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Dead Series

Author: CriticBloueGame: L4D2Add-On: CampaignMaps: 4/4
member9.3 critic9.3 Co-op map for co-op play Versus map for versus play
Map1
4/4 Maps Available
  • - Desperate HouseWay
  • - ColdstairCase
  • - SmallEvill
  • - Band of Rushers
Campaign Status: 100% Complete
09/09/13
=========

VERSION 5 (Final)


Map1)

- Made the moon dynamic (now setting in the horizon).

- Added searchlights on the high building in the horizon.

- Added 3 first aid kit in the back of some parked trucks in Coop only.

- Moved the smoking fire place to near the house.

- Enlarged the front courtyard.

- Added a chainsaw outside the house to ease the bell event (the one in the tree-house as been removed).

- Inverted locations of the hunting rifle and the pump shotgun.

- Made it easier to toggle the lights of all stove-hoods.

- You can now pick up the gnome (you will need him to activate the secret buttons).

- Added a rescue closet in the house.

- The bell is now in a different room (changed path for better flow).

- Added a lattice texture under the vines to make the escape path more obvious.

- Added doors to the cellar entrance instead of planks to break.

- The back gate is now blocked (go around it).

- Replaced some big rocks by 2 houses.

- Added a secret button which spice things up in Coop, find it ! (Gnome Required;)

- Added more saferoom hints throughout the map.

- The area behind the train is now larger for infecteds.

- Blocked a few props as infected were unable to see survivors standing on them.

- Added a huge brush around the house to prevent shortcuts exploit in coop only.

- Widened the river area for better visibility/direction.

- Removed the Witch from the woods (she was too confusing).

- Changed lanterns and directional hints location (now less confusing).

- The path is now blocked by a fallen tree (climb the tree-house).

- The tree-house as been reworked (textures and brush alignment/optimization).

- Replaces the chainsaw with the military sniper in the tree-house.

- Replaced the 50cal gun by the L4D1 minigun.

- Added a lantern in the train tunnel has a visual hint.

- Cliped the pipes and wagons to ease navigation in the tunnel.

- Changed some saferoom visuals.

- Fixed the infinite versus weapons (T1) in saferoom.

- Changed the location of some weapons, ammo and items inside the saferoom.

- Updated navigation meshes.

- More details.



Map2)

- Removed the plank we had to break to go through the tunnel in Versus only.

- Added a secret button which spice things up in Coop, find it ! ;)

- Fixed the text when setting up the dynamites (it was inverted).

- Deleted an infected ladder.

- Removed the forced tank spawn and made the forced witch spawn wandering around the farm.

- Tanks and witches can now spawn randomly around the farm area (adding to the forced witch spawn).

- Created a dynamic path (the conveyor can now be blocked, if yes then the barrier is open to cross a corn field).

- Changed the location of the point of no return (done by a broken barrier, now also from the manure conveyor if chosen).

- Added a couple infected ladders.

- Made the weapon near the abandoned mobile home available in Versus as well.

- Removed the irrigation prop that was blocking the path under the manure conveyor.

- The first dynamite (within the fridge) is now on the other side of the abandoned mobile home.

- The second dynamite stick have now 2 different randomized locations even in versus ;)

- Brightened the barn with a more natural light.

- Added a directional light in the barn to make the ladder more obvious.

- Increased the fade on all overlays for optimization.

- Changed the Well geometry/animation (thx to Bunny).

- The dynamite explosion is now facing the other side (180° turn).

- Updated the caves texture with a "wet/bumpy" effect (added a normal.vtf file).

- Added a "danger" overlay near the deadly hole trap near the first fireflies.

- Flooded the caves a little more.

- Added a skeleton and a First Aid Kit in the caves, thx to "The Surgeon" (L4D2 YAMA Campaign) for the speleologist hard hat.

- Blocked a path in the caves (Go around it).

- Moved a few fireflies lights in the caves.

- Changed the location of the first point of no return in the caves.

- Added an infected ladder at the last point of no return in the caves.

- All ceilings are now higher (except for the canteen floor).

- Added an overlay on many walls saying "surface access" to make it more obvious that we're in some secret underground facilities.

- Shouldn't be able to hang on top of the elevator shaft ladder anymore.

- Shouldn't be able to pass on top of the shelves blocking the stairs anymore.

- Shortened the vent passage.

- Added a directional light near the safe room.

- Updated navigation meshes.

- More details.


Map3)

- Modified the environment lighting (should be more natural).

- Added a few more health kits throughout the map.

- Fixed the glitchy doors texture in staircase.

- The metal detector alarm can now be disabled if triggered by pressing the keyboard.

- Added a survivors ladder in the warehouse to come back if needed.

- Moved the garage ammo pile to near the giant tree outside.

- Added a rescue closet in the toilet outhouse.

- Added searchlights on the high building.

- Made the navigation easier around the fallen barricade near the big black building.

- Added an infected ladder on one of those same barricades.

- Created a dynamic path : the second door of the old saferoom can sometimes be closed, if open, then the side street is blocked by a foodcart.

- Made the auto-shotgun in the cop car trunk spawn also in Coop.

- Lowered a displacement in the skybox that was hiding the background city.

- Fixed a non solid wall near the crashed airplane (thx to argeon).

- Reworked some lights, sounds and glitchy geometry in the foundry.

- Added a few arrows overlays on the floor for better direction.

- Changed all foundry cranes geometry (thx to Bunny).

- Fixed the non-stop glowing button if it was not pressed after crossing the fire pit (stops glowing when reaching the crane).

- Changed the foundry buttons hint texts.

- A tank will now spawn in Coop along with the horde if the second foundry button is not pressed in time.

- Created a dynamic path : the road can sometimes be closed, if it's open the side street is blocked by a gate.

- Added a secret button which spice things up in Coop, find it ! ;)

- Inverted the way the metal guardshack's door opens.

- Made the ammo pile in the wooden guardshack available also in coop.

- Added a melle weapon in the wooden guardshack.

- Turned off the directional pick-up headlights near the crane for optimization (it was not very visible anyway).

- Removed a police barrier (under the bridge) and moved a police car.

- Removed a car that allowed to cross a low wall (use pallets on the other side).

- Made the crane lever glow red for a better visibility.

- Added a lit traffic barrel near the crane (removed the flare).

- Hid another gnome Chompski somewhere near the containers pile (find a way to it).

- Now the horde will stop when the saferoom has gone down (except if a player is still on the crane or the crane's ladder).

- Created a dynamic path : only one ladder is randomly climbable to reach the highway.

- Added 3 infected ladders and some pallets near the end saferoom to get back on the road faster.

- Cliped some areas under the bridge to prevent from getting stuck.

- Fixed the saferoom rarely not going all the way down (also removed all adrenaline shoots inside).

- Infecteds will now be killed if they go near the moving saferoom.

- Deleted dozens of unneeded props (objects) for optimization.

- Updated navigation meshes.

- More details.


Map4)

- Modified the environment lighting (should be more natural).

- Created a dynamic path : the first bridge can sometimes be blocked by a bus (jump on the mattresses below)

- Added a secret button which spice things up in Coop, find it ! ;)

- Made the falling cement truck not hittable by tanks in versus anymore.

- Added some infected ladders around the building in construction.

- Fixed the unbreakable gas station metal doors.

- You can now start the van even if some players are still in the sewers (fixing an exploit that could break the finale).

- The finale now starts 3 seconds earlier.

- Shouldn't be able to shoot the piano through the warehouse wall anymore.

- Added a light above the warehouse entry door for better direction.

- Adjusted some clips and lights in the warehouse.

- Moved the laser upgrade to under the stairs nearby.

- Moved the road block a little further and adjusted it.

- The first tank now spawns when jumping down a new point of no return created by a broken stair case in the cathedral (Should fix the non-spawning tank).

- Moved the axe on the balcony to a tree below.

- Moved the ammo pile and items 1 storey lower.

- Closed 2 pathways of the cathedral ground floor entrances to make it harder.

- Added an item spawn in the warehouse and in the truck near the church.

- Moved the medical tent a bit.

- Removed the foliage hedge in front of the cemetary.

- Punched a hole in the church wall to facilitate the exit.

- Moved the wedding witch a little to the side (should be harder to startle her when exiting the church by the hole).

- Updated navigation meshes.

- More details.


Overall)

- Added the foundry as a survival map. (coming soon in a separate VPK)

- There is now a slightly longer period of time between hordes spawns for all crescendo event.

- Made all dynamic paths disabled in versus except for the rock in map1 and the manure conveyor map 2 (giving more choices to players).

- All dynamic paths blockers have now a 50/50 chance to spawn instead of ~70/30.

- Added glowing sprites to all fires throughout the campaign for a more realistic lighting.



10/27/11
=========

Map1)

- Optimization work : removed fliking street lights; reduced some models fade; etc

- NAV changes/improvements.

- Added directionnal speech for the survivors.

- Added a car park in front of the house.

- Added a mattress below the balcony that allows jumping down without taking damage.

- Made it impossible to shoot the bell or the witch through the kid's bedroom walls.

- Removed L4D1 survivors since the "surprise effect" is gone since we can play them on L4D2.

- Made it possible to climb the wagon and use the machine gun in coop mode.

- Made the safe room smaller.

- More details.



Map2)

- Optimization work : aligned world geometry; greatly reduced number of trees, bushes and grass; etc

- NAV changes/improvements.

- Added a survival/scavenge event in the well area.

- Moved the wandering witch to inside the barn, she's not wandering anymore.

- Added a trigger_push in the water (where survivors fall) that makes it easier/faster to get out of the water.

- Can't hang on the edge above the water anymore.

- Removed ammo pile in the cave.

- Moved the boss floor a couple of levels higher.

- The map is now shorter, the rest is on map3.

- More details.


Map3)

- Optimization work : aligned world geometry; reduced number of trees, bushes and grass; etc

- NAV changes/improvements.

- Removed crescendo event at the metal detector but can still start a panic event
if you go through it before pressing the keyboard.

- Made the old safe room breached.

- Removed storage building.

- Made it clearer on where to go in the foundry.

- Removed panic event of the foundry but reduced the time to cross it from 2 minutes to 1 minute
and an alarm will sound before the fire starts again if you don't stop it completely.

- Changed the end of the map completely (after the foundry parking), added a survival style event.

- More details.


Map4)

- Changed the map completely.

- Added the storage building from map3 and the conference center from the old version 1 that was in map2.


Overall)

- Added the old finale river as a SURVIVAL MAP.

05/20/11
=========

Map1)

- Optimization work : Reduced "FarZcliplane" (draw distance of the map) ; added occluders ; aligned world geometry ; etc

- NAV changes/improvements.

- added details to 3d skybox (trees, river and mountains)

- Repaired script (No random tank or witch should spawn)

- more details...



Map2)

- Optimization work : Reduced "FarZcliplane" (draw distance of the map) ; aligned/reduced world geometry ; etc

- NAV changes/improvements. (Reduced "escape route" by "merging areas")

- The plank in the well is now "not_solid", spit should go right throught it.

- Versus Tank is now spawning after the lab to pressure players from behind, that would incite them to rush.

- Flattened/highened the cave bottom (where survivors fall) that makes it easier/faster to get out of the water.

- Made the skull glow longer in the water in versus mode.


Map3)

- Optimization work : Reduced "FarZcliplane" (draw distance of the map) ; aligned/reduced world geometry ; etc

- NAV changes/improvements.

- Added details to the 3d skybox (foundry, buildings, floor)


Map4)

- Optimization work : Reduced "FarZcliplane" (draw distance of the map) ; etc

- NAV changes/improvements.

- Changed church inside texture.

- Made hole in the church bigger (makes it easier to pass throught)

- Changed escape vehicle because the APC outro crashed the game.

- Added details to the ending aera.


OverAll)

Greatly reduced the size of the VPK by reducing the "nav_view_distance" , the number of props/brush and env_cubemaps.

03/17/11
=========

Map1)

- Removed ALL planks we had to break to stop the alarm BUT
the crescendo event now starts from ground floor and
we need to go around the first and second floor to make it longer.

- Removed ALL random Tanks and Witches (Only Forced Spawned witches are still there)

- TreeHouse and playground is now in the woods on map1.

- Added L4D1 Survivors on Co-op mode near the Saferoom, they tell us where to go.

- Saferoom is now in the train tunnel.

- The traintracks now go on a straight line we can see part of the map2 and the foundry behind it.

- Reduced number of defibs and added T1 weapons before/during crescendo event.

- Optimization work : Reduced general and props distance of view for better FPS ; etc...

- Reduced the boundaries on the grey rocks in the water (Thx to Bunny)

- NAV changes/improvements.

- Some visual/decoration changes and work on detail (removed barbwires, added fireflies etc...)



Map2)

- Changed all the beggining and the ending of the map.

- Reduced number of floors (On the long annoying staircase ;)

- Made the well bigger/deepper.

- Remade all NAV. (Bots now follow well in the well ;)

- Removed elevator event.

- Crescedo event at the end of the map (Rush to the Saferoom with a dynamic path on coop only)

- Added a dead horse in the farm (Thx to Bunny for transforming a cow)

- Added foundry in 3DSkyBox (Thx to Bunny for the reduced Stacks)


Map3)

- Made it more obvious on where to go in the foundry.

- Remade all NAV.

- Inverted pile of bodies, now bigger and in front of the foundry, added flies sound around it

- Added new foundry sign (Thx to me and bioshock for the texture and Bunny for the 3D)

- Remade 3DSkybox with reduced PowerTowers and Trafficjam Props (Thx to Bunny)


Map4)

- Added the Cathedral instead of the farm (farm is now in map2).

- Added Catholic School instead of the treeHouse
(Treehouse is now in map1 along with L4D1 survivors)


OverAll)

- Changed music on all maps.

- Compiled all maps in full HD settings.

12/15/10
=========

Dead Series Public release.
09/09/2013 Version: 5.0 (final) Size: 102.44MB File: deadseries.vpk Downloads: 466,292 Views: 601,522

4 Survivors escaped and stole a hummer in the military base in wich they were subjects of experiments...
As they began to distinguish the city on the horizon, they stumbled across a pile-up blocking the road...
Determined to reach a probable evacuation facility, they all agree to continue those last miles on foot...
They will have to fight through rural, industrial and urban locations to escape from this apocalypse...


Claustrophobia

Claustrophobia (AKA, The Sewer) is a converted Half-Life 2 mod made by me. This campaign features se...

campaign
399 Comments and 109 Reviews
Bloue CriticBloue Posted 1 week ago

You're welcome garekman and thank you for this great review !
About the Tanks, I think you were unlucky because one can spawn randomly in map 2 around the farm, one in map 3 when you reach the surface and one passed the foundry, also you can choose to spawn a Tank in the foundry by not turning off the gas in time.

If you like a challenge with Tanks you can activate a secret button on each maps which spawns 6 Tanks (so 24 tanks + 2 in the finale + 2 possible random ones = 28 TANKS ! ;)
PS : You will need to carry the Gnome throughout the campaign the use the secret buttons (another Gnome is hidden in map 3 though, I'll post a video about all that "soon"...)

Author

Wow, that's a lot of little details! I must try all that! That would make the campaign perfect! Great job indeed! I'll give it a look soon. Alas, I don't have enough time nor energy to beat the full campaign these days, but I'm eager to play it again! Thanks!

1 week ago
garekman garekman Posted 2 weeks ago
Pros:

-Four long maps
-Challenging
-Very original
-Very well desgined
-Very nice settings
-Very detailed
-Scattered resources

Cons:

-Very long maps (-0.2)
-Few Tanks (-0.3)
-Tanks in the finale too easy (-0.5)

Conclusion:

Overall it's an excelent campaign, and it will stay in my collection as one of my favorites. Stil, there are a few issues that stands between this maps and perfection. While the long maps makes for interesting and intense playthroughs, these are very long maps and while it is still "easily" doable (all my reviews are done on advanced) it keeps me from completely enjoying the maps.

Also, the lack of Tanks is a bit disappointing. Only twice I have faced the Tanks. The first one in the third map, and the second one in the finale. And both were far too easy. Maybe a few more Tanks across the maps and the Tanks in the finale spawning a bit closer to the survivors would make it better.

Nevertheless, a completely recommended add-on. Great job, Bloue, congratulations for this great campaign, and thank you!

9.0
Comment Appreciated by Developer! Report
Bloue CriticBloue Posted 3 weeks ago

Hi patriot1, thank you for your constructive review but I'd like to clear a few things for my defense, you mentioned many times how constent the hordes are but I let the director choose by itself without scripting anything except for events, maybe you played on a modded server? Secondly I made sure you can't find ammo all over the place like it should be in a real zombie apocalypse (use more secondary weapons) ... thirdly I deleted the forced tank on level 2 (still can't randomly spawn only near the farm though) and also can randomly spawn on level 3 after you reached the surface (except in and around the foundry where you can choose to let the forced tank spawn by not turning off the gas in time) finally you can find a silenced uzi in the kitchen, a pumpshotgun under the stairs of the second floor and a hunting rifle in jukebox room in level 1... Thx, have fun !

Author
patriot1 patriot1 Posted 4 weeks ago
Pros:

- visually stunning campaign
- well made and interesting
- interactive ways to continue forward(dynamite, gas, etc.)
- hints
- very detailed maps

Cons:

- perma hordes. its not difficult or challenging its just annoying (-1). I can`t enjoy your work while constantly fighting the horde. I usually play on advanced. This i played on normal and got perma hordes literally all the time. It is really frustrating especially when you play for the first time.
- Perma hordes make finale exhausting and annoying. Second tank near chopper is a bit too much. I barely made it after the hordes and the first tank, and no i am not noob. (-1)
- Hard to find ammo pile or weapons in the first two levels. Its dark so a few red flares would be nice.
- I saw no tanks on level 2 and 3
-no tier one shotguns or even uzi during first level. I just had pistols, melee or silenced. (-0,5)

Conclusion:

Its a well made campaign that needs finishing touches. As i stated above when i tried it i had perma hordes all the time. The director has also the tendency to spam specials. The longest duration i had without incoming attack was 2 min(ii am not using any mods or scripts). All this refrains the willingness of the player to explore the environment

7.5
Comment Appreciated by Developer! Report
dstone2004 dstone2004 Posted 4 weeks ago

Comment Appreciated by Developer! Too bad you're not making a new campaign for L4D2, Dead Series was very creative.
I never had the patience to create maps or mods for games, too much detail.
How long did it take you to make the Dead Series campaign???

I doubt there will be a L4D3. It's been over 4 years since L4D2 came out.
Also like someone wrote in another thread, Valve doesn't like the number 3.

Thanks for making the Dead Series campaign, I'm sure many current and new players will enjoy playing it for many years.

Well, creating a full campaign from scratch on his own without knowing anything about mapping takes a long time indeed !
Fortunatly, I was lucky enough to meet passionate people who didn't mind to spend many hours of their time giving me advice through steam (combined with internet tutorials)...
So if I had to guess how many hours I spent overall, I would say around 1k for the first iteration, then 3k more to make it the mastterpiece it is today ;D
As for L4D3 I meant "Any game coming on Source 2.0" because if I had to work on another project, I might as well wait for some new exciting stuff that will give more fun to many of us !

4 weeks ago
Author
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Dead Series garekman garekman Posted 2 weeks ago
Pros:

-Four long maps
-Challenging
-Very original
-Very well desgined
-Very nice settings
-Very detailed
-Scattered resources

Cons:

-Very long maps (-0.2)
-Few Tanks (-0.3)
-Tanks in the finale too easy (-0.5)

Conclusion:

Overall it's an excelent campaign, and it will stay in my collection as one of my favorites. Stil, there are a few issues that stands between this maps and perfection. While the long maps makes for interesting and intense playthroughs, these are very long maps and while it is still "easily" doable (all my reviews are done on advanced) it keeps me from completely enjoying the maps.

Also, the lack of Tanks is a bit disappointing. Only twice I have faced the Tanks. The first one in the third map, and the second one in the finale. And both were far too easy. Maybe a few more Tanks across the maps and the Tanks in the finale spawning a bit closer to the survivors would make it better.

Nevertheless, a completely recommended add-on. Great job, Bloue, congratulations for this great campaign, and thank you!

9.0
Dead Series
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