DeadCity Campaign
- - River Side
- - Back Alley
- - Draw Bridge
- - Water Plant
- - Subway Station
** Release Notes - 10/07/09 (VPK 11 - Final)
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* Special Notes (all Maps)
- New Vpk System (update)
- increased map sizes (2MB/ea)
- File Size Included
* vpk: 325MB
* WinZip: 141MB
* WinRar: 117MB
- new updated details
- rebuilded map nav file
- random hordes (co-op only)
1. Riverside City
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- No Information
2. Back Alley
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- added extra tank only walls
- Fixed bad areaportals
- increased fps rate
3. Draw Bridge
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- 2nd alarm car
- added tank only walls
- bridge addition changes
* random med pack
* extra pipes & molo's
* extra ammo
4. Water Plant
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- reduce time for mega hordes
- random lag spots fixed
- rebuilt water plant
- added explosive biotanks
- added explosive chemical barrels
5. Subway Station
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- detail sub station (ticket machines)
- extra details
- subway tracks will hurt when finale is activated
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** Release Notes - 09/29/09 (VPK 10 - Final)
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* Special Notes (all Maps)
- increased map sizes (2MB/ea)
- new updated details
- rebuilded map nav file
1. Riverside City
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- Repair movie intro bug (train stops)
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** Release Notes - 09/09/09 (VPK 9)
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* Special Notes (all Maps)
- reduce map sizes
- coop & versus all same map
- rebuilded map nav file
- 3d Skybox (fog background fixed)
- 2 to 3 weeks for final update
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** Release Notes - 09/03/09 (VPK 8)
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* Special Notes (all Maps)
- reduce map sizes
- rebuilt sound script
- rebuilded map nav file
- removed medpacks for versus at checkpoint
- brighten all safe rooms
- HDR Compiled
- more updates will be available
1. Riverside City
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- add color too center cars
- elevator will crush
2. Back Alley
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- 2nd alarm car
- added infected walls
3. Draw Bridge
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- rebuilded map nav file
- add more details to movie screen location
- oil truck fire fixed
- block end of bridge by saferoom
- add random med pack on bridge
4. Water Plant
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- reduce time for mega hordes
- random lag spots fixed
- rebuilt water plant
- added explosive biotanks
5. Subway Station
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- none
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** Release Notes - 08/22/09 (VPK 7)
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* Special Notes (all Maps)
- maps 1 - 3 have auto horde panics
- rebuilt sound script
- health packs removed at checkpoint
- HDR Compiled
- more updates will be available
1. Riverside City
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- fixed map intro
- subway details
- train is in the intro
- detail the snall tunnel areas
- more features added
2. Back Alley
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- added infected walls
- added new police barricade
- added barricade in garage
- more features added
3. Draw Bridge
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- rebuilded map nav file
- add more details
- bridge will hurt if you stand on while closing
4. Water Plant
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- none
5. Subway Station
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- detail sub station (ticket machines)
- subway details
- subway tracks will hurt when finale is activated
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** Release Notes - 08/16/09 (VPK6)
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* Special Notes (all Maps)
- FPS Improvement
- re-build all nav files
- No Random Director Panics
- Created 5th & 6th Map
- SkyBox Update
- rebuilt sound script
- more updates will be available
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** Release Notes - 07/27/09 (VPK5)
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* Special Notes (all Maps)
- HDR Compiled
3. Plant: (DeadCity)
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- Non HDR Compiled
- Improved FPS
Kill plenty of zombies starting in RiverSide (city) then battling through the Back Alleys, over a Draw Bridge, at a Water Plant and during the escape at the Subway Station.
What does this bring thats new to the table? Its just citys subways and darkness another no mercy clone
Challenging
A lot of items hidden around the maps
Some nice props
Most maps get two tanks
Interesting finale activator and vehicle
Overall well balanced for advanced
Very long
Design is nothing exceptional, most locations are rather empty
Extremely redundant, all the places look like the ones before
Every panic event is either a switch that opens a gate or an elevator
The gates open way too slowly. For most of them we just had to wait, 'cause no zombies were coming either way
Bots fry themselves on the metro tracks
The final map is a bit too long
Very long
When my friend and I finally hit the rescue vehicle after 2 hours on Advanced, my feelings toward this map were a mixed bag. I loved the relentlessness of the constant hordes coming (5083 total zombies killed) and I had a lot of fun, but when I wasn't fighting zombies it was rather boring.
I'm not saying you shouldn't try it, just keep in mind it might leave you a bitter taste that you can't describe. I know it did it to me.
Stunning visual
VERY challenging
Nice environment
Too long (Took me nearly 2 hour to complete it on advanced difficuty)
Too many random swarms of infected. There were >5000 infected killed in 1.8 hour..(>2000 by myself)
Lack of ammo is a common occurence.
Tanks occur twice a map, together with swarms of infected.
Some areas are repetitive, feel like walking over and over again on the same place.
nevertheless, it is still a decent campaign and the visual may still surprise you, if you get a moment.
Stunning Visuals
Challenging
Intricate pathways
Oncoming hordes
Well thought out
Lack of Ammo toward end of campaign (Makes it too hard for expert)
Too many Mototovs and Pipebombs (Makes it too easy for normal)
Great map, keep up the good work.
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Stunning Visuals
Challenging
Intricate pathways
Oncoming hordes
Well thought out
Lack of Ammo toward end of campaign (Makes it too hard for expert)
Too many Mototovs and Pipebombs (Makes it too easy for normal)
Great map, keep up the good work.
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Left 4 Dead Polls
Awesome design
Cons:Lengthy
Finale was epic,rescued by train
The bridge was really a good idea
Way to much hordes
Conclusion:Too many crescendo events
Bots sometime don't get in the train,Louis fell of the track and got overrunned by the incoming rescue train...Rest in PIECES
Had fun,worth playing