivors turn out to be in most epicenter of the contamination. T...
campaignAfter surviving an air crash, the survivors turn out to be in most epicenter of the contamination. T...
campaignThe rain in the finale fits very well
Original and well constructed events
Well detailed, especially the motel
Fair amount of tanks
Decent bot navigation for a long campaign
No real big bugs
Some alleys can get you lost on the 3rd map
Finale has too little supplies
Some areas feel isolated
Some confusing layouts
Good above standard campaign, nothing really that special other than good mapping and nice 'flow' with the areas.
• Various Locations are Pretty Good
• Fairly Good Events
• Cool Layout
• Fairly Detailed
• Good Map Structure
• Interesting Weather
• Some areas feels dreary
• Boring Finale
• Trolled by the Log Bridge
Campaign is a little fun and has pretty good structures, although it feels tedious at times and doesn't seem to give out a good impression.
- Awesome poster
- Dialogue in the beginning
- Detailed
- Decent bot navigation
- Events are perfectly placed
- Plenty of places to explore
- Not unique, doesn't stand out
- Confusing layout on most levels
- Finale is lacking many supplies such as medkits
- Need more guiding arrows on maps 3 and 4
Decent campaign with potential but it's lacking directions
======= In general =======
+ Very good AI navigation.
+ Interesting ideas.
+ L4D2 version.
+ Survivor dialogue at the beginning.
+ Stormy weather chosen as the finale's setting.
+ Great map layout.
+ Challenging through and through.
+ Enough Tanks.
+ Good atmosphere.
======= Map 1 =======
- Some Specials were spawning behind fences next to the highway.
===================
======= Map 2 =======
- Glicthy ladder for AI mates.
===================
======= Map 3 =======
- Garage contained far too many car alarms.
===================
======= Map 4 =======
- Finding one's way can be very confusing.
- Only found one or two medkits.
===================
======= Map 5 =======
- Not enough supplies.
- Sometimes AI navigation seems to be bad.
- Very difficult without enough supplies.
===================
Nice campaign, but there are still things than need to be, and can be fixed. As the Pros say, good NAVs, concepts and layout. Good one!
-Honestly great map layouts. It felt like I was exploring the whole place on foot pretty well.
-The bridge breaking was cool.
-I like how little is given on direction we need to go. I like to explore, makes the game feel more like a zombie apocolypse. Who would take their time drawing arrows? No one.
-One of the tanks threw a dead body of another tank at me. Was so funny and confusing.
-It started out hard and kept getting harder.
-Bots and stupid people make this map impossible
Conclusion:I honestly loved the map design on a technical level. Final part was actually hard with minimal supplies unlike every other map which makes it pointlessly easy.











-Honestly great map layouts. It felt like I was exploring the whole place on foot pretty well.
Cons:-The bridge breaking was cool.
-I like how little is given on direction we need to go. I like to explore, makes the game feel more like a zombie apocolypse. Who would take their time drawing arrows? No one.
-One of the tanks threw a dead body of another tank at me. Was so funny and confusing.
-It started out hard and kept getting harder.
-Bots and stupid people make this map impossible
Conclusion:I honestly loved the map design on a technical level. Final part was actually hard with minimal supplies unlike every other map which makes it pointlessly easy.