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Tour of Terror

Author: CriticnovalinGame: L4D2Add-On: CampaignMaps: 5/5
member9.5 critic9.4 Co-op map for co-op play Survival map for survival mode Versus map for versus play
Poster by Matt Waggle
5/5 Maps Available
  • - eu01_residential
  • - eu02_castle
  • - eu03_oldtown
  • - eu04_freeway
  • - eu05_train
Campaign Status: 100% Complete
11/25/11
=========

note: version 5.3 and 5.4 were skipped (local test builds)

- Poster: added new widescreen poster

- Level 1 - put pills inside of glass statue case
- Level 1 - added some cubemaps to park area
- Level 1 - minor detail tweaks
- Level 2 - minor detail tweaks
- Level 3 - cleaned up nav at boxes
- Level 4 - swapped out armored truck to fix dynamic bug
- Level 4 - added light at airplane to guide players
- Level 4 - Removed 2D buildings from 3D skybox
- Level 5 - Removed 2D buildings from 3D skybox
- Level 5 - radio hint should now turn off properly
- Level 5 - cubemap improvements to office building
- Level 5 - fixed broken ladder


10/03/11
=========

*****FIXES/UPDATES*****
=========================

+Poster+
------------------
- Order of survivor names now match placement in poster


++CAMPAIGN++
------------------
Level 1
- added details: lights, crosswalks, sparks, smoke, fire, clutter, cable lines, flies
- added light to sewer to help guide players
- removed broken shot from bar
- radios should now stop playing music when broken

Level 2
- added details: flies, stains, steam, wires, bodies, ivy, lamps, flags, sparks, bushes, trash
- nav improvements
- gate event: removed a molly
- gate event: added more gate SFX
- weapons: added a 3rd weapon template for more randomness
- weapons: placed some guns on top of grates for visibility
- weapons: hunting rifle will now sometimes be a military sniper rifle
- weapons: made 1 chainsaw harder to find

Level 3
- added details: ivy, crosswalk, rubble, crates, wood, plants
- removed explosive barrel
- fixed newspaper prop that wasn't appearing
- fixed a versus wrongway prop

Level 4
- added details: smoke, steam, sparks, bodies, paintings, cars, lamps, trees
- nav upgraded for better zombie flow (more zombies)
- lift event: more zombies
- lift event: hint no longer triggers early

Level 5
- added details: roaches, lamps, trees
- added plane fly by
- undead no longer get stuck behind gate

09/13/11
=========

Level 01
- added hanging lights and trees around park

Level 02
- fixed Coach not talking bug
- slightly lowered max infected in gate event script

Level 03
- added breakable walls to prevent infected from getting trapped behind event barricade
- fixed a couple infected ladders
- refreshed AK spawn
- made explosive spawn more random
- small adjustments to event/post-event script

Level 04
- added more directional info at fallen plane

Level 05
- added some radio dialog (incomplete)
- nav improvements
- added a few minor details


08/27/11
=========

*****FIXES/UPDATES*****
=========================

++VERSUS++
------------------

Added Versus mode!!!



++CAMPAIGN++
------------------

Level 01
- weapons: swapped sniper rifles out for shotguns
- weapons: swapped tier 1 gun in park for pills
- cubemap/seam improvements
- added some angry zombies
- fixed "zombie landshark" bug
- more undead ladders

Level 02
- weapons: change spawn count from 1 to unlimited on all tier 2 weapons
- weapons: made upgrades more random
- weapons: added grenade launcher
- weapons: added magnum
- weapons: added m16 to sewers
- weapons: added random item spawn to sewers: pills, pipe, or M60
- weapons: ending safe room: changed tier 2 to tier 1
- can now play the piano
- more zombies during event
- more undead ladders

Level 03
- weapons: starting safe room: changed tier 2 to tier 1
- weapons: added 2 random grenade launcher spawns
- added random pill and shot after event
- more undead ladders

Level 04
- removed inappropriate survivor dialogue
- improved lighting in subway
- 12 more zombie ladders
- added some angry zombies
- 2 more car alarms
- added barbwire to building after ariel lift to make clipping more logical
- more undead ladders

Level 05
- added player clip to train signal to prevent camping
- more undead ladders

06/21/11
=========

++CAMPAIGN++
------------------

Level 01
- added more details
- additional guns
- added European music to a few rooms
- 2 additional zombie rooms
- infected can climb up the elevator shaft
- optimization
- cleaned up nav around holes
- moved some items around

Level 02
- added more details
- added European music to cafe
- added ladder to area near gate event to prevent players from getting stuck
- fixed missing painting texture in cafe
- cubemap improvements
- nav improvements

Level 03
- toned down special infected a little at event and after event
- added warning about extra special infected after event
- reduced maximum common infected at event by about 8%
- added rescue closet after event
- made guns more obvious at fallen truck
- removed inappropriate survivor dialogue
- fixed super bright plant

Level 04
- redid the crane/dumpster event
- nav improvements
- removed inappropriate survivor dialogue
- added a more details

Level 05
- fixed a bug that sometimes spawn a survivor in a black room
- added custom music for the credits
- added rooftop access with new details
- more zombie + human ladders
- revised item placement
- removed the extra tanks
- zombies now chase train during escape
- nav improvements

05/01/11
=========

*****FIXES/UPDATES*****
=========================

++CAMPAIGN++
------------------

Level 01
- more details
- added survivor dialog

Level 02
- gate event: improved flow of zombies
- gate event: zombies don't pile up behind gate anymore
- increased far z clip plane (draw distance)
- added survivor dialog

Level 03
- estate event: 2 new paths for zombies, nav improvements, more zombie spawn points
- added details to estate backyard
- clipped off access to the tops of umbrellas
- more details
- added survivor dialog

Level 04
- added hint that points to door event shut off switch
- added magnum to starting saferoom
- more street & subway details
- laser sight spawn may sometimes be ammo upgrades now
- added a few more pill spawn points
- swapped freeway tank spawn for a charger
- made arrow pointing to office building more noticable
- added survivor dialog

Level 05
- zombies now come up the stair blockade
- added hints: radio & train
- added magnum
- additional details
- added survivor dialog


++SURVIVAL++
------------------
Freeway
- NEW survival level added!

Courtyard
- clipped off access to the tops of umbrellas

03/19/11
=========

++CAMPAIGN++
------------------

Level 01
- extra details in hostel (starting building)
- extra details in hotel (ending building)

Level 02
- difficulty: more zombies
- extra prop details, tents, and junk
- minor overlay fixes

Level 03
- estate event: angle mounted gun more downward
- estate event: added fireaxe
- estate event: added pills
- estate event: added light above barricade
- difficulty: extra special infected now only appear from the estate event onward

Level 04
- alarm door event: now have to turn off alarm far away
- alarm door event: added melee weapons before door
- difficulty: removed 1 of 2 freeway tanks
- difficulty: removed extra special infected
- difficulty: added 2 pill bottles to freeway

03/13/11
=========

++CAMPAIGN++
------------------

Level 01
- disabled tank & witch spawns
- created a non-traditional starting door
- more detail on main street
- nav improvements

Level 02
- added rescue closet to sewer
- can now walk over cage pile in tower
- cubemaps at center tower (exterior) for better visuals
- more bodies, junk, etc.

Level 03
- more special infected and zombies spotted! (script added)
- event: vine ladder at estate is for zombies only now
- event: changed climb up spot at estate and cleaned up nav
- event: extended estate tower spawn so mobs will appear more frequently
- event: mixed in additional special infected
- fixed/replaced missing painting texture in library

Level 04
- more special infected and zombies spotted! (script added)
- adjusted tank mini-event
- crane event: added glow to dumpster button
- nav clean-up throughout: connections, ladders, mobs, etc.
- added rescue/item pen on freeway
- cleaned up collision at airplane climb to freeway
- more static and physic vehicles, junk, bodies, etc.
- made collision under plane wing more logical

Level 05
- finale: swapped rescue trains for easier to get in train types
- finale: made train faster

<><><><><><><><><><><><>


++SURVIVAL++
------------------

Park
- cleaned up nav at hummers
- cleaned up collision and nav in and around park
- minor visual upgrades

Courtyard
- moved one of the ammo piles to prevent easy camping

02/27/11
=========

Added 2 more survival maps!
+ park (from lvl 01)
+ courtyard (from lvl 03)

02/22/11
=========

Survival mode added: castle survival

more survival maps and campaign update coming soon

01/29/11
=========

*FIXES/UPDATES*

Level 01
- music plays now
- enemies no longer attack survivors in starting room
- intro anim icon is no longer visible

Level 02
- zombie attacks from sewer drains
- more directional information

Level 03
- made event more challenging
- fixed missing painting texture
- nav improvements in library

Level 04
- more cubemaps
- fixed "disco" bug (tested on 2 machines with highest shader settings...please let me know if you see it)
- fixed missing rubar textures
- fixed suicidal tanks and moved both to bridge
- fixed 2 broken newspaper models so they will appear

Level 05
- made finale more challenging: added additional uncommon + tanks, less cedar, more police, more construction


*KNOWN ISSUES/FUTURE UPDATES*
Level 01 - tank in starting building is too hard, non-traditional starting door
Level 02 - N/A
Level 03 - make ladder obvious at estate or remove it
Level 04 - AI is bad at crane, better crane info, ceda tents on freeway?, make dumpster event challenging
Level 05 - train is slow, finale need directional info (audio), safe room is quickly shown when you win
Universal - more details/junk/bodies, hordes busting through walls/ceilings, Euro music
Other - versus mode, survival mode

01/26/11
=========

*FIXES/UPDATES*

Level 01
- added uncommon infected (UCI)
- added 2nd pistol to starting room
- added more directional information
- starting area is 'less' hectic with mobs
- added auto crouch and cleaned up collision at scafold windows
- cleaned up player collision at top level stairwell
- changed music from default setting to The Passing

Level 02
- added uncommon infected (UCI)
- added collision to 2nd gate to prevent tank from commiting suicide
- added new sewer path to prevent ledge hanging issue and blocked off old ladder path
- changed music from default setting to The Passing

Level 03
- added uncommon infected (UCI)
- added auto crouch at kitchen window bridge
- added more directional information
- added more ambient clutter (trash/bodies/etc)
- changed music from default setting to The Passing

Level 04
- added uncommon infected (UCI)
- fixed "disco lights"
- added more cars
- added undead ladders to parking area/alarm door event
- added freeway nav connections for zombies at broken building
- moved 1 of the 2 freeway tanks to prevent suicides
- added more directional arrows
- removed that scavange gas can
- turned top floor office lantern collision off
- changed music from default setting to DeadLight

Level 05
- added uncommon infected (UCI)
- additional zombie ladders + nav connections added to finale bridges + overhang
- improved visuals of train busting through 2nd wall
- changed music from default setting to The Passing


*KNOWN ISSUES/FUTURE UPDATES*
Level 01 - tank in starting building is too hard, intro anim icon is visible
Level 02 - more direction info, zombies coming out of horde only drains in sewer
Level 03 - event could be harder, 1 painting texture is white in library
Level 04 - rubar is misssing textures, AI is bad at crane, better crane info
Level 05 - finale train is slow, finale need directional info (audio), finale challenge/diversity update
universal - more details/junk/bodies, hordes busting through walls/ceilings

01/23/11
=========

CHANGES/FIXES
- fixed installer
- fixed missing textures
- fixed transition from level 3 to 4

KNOWN ISSUES
- level 01 - tank in starting building might be too difficult
- level 01 - make starting area "safe"
- level 02 - players sometimes hang from ledge at sewer ladder
- level 04 - AI teammates path poorly at crane event
- level 04 - a player reports getting stuck between crane and wall when near floor

FEEDBACK
Please take this optional survey to help make this campaign better and better: http://goo.gl/ETvvJ

01/21/11
=========

Known issues:
- level 02 - players sometimes hang from ledge at ladder in sewer
- level 04 - AI teammates don't get on to the tower crane consistently
- front-end - add-on selection lists campaign as Deadline 2
- lots of custom textures are missing
- checkerboard cubemap bug

Please take the optional survey after playing the campaign to submit your feedback:
http://goo.gl/ETvvJ

11/25/2011 Version: 5.5 (final) Size: 216.75MB File: tourofterror.vpk Downloads: 990,342 Views: 1,132,099

View my complete portfolio, read my blog, and link to my Twitter @ dangerforce dot com

Escape Eastern Europe!
* Turn Game Instructor on to see important HUD messages

Credits
LEVEL DESIGN & MAPS Brian Riggsbee
POSTER Matt Waggle
ADDITIONAL TEXTURES Brian Riggsbee, Drew Chiaro, Matt Waggle, Arthur Klein
PROMOTIONAL VIDEOS Brian Riggsbee
MUSIC Valentino - Ponekad


Tagged: co-op, survival, Versus, Europe, L4D2, Castle, Freeway, Courtyard, Train, novalin

Environments: City / Urban, Village / Towns, Historic / Landmarks

1089 Comments and 135 Reviews
novalin Criticnovalin Posted 2 weeks ago

Sorry to hear about the tank issues. The thing is that I have play tested my levels hundreds of times and, with the exception of a few times on the finale, haven't run into that before. I don't actually specify where tanks spawn since the director does that so in that sense it is out of my control. I hope it didn't ruin the experience too much.

btw, I giggled a little when I saw PRO: not super challenging and CON: was a little easy.

Thanks for the review.

Author
consp1racy consp1racy Posted 2 weeks ago
Pros:

-fun
-not super challenging
-played out nicely with the encounters
-nice variety of locations from small to big

Cons:

-every tank encounter, the tank was stuck and did nothing
-was a little easy
-slightly disappointed by the encounters being broken

Conclusion:

with some fixes of some sort this will be an amazing campaign. nice job!

7.5
Report
D3zolatorZ D3zolatorZ Posted 3 weeks ago

This comment has been removed by the developer.

pearlsforariana pearlsforariana Posted 3 weeks ago

Comment Appreciated by Developer! does this work on the first 1?

Comment Appreciated by Developer! nope

3 weeks ago

sorry, no

3 weeks ago
Author

It would have been even better if it was.

2 weeks ago
novalin Criticnovalin Posted 3 weeks ago

As this campaign nears 1 million DLs I'm thinking of ways to celebrate. Maybe I can host some kind of giveaway contest on my blog? Any ideas?

Author
Videos for Tour of TerrorNext
Recent reviews for Tour of Terror.
Tour of Terror consp1racy consp1racy Posted 2 weeks ago
Pros:

-fun
-not super challenging
-played out nicely with the encounters
-nice variety of locations from small to big

Cons:

-every tank encounter, the tank was stuck and did nothing
-was a little easy
-slightly disappointed by the encounters being broken

Conclusion:

with some fixes of some sort this will be an amazing campaign. nice job!

7.5
Tour of Terror
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