Die Screaming II
- - Yards
- - Going Up
- - Rooftops
- - Train
- - Finale
- - Forage Survival
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- Fixed map 4 train breakable doors
- Fixed versus score bug in finale
- Added more items in second map new area
Version 3 - 05/21/11
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- Added more detail
- Added one more floor to second map building, just before saferoom
- Fixed breakable wall closed area portal in second map
- Special ammo is more accessible
- Added missing german radio model in third map
- Finale saferoom is inacessible now
- Finale escape vehicle glows to ease survivors localization
Version 2 - 03/25/11
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- Fixed crash bug on finale map
- Fixed missing generator model in Train map
Version 1
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-Test build, not public
This campaign is using some amazing custom textures found in TopHATTwaffle's RealWorld Texures pack. You can find it and support author work here: http://www.tophattwaffle.com
It's L4D1 port of Die Screaming campaign and Forage survival. Special thanks to Trunten for keeping this project alive, Ernst aka "Doctor" Vienna Calling author for fix finale crash bug, Soup Toaster and RabidMonkey for give me permission, AlexB for thumbnail and TopHATTwaffle for custom textures.
Tagged: co-op, versus, survival
Environments: City / Urban, Remakes / Ports
1.0 release of a five map campaign that aims to deliver the same solid experience of Valves official...
campaign• Detailed
• Decent Atmosphere
• Interesting Map Layout and Design
• Some Areas Feel Freakishly Dreary and Repetitive
• Barely Any Ammo Cache
• Bots Can't Go Down Hole Properly [Map 3]
• Poor Ammo Cache Location [Finale]
• Uninteresting Finale
• Radio... >_>
I guess it was okay and partially enjoyable. Most of the time I feel down since it doesn't provide much impression except the 5th Map.
This was a port of a L4D1 campaign - as such it was never intended to be fancy.
However, we still tried to liven it up a bit from changing the subway train event.
Originally, it was supposed to be similar to Valve style/quality.
Map 1 was meant to be short... no shorter than first maps from Valve's campaigns.
Same regarding the intro... they're meant to be only a few seconds usually.
Going down those floors with the holes and the fire pit...
Drop from the objects hanging over the ledges... don't jump... the fire can be avoided.
As for a tank during any events... that's just bad luck from the Director.
Finale radio dialogue is a known bug.
I think we manually added finale radio speech before Valve finished their ports, so, it conflicts.
finale is unexpectedLy hard at advanced difficulty
that's fleshbyTer's real face by the way. apparentLy it's hard to communicate with someone carrying infected brains and a'tank' tongue.
- Nice poster
- Easy to follow
- Detailed
- Decent bot navigation
- Have to conserve ammo
- Scattered supplies
- Challenging
- Pointless, boring intro
- Map 1 is too short
- Tank + horde is too difficult in map 4's event
- Finale's radio's voices double over each other
Decent campaign with a few issues but nothing major.
• Detailed
• Decent Atmosphere
• Interesting Map Layout and Design
• Some Areas Feel Freakishly Dreary and Repetitive
• Barely Any Ammo Cache
• Bots Can't Go Down Hole Properly [Map 3]
• Poor Ammo Cache Location [Finale]
• Uninteresting Finale
• Radio... >_>
I guess it was okay and partially enjoyable. Most of the time I feel down since it doesn't provide much impression except the 5th Map.











says the video does not excist, someone should replay it and upload the video here. thanks for the effort.