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A sound mod consisting of over 100 different sounds for the bloodsucker, just extract the addon to your addons folder! Thanks to 'Splinks' in converting to vpk and stuff. I recommend to use this sound mod with Splinks' mod: Bloodsucker V2 OR V1. Extract to addons! This changes smoker sounds+music
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L4D2 Death toilet funny moments
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Bloodsucker sounds
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Realistic Urban environment
Alternative routes
Puzzle solving:
- Difficult and time consuming
- Harder ones can be avoided
Use of keys and other function
Great 'traps' such as the tanks at the start and the digger/tractor thing on map 3.
Great scripted events
Attention to detail
Interesting crescendo events
Good weapon spawns
A few secrets
Randomized crane puzzle
Well optimized
Custom weapons
Alternative events
Re-playable
Good bot NAV
Map 1: Water puzzle was quite time consuming in completing - the purge took forever and it made it difficult to precisely remember the correct cog wheel/valve
Don't understand the point of the ladders which push you off
Overly Repetitive environment
Map 2: The unfortunate luck of having the route blocked and off; causing you to dangerously hop over a variety of small vents - this would be impossible to do with red health - let alone the difficulty of it at green health.
The puzzle seems to be set out weird - personally I don't think it's clear enough - as I tried to satisfy the inequality firstly; then just tried to make it equal the values yet it still caused the building to explode
Building explosion is easily survivable (Not sure if intended - but this is quite useful)
Tank got stuck in bus
The explosives puzzle can be bypassed by jumping from a window onto the bus.
Map 3: A bit tedious if you get lost at the gascan search part
I really loved the tractor event - but it is a shame if your entire team dies once your so far up the map. (Although I still loved this event)
A bit confusing on where to go when you crash the train
The crescendo event was a pain! It takes a very long time to shut down the event.
Confusing on what to do in final area
All: I got stuck in several places along with infected not being able to reach me in some areas
This campaign is great for a beta and incorporates some fantastic ideas; especially these challenging puzzles and other great trinkets. I am really looking forward to your completed campaign.
Extremely atmospheric
Beautiful scenery
The fog density and distance is pretty much identical to silent hill
Challenging gameplay
Interesting cut-scenes
Great use of lighting
Good attention to detail
Use of custom skins + models
Use of custom sounds
Lots of Silent Hill nostalgia
Having to look for supplies
Using the flashlight and turning it off caused some graphical error - a gray circle appeared and disappeared(occurred for about a second - but happened many times) - (This only occurred to me - looking into it but have not found a fix yet)
Map 1: AI is quite stupid at the start - they won't enter the first 'saferoom' against tank; sometimes they just open the door and stand there; letting the tank come in.
Map 2: First part focuses on a lot of back tracking - becomes extremely tedious due to the difficulty of this map and the amount of times restarts can occur.
The darkness mixed with the fuzzy/static screen area made the view distance to pretty much a few centi-metres - extremely difficult to navigate in those locations.
Could use one more ammo stack somewhere in the middle - even if it was hidden to be found - I ran out of ammo very easily when the second tier weapons did not spawn.
The cliff! One of us always fell down - kind of a problem on our part - but it was difficult to tell whether or not there was a cliff or not the next meter in front - I think putting a simple arrow on the floor or even a prop (such as a police barrier) near that area can just remind you to not go further - whilst still keeping the danger of there being a cliff. (just a suggestion)
SI would spawn behind locked doors - meaning you would not be attacked by as many SI
Map 3: Way too many supplies - encountered about 20 medkits - felt too easy; quite a bipolar map compared to your others. I think even if you halved the medkit amount the map would still be quite fair to play.
Map 4: The scene with Zoey; although interesting, seemed quite 'buggy' with the animations.
Bots had poor NAV at final tank fight - just hid under the stairs and got beaten.
This campaign is coming out very well and the detail with it is better than any other campaign I have played. The cons were not enough to ruin the experience although were a bit of a disturbance throughout the playthrough. Also, I really enjoy the atmosphere this campaign presents. Also, great to see that you were able to actually make quite an atmospheric campaign within such a limited engine.
A working campaign
Custom enemies
Custom weapons
Easter eggs
Beautiful terrain
Great differentiation of landscapes
Geometry
Use of 'mallet' to take down final boss + specific items
Fair amount of supplies
Link as Gnome
Custom music
Great cut-scenes
Great scripted events
Lava
Replayable
Pretty much everything expected of a great campaign
LAG - specifically map 3 and map 5 made it too tedious
Map 4 had a lot of stopping and restarting (very difficult)
Map 5: picking up the mallet in the room with the destruction of the sculpture causes the game to crash
I liked the boss battles - but the final one felt simple - sort of like "Whack a mole"
Bad bot NAV on ladders
Sometimes endless hordes on map 2 - sometimes not
Needs hints enabled in order to be efficient
I would be lying if I said I found this campaign to be annoying and tedious at times - but just the vast amount of content and effort put into this campaign really minimizes the cons. What generally stops this from earning a 10 is the optimization on map 3 + 5 (could still be a bit better even if the source engine is mediocre) and the map 'bugs' and 'crashes' need to be fixed.
Another unique take on Rimrooks' system.
Gas-cans play a vital role
Good structure of the map - making it have a believable 'Base/Facility' structure
A simple to play let's build game - allowing us to play on expert with ease; but... ->
Ending cut-scene
Useful barricade positions
Good use of 50.Cal positions
Decent lighting
Good indicators for where to go and when the helicopter is ready, players know exactly where to go and what to do
Decent game-play
Gas-can stacks which are not unlimited
Re-playable
Finally no lag on a let's build map
No survivor dialogue or Ambient sound to add a bit of atmosphere
Extremely easy no matter what difficulty, I like that there was no lag due to the small hordes - but there was just a lack of tanks and SI - (I only encountered 2 tanks and about a few SI - Either the spawns need to be increased for that or the NAV needs to be fixed so they get to us)
The map is not fully utilized - it would be nice if we had to go for gas-cans throughout the entire map.
The over-all experience was quick, there was just no sense of challenge nor enough time being spent playing the map.
Bots don't pick up ammo stack
A bit of bad NAV from regular human bots as well.
This is another really good let's build map - I find the only thing 'bad' about this is the easy and quick game-time. This needs a bit of a difficulty buff as I/(we) found it too easy. Also, the fact that I rarely saw SI and Tanks makes me think that their NAV is either a bit messed up or their spawns must be buffed. Hopefully you will take this into account as apart from that, there is nothing really wrong with this map. Also, I felt that most of the map was not used because there was a bit of an 'over-abundance of gas-cans, it would be nice if we had to move around the map a bit more somehow.
Fun to play and has elements of CS:S Surfing
3 tracks to slide on, each has some difficulty to finish
Infected spawn in the ground so it does not get boring
The use of the music button is good in case you do not/want to listen whilst riding the course.
Good use of the medical station
Good with friends
Easy to get back on and retry
A fully function able map
A lot of your own ideas made it very fun as well
v.2 Firework podium
More professional with the texts by the buttons
Map does not look very attractive
No poster
Make arrows indicating which way to go through the water
Had to use my sourcemod server to be able to turn on godmode so we did not die on the centre part of the slides.
Quite easy after a while
Missing textures
Bots are still quite stupid
So I returned to this map and got version 2 working - just a little update from my stingy 7.5 - this is in-fact a fun unique map.
Great Geometry
Appealing visuals
Great expansion on Rimrooks' system with new technology tables
Good use of music
Good use of the blue lighting
Low gravity
Fair game-play
Re-playable
Appealing skybox
Large map that works well with the Let's build idea
Bots pickup ammo + lasers
The construction stops when the rocket is ready
The Barricade level 3 system does not seem to work very well - Zombies are still able to maneuver past obstacles
The automatic doors are a bit poorly designed - They will open and close if you are trying to get in but common infected are around it.
The Rocket cut-scene did not work in online mode, we had to all commit suicide in order for it to load (only works first time in single player)
Whilst working on the rocket ship - you can glitch and you are no longer able to move. (Must be killed and revived)
Some of the buildings outside had nothing in them - making them useless - maybe add some things into them to make them interesting to explore
Lag due to too many zombies after 10 minutes
Spaceship interior does not like much of a spaceship
I managed to crash this time at the end as well, although I set my page-pool memory a bit higher so that could be the cause. Still something to look into though.
This is a fantastic map and I had great fun - we replayed it a few times due to the unique game-play and in order to explore around the map. It has been refined and improved to make it more playable and entertaining however there are still a few issues which are quite annoying. Otherwise, this map has a strong chance of making it into the top 3 in the competition
Great atmosphere
Nice building structures
Map 2 Scare scenes
Good NAV
Good lighting
Good scripted events
Chatbox idea
Randomized scare scripts
Fun Finale
Fair supplies
Replayable
Good crescendo events in map 1
Map 1:
Very linear
Map 2:
Excessive horde usage
No sense of direction
Ladder is not a ladder
Lag
Map 3:
Should have used a 'Dawn' skybox
Finale was difficult
No glowing radio
Difficult to reach the helicopter on the other side
Spots were tanks have difficulty reaching
No build up to finale
A fun campaign and a really good job for a first - certainly re-playable but has many 'simple' mistakes which can be fixed up in order to make the campaign far more enjoyable.
Finally re-writing this:
Amazing and improved game play
Many Natural disasters which differ greatly in their style
Atmosphere via excellent lighting and music
Custom music and perfect finale
Balanced game play
Natural disasters cause damage
Optimized
Unique ideas
Great crescendo events
Real-time physics destruction
New added area
Excellent bot NAV
Good supply limit
Ammo in the tent
Non-Linear
Replayable
Name in the credits :-)
Laggy finale
'Cheesy' ending
(No points deducted for that)
Finale had a generally bad layout - it was difficult to have a good spot to camp in.
Light was over-powering at times
A bit too cinematic throughout the campaign
Didn't get to see much of the fire-tornado
It's an excellent map and have proven to show vast expansion since your BETA map design with a lot of response to cons and a lot of added extra input that has made this map better than ever imagined.
Fun concept and has a good re-playability
Custom "monsters"
Very well themed
Teleportation
Different ghost speeds - accurate to pacman
Nostalgia
Good texturing
Fair gameplay
Fair weaponry
Custom music
Bots are poor at dodging ghosts
Only one spot which can provide a 'gold' medal
Would be interesting if the white circles on the floor were 3d - rather than bland 2d.
Bad monster spawns at start of round
Although there were ghosts - no unique gameplay elements
Certainly a fun map and is quite re-playable, however it lacks in bringing anything interesting game-play wise.
Your port:
A ported version of my favorite campaign
All the traps and main features ported perfectly
Map 1 is fully function-able
You have fixed several annoying bugs
L4D2 Weapons in map 1
Campaign in general:
Awesome traps
Fun yet balanced game-play (most of the time)
Good crescendo events and tank/witch spawns
Fun concept
It's a classic
Your port:
Apart from the safe room in map 1; there are no new l4d2 items.
Lag in large crescendo events seems to be worse (maybe needs more optimization)
Lack of ammo in map 1
Still glitches not fixed from the previous campaign (Missing textures (invisible triangles) in the floor.
Purple and black textures on the finale map.
Too bright at the start
Campaign in general:
Missing textures
Bad textures for walls
Unpleasant lag in map 1
You can be attacked by infected in the saferoom
The finale vehicle is an enormous let-down.
This still stands as my favorite campaign ever despite the low score. I hope you can fix some of the issues I've highlighted in the cons and make it a port that is not just a bland copy n' paste. Also, if you do decide to personalize the campaign, then my only massive gripe is with the disappointing finale escape. Otherwise, great campaign!
Questionable ethics 2
More well thought out puzzles and traps
New style of puzzles
Generally balanced
Gas cans to access armories
Good balance of supplies and weapons
Good interior design
Under construction effect
Some puzzles from the original campaign
Map 2 + 1 fan blades were a very amusing yet challenging scenario to face.
Good NAV
Good crescendo events
Original
Falling vehicle event
Map 1: When going down the first massive elevator, if you stay at the sides of the room, you get pulled through the wall and glitched through a wall (causing to restart map or go bot)
Map 2: Difficulty greatly increased
I was beginning to feel the over abundance of grenade launcher puzzles
Map 3: Felt a bit bland in some areas (even for a clean-cut style campaign)
A lot of easy areas to incap - kill yourself.
Map 4: EXTREMELY tedious, spent 2 hours doing this and one hour on the other 4 maps.
A lot of relentless running about
Puzzles were very slow until the point of the falling cars (Much slower pace compared to QE1)
Bad tank spawns
Bridge lowering was bugged due to one zombie walking on it.
Map 5: Bland ending
The general design of your campaign has certainly improved from your first one and a great deal of effort with that. My only major con was that it felt very tedious and slow, the over abundance of grenade launcher puzzles and non "lethal" traps/puzzles (except map 1 ending, 2 start and falling vehicles) did not really live up to your original campaign. Its a great continuation but in my opinion I preferred the first one.
Interesting scenery
Nice textures and animations for magma flow
Amazing volcanic eruption
Unique sound usage
The more dangerous event (Floor exploding) happened first, meaning if everyone died you only had to restart the first minute of the map
Good lava flow speed.
Nice effects
Starting cut scene
Good prop layout
Good interior design
Good scripted events (Bridge collapse)
Fair supply amount
Bots had descent NAV
Outdoor and indoor combat
I would have enjoyed the magma flow event more if it was even longer.
The map is generally short.
Bots can easily walk into the magma.
Bots do not pick up weapons in finale.
Very linear
Generic map layout after the magma event (Until the finale)
It seemed strange that when taking the elevator up, you went back down were surely it would be submerged by lava (The lava event could've been continued here or travel across rooftops)
Bots failed to get into helicopter
Good flowing map with a great natural disaster. It was a shame we did not see more of it as it would have been made into a much more unique and exciting map. Either way good job, I still had a lot of fun and replayed it a few times for the sole purpose of messing around with the lava.
Great campaign
Follows Resident evil quite accurately
Puzzles
Long
Good atmosphere
Good weapon placements
Functionable elevators
Good deal of supplies
Custom skins
Amusing moments
Had an intro for every map
Custom sounds
Custom textures and models
The AI cam help to direct which way to go
Balanced gameplay mostly
Map 1: Interesting introduction to your campaign series
Scripted events occur
Map 2: Different than the ordinary safe-room start
Appealing map look
Detailed interior
Cut-scenes
Good tank placements usually
Map 3: Mainly puzzle based
Infected in test-tubes
Good interior design
Fire does damage
Had a good flow and fast-paced
Map 4: Hospital excellently designed
Very good elevator
Dog cut-scene
Boat event
Easier than the others, felt a lot more relaxing
Witch burning room
Map 5 + 6: A lot of exploration
Many puzzles to solve
Supplies scattered very nicely
Good functioning elevator
Map 7 - finale: Many tank spawns
Massive maps
Excellent finale
Many tanks
Finale was simple if you chose the correct spot to camp in
Good outro
Theres a few spots where you can see outside of the map
Some puzzles are extremely difficult if you have no R:E experience
AI of the bots were a bit to overpowering, sometimes they would not bother reviving you but continue the campaign on their own
Apart from the puzzles, the campaign did not present any unique game-play styles / map styles until the end.
Zombie sounds need rebuilding sound cache
Map 1: Intro was too long for my liking
Map 2: Tank spawn in the sewer outside of the water was bad as tank could not fight you.
Map 3: Easy to forget about something
Map 4: Bots liked to go solo
Map 5+6: Easy to get lost
The map look began degrading here, not as good as the previous ones.
Skybox was quite bad
Map 7 - finale: Got a bit boring due to the map size
Easy to get lost and a lot of back tracking
Too many tanks (Not the finale)
Finale: Bad frame rate
Not enough weapon supplies near the helicopter
Very difficult fighting the tanks, very easy surviving afterwards.
Damn, this took long to play and long to write. I think you did a great job making this and it never felt bland or too boring. You have improved greatly in your map making and it was a great experience. Though your campaign had a lot of issues in each map which caused me not to be fully immersed or found some maps to be too difficult. A great attempt at trying to remake a game, but could have been executed a bit better due to some of the annoying cons. Although, this is still a great job.
Favorite map designer is back
Space Jockeys
Great space effect
Big head is back again
Easter egg gnomes
Custom textures
More bosses than ever
Fair scattering of supplies
Very creative map design
Very creative boss design
3 map campaign, making it simpler.
Improved bird boss compared to your first map
Continues the story
Scripted events
Excellent intro and outro
Enormous map design
Fast paced and action packed
Good NAV
Balanced tank fights
Lower lag than previous maps
Bosses have a lot more interesting fighting techniques
No glitch areas
Had several laughs with friends
A repayable campaign along with all your others
Good particle effects
Working stat board
Me in the credits?!?!?
Not a lot of melee weapons
No sniper rifles
Did not notice any M60's - grenade launchers
Some areas (such as inside the small ufo with supplies can have a high fps drop)
Still a bit laggy
Did not use to many interesting trinkets from your previous maps (A lot of supply cabinets, wall crusher from Mob stadium)
Skybox was a bit mediocre
Some bosses had poor movement animations
It's an almost perfect campaign and defiantly one of my personal favorites. You have improved a lot in every aspect in your mapping and very glad that you continue the boss theme in your maps. The cons did not bother me to much (Though snipers would be useful and a pleasant skybox would be good) However this is an astounding job. My only concern is that this is the final chapter. I hope you do not stop creating these unique campaigns as they are quite superior.
Something fresh apart from those generic Call of duty and Battlefield sounds.
Applied sounds for not only shots, but reload.
Some sounds had a powerful and fluent punch to them, better than the Valve sounds (Especially the Uzi)
Pistols have the same sound - good if you are using a mod which have the same style of pistol.
No need to rebuild sound cache.
Some weapon sounds improved (Shotguns, normal pistols are more powerful and sniper sounds are better)
Deagle has an unoriginal sound (No points deducted for that) but, when shooting the gun it makes a high pitched blip sound.
AK47 seems to have a loud echo compared to the other guns.
An uneven balance between weapons with bullet drop sounds and other weapons did not have the bullet drop sound. A bit strange when switching between weapons.
Auto shotgun sounds like default l4d2 gun sound but with a higher pitch, also sound is still a bit low quality.
Some sounds were better before (No points deducted as I am using a bit of each version and it is also personal opinion )
This has improved a bit, could go for some tweaks to make it sound better for those who do not want to fiddle around with vpk's. However, good job either way and am now finally using a custom sound mod that is worth keeping (even though I had to do a few edits myself)
A fully functionable map
Good atmosphere
Attention to detail
Good crescendo events
Never a lack of supplies if you explore
Interesting ideas such as pick locking or the crafting bench
Lighting was quite descent in the last 2 maps
Zombie stuck in katana
Each map was professionally made
Raft event
Alternative routes
Excellent finale base construction
Interior design and exterior
Electric water event was interesting
Map 1: Lighting was mediocre when walking down the main street, it felt like walking down a full-bright road.
An over abundance of medical supplies
Map 2: Atrocious A.I, they seemed extremely slow at reacting here and had extreme issues allocating human players.
Crafting bench seemed to be in a useless location, perhaps closer to the crescendo event.
More particles to signify the water is electric - that would be helpful
It was quicker to shoot a door and then open, rather than pick lock.
I was attacked by 3 chargers near the Jimmy Gibbs house - not sure if thats scripted or a glitch.
Map 3: You can bypass the crescendo event to the raft, by jumping across the rooftops, needs an invisble wall or a prop blocking the area near the Hale-bales.
Raft event seemed a tad slow/boring.
You could glitch the finale by camping in what seemed to be a survivor closet on the 2nd floor, the door is indestructible.
A rather mediocre finale ending, nothing to special.
It looks like a really good campaign and I thoroughly enjoy campaigns which are not the bland, just get to the saferoom via the linear route. You have included a lot of things which those boring Valve maps do not include. However, this campaign still needs improvements to be rated any higher, otherwise it is still a good solid campaign that is worth a download.
Unique layout
Interesting geometry
Music added to the atmosphere - especially well done in level 2.
Original concept whilst linking themes to early 90's shooters.
It's actually pretty fun
Map1/map 2 idea of starting all the generator things to gain access to next map.
Custom music
Map 3 enjoyed the jumping layouts.
Good lighting.
(I think) Custom textures
Final map had an interesting layout.
Unique gameplay
Fair Crescendo events
Repetitive texturing.
The only way I found out what to do was by reading comments on map 1.
Map 2 glitched for us unfortunately, the final door opened but the game did not end.
I got used to the skybox on map1/2 but seeing it in map 3 was an eyesore.
Use env_hurt to insta-kill when you fall down incase a charger chargers you off the dragonfly.
No way to tell if you got all the generators on
No L4D2 weapons (More importantly defibs)
Texturing in map 3 seemed rather an eye sore.
A bit limited on supplies.
You could literally see the skybox in map 3
Your story line described in the description did not exactly play-off to the one ingame.
More of a suggestion - but maybe make it more clear on the wall to tell us on which panel of the floor we should walk on.
The Geometry, lighting, gameplay and sound are solid. Although there are obviously major faults such as map 2 failing to complete and the overused texture and skybox. Its a good campaign and well done effort for your first. But it lacks being stable and lacks beauty. Also, an ending would be nice and I would certainly replay it again for an ending. In general good campaign, just a tad too difficult and a bit too unstable. Nevertheless, I would recommend anyone to have a try who enjoys campaigns such as Alien Triology 1 campaign.
Also an extra for map 1 and 2, perhaps state that the player must activate all the generators and even tell the player when they have found all of them. (Though that was not really needed as we found all the generators on our first try, though perhaps hint to the player the exact model of the generator)
Based on the Let's build a rocket theme
Very fun as usual
Futuristic setting
Gravity change
New features to get into rocket
The technology menu
Nice textures
Good balance between tanks and common
The hordes were not overwhelming at the start (or if you did it quickly) but...
Interesting rooms
Portals
Custom music which fit
No crashes occurring
Turrets
Good geometry building design
Horde can become overwhelming after 10 minutes causing lag spikes.
Hunter and jockey were pretty much useless
I like booby traps - but the breakable floor was extremely annoying as no way to revive.
You could bypass by:
Not building the final length of the bridge.
Portal would sometimes just teleport you to the rocket immediately not even having to build the generators.
Music seemed to overlap
A very good and solid map for such an unique game-type, although like all of the building systems issues still occur (And like this map and Escape to nowhere extreme lag can occur) Otherwise a few other minor problems but in total very appealing and replayable and thats really all that matters.
I really loved your beta for L4D. Now this has got to be somewhere in my top 5 maps.
Constant fun.
Booby traps.
Puzzles.
Never boring.
A range of gameplay techniques including various vehicles and puzzle styles.
Good intro
Good outro
Toilet theme is amusing
Custom toilet mini gun
Variety of gameplay paces.
The boat ride.
The "Mario" style puzzles.
Using the source engine in a variety of ways.
Unique.
Very replayable.
The final seemed a bit disappointing in some aspects:
Some of the puzzles were extremely easy. Such as number 10 requiring you just to walk up to a door.
Camera angles are hard to get used to
One of the camera angles felt zoomed out to far
The bathroom was roughly designed - perhaps improve toilet paper and the toilet model.
In the bathroom you could jump into the wooden cupboard and tanks cannot get you.
In L4D2 lack of new weapons.
In map 2 in the laser maze - you had to use a Molotov to destroy the box, as there was no other way of destroying it.
White pistols and ammo.
I don't really have a big issue - perhaps the last map could be buffed up. Otherwise it was an amazing play through of campaign and we throughly enjoyed it. Even recorded it.
These are just some suggestions if you continue making the campaign:
Extend the boat ride - really enjoyed it but felt to short.
Perhaps introduce a toilet custom boss?
And yea... to read the cons I mentioned.
An amazing campaign and certainly deserves high marks.
Enjoyable to play
Had laughs with friends
Very similar design to let's build a rocket but more lengthy
Requires tactics
Great concept
The use of music
Informative
Appealing skybox
Final escape
Terrible AI
Walls of map unappealing
Beginning is extremely difficult and struggled to play on normal difficulty
Only one proper effective tactic
Due to vast amount of spawn locations, most infected did not go after pipebomb
Lag occurs when a large amount of zombies are around
Some useless things take a whilst to build
Rocket launch could be scripted/animated better
Even though there are many cos, the Pro's still outweigh this greatly as it was a great experience and fun to play.
The Main highlight was the amazing scenery (Especially Map 2)
Solid game play and non-Linear
Good scripted events to watch such as the train on map 1
The ride on the Wire Tram (Map 2) Was a great way to see the amazing look of the map
Fair amount of supplies spread around
Bob Marley on the Juke Box
Custom Voice acting
A large use of survivor scripted dialogue (Love the Tank part from louis)
Custom models
Finale vehicle not a Helicopter
Several places to camp in finale
Very Optimized
Great Urban atmosphere
In general: Voice acting to quiet
Scenery was great but the grass textures were to bland and the zombies seemed of an unnatural colour to the surrounding.
To many Crescendo events
To many chainsaw and medkits, No defibs
Poor lighting
Map 1: Supply Unbalance
Tier 2 weapons
Map 2: A map which was to large of length compared to others
The Main Crescendo event was to tedious and lengthy
To many buttons to press to continue
Voice acting to quiet during this
I do not understand why we have to press all these objects (Probably because voice acting was a bit to quiet, perhaps increase volume so you can hear over the roar of zombies)
Another crescendo event straight after
The tram traveled very fast, it could have gone slower so you could observe scene more
The final train goes to fast.
Map 3, incredibly short
The event to open the gate was extremely long
Voice to quiet (For all maps)
Annoying tank spawn in a difficult position to fight during crescendo event.
Annoying this to press (Not sure why but probably because I did not hear the voice)
Map 4: Difficult to find your way into final
Not a large weapon selection
The camera view for the escape vehicle views the fence when escaping during half of the camera event.
An extremely well made campaign, I prefer the scenery here a lot more than suicide Blitz. However, the campaign is still rather "rough" and must be smoothened to be its best, there are some features which you have got spot on such as the graphics and atmosphere and scripted events... But you should continue working on lighting and item placement and crescendo events as well. I hope you continue working on this as this is one of the best looking campaigns I've played and thrives atmosphere. If so read the cons and fix up the errors and this will be a perfect campaign.
Excellent work
Great detail in every sector of the weapon
Reminds me a bit of STALKER or Bad company 2
A custom VGUI icon
No glitchy areas
Correct Survivor handling of weapons
Reload animation looks slightly delusional
Does not really fit the USA aspect, maybe if this was a Russian game :D
When I extend MY fov its cuts off a bit to much of the arm unlike the original weapon, that however is valves problem.
Excellent work, reminds me of great games I played and has a realistic view to it which differs from the original guns.
Excellent scenery, certainly top notch
Great use of custom models, textures, sounds and items
A massive easter egg
Many arrows to guide us if lost
Barcelona zombies (And another club which I cannot remember)
Set in Spain with similar and accurate depictions to the landscape and architecture however re-newing it with a zombie apocalypse feel
The ending was amazing and something new, pretty much the parish bridge... but more!
Non-Linear with quick puzzles to estimate where to go and multiple paths
Nice scripted events such as the subway area
Great skybox and lighting
Difficult yet possible
Helicopter NPC at the end of the map
HL2 Characters at the start
Nice use of graffiti, some new and custom ones not seen before
A variaty of areas to battle through
Good placement of almost every gun (see cons) and other supplies
Car alarms
Valve standard
Creative, imaginative and can be played almost perfectly
Pool area was nicely done
Meat leg
Poster was the best I've seen
Epic!
No scripted survivor dialogue
Barcelona zombies have a shadow glitch, making a big ugly box shape
In the starting area, you can get glitched on a hinge getting out of the church and stay stuck there for a whilst
Why is there a swan in the sewers, not really a con... but strange
M60 spawn on map 2 was flying in the air
Map 2 area going into subway could use a few more boomer biles as if you alerted the horde... you've lost
Map 2 is very tedious and long
Final map lags really badly due to, to much infected
Terrible NAV at times
Most of the maps require you just to rush due to the big hordes, so you cannot always look at the scenery
By jumping on the playhouse at start on map 2, tank cannot get you
When shooting the car at map 2, the horde was compact, but never ending, so I was incapped and could not be revived due to the never ending horde.
Friend told me that some of the spanish graffiti and texts were badly translated :P
Amazing map and it already looks better, feels better and has a bigger fun factor then valve made campaigns and many others on this site, I hope you fix up these glitches so I can increase the score and replay this spectacular campaign. Great job.!
Very appealing graphics
Working NAV
Custom use of sounds
Unique start for finding parachutes
Realistic placement of weapons and kits
Unique events
Map 2 has multiple paths
Intersting finale
Many fireworks
Snow weather for an interesting different effect
Both indoor and outdoor combat
Plane only has SI, good so its realistic and not overwhelming
The ince on the finale is finely polished and has proper physics
Difficult to get around on map 2
Fireworks are limited on finale
The crescendo event on map 2 can be slightly to harsh on advanced and especially expert
Same goes for finale
The snow aspect was interesting, but it seems unrealistic that the infected are not covered in snow
Map 3 has no build up to final
Very interesting map and a very appealing one in fact, certianly a strong contendor for the title of the china campaign and hope this comes first place as this is the only fully intact and lenghty campaign for china.
Excellent simple design
The use of the lift
Every single supply is used, however scattered around the map
Its snowing
Nice snow texture, appealing to look at
You can start and stop the lift
Nice use of foliage at times
The freezer room causes you to lose health to discourage camping
It includes scavenge mode
Good skybox
Nice use of lighting
Great textures
Invisible walls in the middle of the map can be annoying
Out of Bounds spit appears sometimes
You can glitch onto the boxes in the freezer
If you stray to far on the Chair lift you can glitch your bench.
Radio start would be better then a scavenge start for survival
Endless horde
The hut with the pipe bomb and boomer bile is easy to miss
By stopping the lift, as long as you have a sniper, you can get 10 minutes easily
Not enough foliage
You should slow down going up the hill rather then same speed as going down (walking that is)
A great map and one I always come back to, certainly has to be my most played custom map, thanks for the great map and hope you return to adress these issues, otherwise its a flawless map.
A great port with extras added, whilst adding items from L4D2
Excellent atmosphere
Great use of fog- not to far away yet not to close
Good use of graffiti around the map and gives you hints on how to return to starting area and so on
New menu (I think) Telling that you have to collect Glyphs and how to collect them
Randomized Glyphs
Custom Scripted areas
Custom sound
Witch Scripts
Power rangers... 'nuff said
Good use of blood on final section
There was a tank all the time
Felt like Silent Hill
Well, I got to play with you :D, thats a pro
Nice scenery
Gas station
A lot of props which are well placed
Fun to explore
Randomized scripted events
Detailed lighting in most rooms
The Boss, seems better looking in l4d2
Very creative
The only major con: A lot of people (including me) cannot host this on our servers, just crashes when it loads, only you and another friend of mine were able to load it. This is my only reason to rank it down slightly--NVM PROBLEM IS FIXED
More defibs would be nice, considering how many times people died
Tank spawned in boss area... slightly annoying
Really difficult to find some glyphs... if you area a rookie
No new survivor dialogue
What would be nice to be in future:
L4D2 Has a better weather system, it would be nice if you could expand on it.
DEFIBS!
And of course the crashing problem
Hard to say which is my favorite L4D2 map however this one has certainly got to be in the top 5. It is just so well constructed and is perfect in every feature. Now that I know I hate mountains causes it... Relief at last. That was a great Map and certainly a map I would return to soon.
Excellent creativity
Good use of weather effects
Appealing scenery
GNOMES!
Tutorial on how to use the gnomes and what each cube provides
Custom models - (Loved the doors)
Constant changing weather effects
A good lengthy campaign
Loads of explosives
The gnomes talk with a variety of phrases
5 or 6 different types of cubes with a variety of choices
Good use of lighting and atmosphere
Had a portal feeling to it due to the cubes
A lot of tanks and witches
Good amount of supplies
Interesting scripted events
Good building designs
Not completed yet, I wont count it as this map is still a beta
Map 3 has to much tanks, I encountered 4 in total
Map 3 basement area held to much fireworks, teamkill frenzy
None of the saferooms have a fresh stock of supplies so ammo and starting supplies are scarce
Gnome spoke some sentences to quickly and to quiet.
When we died in map 3, the gnome did not respawn till map 4
Bad witch placement, but thats the annoying directors fault
A lot of the time tanks suicided because they got stuck
A very immense and imaginative campaign at first playthrough and I am certainly eager for you to continue this great campaign and fix those glitches. This is a genuine campaign.
One of the first ever working maps
Boomer dance easter egg is excellent
Clever idea of using wooden planks to board up the house
Fair use of lighting, ambient sound and sky box for one of the first ever maps
Good amount of supplies scattered around
Limited amount of wooden planks, so its not over powered
Has the proper feel of what a farmhouse looks like
You can barricade yourselves with the movable furniture
A working survival map with little glitches
A very inspiring map and I have big respect for it considering it was one of the first finished maps made.
After each 5 minutes, there is 30 seconds breathing space so you can heal up and re supply
Boomer dance audio does not play anymore, probably because of stupid l4d updates.
It is hard to locate the survival start area
In the survival start area, it is easy to camp there and I almost survived 20 minutes
Boarding up windows have no proper script, they just teleport onto the windows
There are not enough boards across the house
Molotov and pipe bomb supplies are scarce
Tank can easily smash the wooden barricades
An amazing map and an inspiration back in the days, I still play this never the less there are better maps around now, thanks for the epic map.
Good atmosphere and excellent use of lighting
No glitches in the game or texture wise
The title pretty much explains the map, excellent use of scares and sounds
Good build up to the survival game, a campaign and survival in one
Finding Keys
A different concept meaning very original map
Nice use of decals and ambient art
Good scripted events such as the closet opening
Zombies spawn from a variety of spots in survival
Interesting ways of getting into rooms rather then just doors
Had the feeling of a haunted house
The scares are ok at first, but you pretty much forget about them next time you play the map
Some routes are tricky to fit in through
When the timer starts and you go back to the start, tank cannot get you because he is stuck in the ladder
Many of the Special Infected cannot get you either
Hordes tend to be small and not much of a challenge
Scares were unique, but easy to make, nothing extraordinary
No survivor dialogue
In total a great survival map, yet it has room for improvements and extras, never the less, I recommend people play this map at least once for its original set up.
Excellent new custom content
Use of custom ambient sound and epic music for the boss
Custom Voice Dialogue
Small puzzles which do not make the map linear
Sci Fi atmosphere
A Boss fight
Well designed boss, not to easy and not to hard once you know his movements
The turret part of map
Professionally crafted
Very good scripted areas such as the Moving boxes conveyor belt
The use of lasers is always epic
We are informed on how to kill the boss
A selection of weapons
Good amount of supplies
L4D1 Survivors
Great lighting and texture placing
Felt like Dead Space
Weapons are spawned in default standing up position
An extremely large download time for 1 map
Only 2 grenade launchers for the boss
I got insta killed a lot of the time due to me mindlessly walking around
The smoke effect can be a bit laggy on weaker PC's
No pills or adrenaline
Strange storyline
No new survivor dialogue
A very interesting and optomistic first look at the map, I am really anxious for you to complete the map as the 1st map was a thrill.
Very Creative
A lot of enjoyable and memorable moments
Very abstract Mountain style
A challenge for any difficulty
A good variety of weapons and ammo
Fair amount of medkits
Good terrain
Excellent final area
Stunning skybox at the start of map
A lot of puzzles
The slide and train cart area were well thought out
Little glitches for such a different map
Custom Music
Good variety of environments
Easy to navigate but not linear.
Some textures looked mediocre or unsuitable
Invisible walls in the cafeteria on map 5
To much tanks on map 4, had to no clip in the end due to 3 tanks in the map and 5 witches.
Bad transition to other maps
On the sliding part on map 4, it is possible to get caught on invisible ledges
Some areas looked roughly designed
Some maps had very wide open spaces but were pretty much empty.
Lighting was descent but some parts just felt unnatural
Can lose health in some unintentional parts.
Custom music is cool, but it is annoying in the jungle part.
A very well designed map with a lot of creative input, a lot less glitchy compared to other non-linear maps, however there are still parts which need work on or just toned down, but in general an excellent campaign, has to be one of my favorites for l4d1.
Great amount of custom content
Good scenery
A fair amount of supplies
A survival map with an ending
Very difficult
L4D1 Bots
Massive amount of space
Very creative
A different type of theme
An armory at the start so you can chose which weapons and kit you will lose to fend for yourself
Changing Skybox
Good use of notations to say when to retreat back
*Soldiers for upcomming update will make it a lot more entertaining*
Good camping spots
Continuous fun with friends
Custom music
Custom scripted events
Good use of editing the director -> Making SI walk great distances
A good remake of LOTR
Very laggy at times due to infected amount
Molotovs get stuck if thrown on the bridge on the first part of the map
Impossible by yourself
Medical Supplies are scarce
Very difficult to survive till dawn
Impossible to defend the gate from breaking at part 2
L4D1 Bots are useless most of the time
Amazing map, however you are losing maps due to annoying children not being able to play with the soldiers and marking you 50 because of it, even though you state they will be there on next update. Its really disappointing that a lot of these newer reviews are so ignorant. However, I'm glad this is not one of those epic maps which are dead and the author still works on them.
Amazing atmosphere
The fog was nice and dense
Great Lighting
Custom boss, very well designed
Good weather
Nice scripted events
Searching for the glyths which change position when map is restarted.
Silent hill theme
Exploding gas station
Fair amount of supplies and infected
Possible yet very hard on expert
Has elements of a proper town, making it interesting to explore
Custom music
Very creative
Boss is easy to defeat once you got the idea on what to do
No proper Final, just a safe room to go into
Annoying if you die right at the end and return to start
There a several places around the map were you can stand on and tank cannot get you
Boss has very glossed up textures, it would be nicer if it was rough
Can't understand why you start in the center of the town rather than the outskirts.
This map is a blast with friends, and its one of those unique maps which are not linear and bland, hope you continue with your hobby on mapping.
A fully working map
Good use of lighting, weather and atmosphere
Traps in the forest, dangerous if you tread on them
Good helicopter boss, entertaining fight
Boss has a variety of weapons
The Enemy npc's covering the boss and the friendly npc covering you as you make your way into the helicopter
Great scripting events such as the exploding building and the NPC getting strangled by smoker
A fair amount of weapons and supplies
Very treacherous map
Funny with friends
Excellent intro
Good use of the sounds from L4D
The river takes you down stream
A lot of custom features
Missing textures in a few rooms, such as the gnome or the laser scanner room
Boss does not have good animations
Difficult to tell what to do once killing the boss
If you die at the boss battle you respawn in a toilet room outside the gate, so you are stuck
Traps were funny, but instant killing traps can be annoying, try and make those ones more obvious
Tank can punch you out of the helicopter at the end, managed to get my friend and killed him.
Survivor skins were nice, but cheap
Gnome event was cool but short lived
EXTREME LAG, we ran a local server and the average ping was about 70 for me, from my usual 5 ping. So thats quite a lot.
Amazing map and one I would return to, we loved every second of it, especially the house explosion when we all went inside and did not know that the helicopter blew up the entire house and killed us. So great map and hope you continue patching it up. Especially the frame rate and missing textures and lag.
Very amusing Boss and techniques to kill it
Creative courses
Very imaginative input to this map
Puzzles which were not impossible but still caused you to think at times.
Difficult areas a lot of challenges
I liked the idea with the water speed boost area
A fully working map
Good use of lighting + Atmosphere was intense at times
Its not one of those bland L4D maps
Very enjoyable for all
Good use of custom music
Good Map design
As much as the map had unique design, it had some areas which looked very rough.
Boss had poor animations
Boss lacked any weaponry
Boss sometimes failed to do damage with foot
Very frustarting if you die at the end
Witch crowning is impossible if on a laggy server
Bots are useless
It was impossible to pass the area with the explosive barrels once, it glitched I guess
Slightly to long
When you drop bellow 40hp half of the puzzles become impossible
The map with fast water, you lost health at some intervals, which got annoying if you failed a lot on that map
No proper Ending
Bland Textures
I really enjoyed the map, it is certainly somthing different and obviously effort has been put into it, but the problem with these types of maps are that there are to many glitches or its slightly rushed due to the time it takes to make imaginative maps such as this, It would be really good to see some of these things fixed including things such as puzzles becomming impossible at bellow 40hp or if someone dies in a certain area, they can not be diffibed again, making it impossible for them to continue playing. However in total, I found this to be a map I would still return to.
An excellent boss fight
I agree with the fact that the animations were excellent
The atmosphere was good enough to keep you entertained with the game
Dark spooky lighting, as found in many car parks
Whitaker.. GENIUS
Guiding the tank so he can get run over by the van
I liked the use of Banksy artwork, its original
New survivor dialogue
The boss has a variety of weapons
A fair supply of weapons/medkits
The use of the riotshield
The twist in the end with Whitaker was funny.
Sometimes hard to navigate
In the first area of the boss fight, when you complete that, Whitaker can ram you into the column when driving uncontrollably and get you stuck into the column, making it impossible to escape or be revived.
Annoying if you get killed at the very end
Infected can get glitched in some areas of the map
Phenomenal campaign and I would certainly return to play it again.
An excellent remake of Death toll, certainly better than the original
Very long
Puzzles causing you to think and plan ahead of your journey
Finding weapons felt like a reward for navigating through tricky terrain
Lighting is good
Love the lightning effects when outside, added to the fear factor
Very creative
Final is different, yet still excellent.
Supplies felt to scarce on most maps
It felt annoying to die next to the safe room after traveling for 20 minutes through a map.
Lighting felt slightly unrealistic on map 3, to much blue
Some puzzles were a bit to difficult to solve
Not a big variety of weapons
Excellent to play, but not a campaign id return to immediately, its just to difficult at times and there is little to reward you for passing a great challenge, on the other hand, it is still visually great and an impressive remake of death toll.
Not sure how up to date my review is considering last time I played this was more than a year ago:
Though from what I remember:
Amusing traps, not as advanced as in power station but still gives you a laugh.
An abstract concept of a hospital
Challenging levels, however wont bore you.
Dark atmosphere.
A good placement of lighting
A variety of maps, indoor and outdoor
Very little glitches.
Funny to play with friends
Graphics are not top notch
Rough design, does not make it visually good.
No proper finale vehicle.
A lack of supplies at times, it can really suck if you trigger 10 tanks to come after you.
Bad navigation of the building
Some crescendo events are to extreme.
Still a great map, if I were to compare it to one of the maps made now a days, it would still be a good campaign, but back then this was pure awesome. Otherwise I still love this map. Even though its not the best looking / cleanest map ever.
Stunning map
Amazing visuals and atmosphere
Fair weapon spawns and balanced infected spawns meant for fair gameplay.
Good Bot NAV
Interesting events
Custom weapon foam finger!!!
Fitting scenarios
Custom skins for tanks at the end
Interesting ending with support Heli's
Custom Voice Acting
Funny incidents can occur
And a broad range of features and visuals
It was moderate on expert with my friends... we completed it in 2 hours on that difficulty
The foam finger has no avatar
Difficult to tell when the final starts as their is no button to start it... maybe some indication would be good.
Campaign can be a bit to long at parts
*Not sure if this was just one of my sourcemod plugins glitching, but when I was pounced by a hunter once whilst holding the foam finger, they turned into Hunter hands*
No challenge or puzzle, very linear.
Amazing campaign, it is pretty much perfect and certainly lives up to the expectations of the official valve maps. Me and my friends had a blast.
Amazing for an old map.
Certainly legendary and Unique, a whole new gamemode.
Love the custom bosses and obstacles
A custom skybox!
Great fun with friends.
Posses a good difficulty
Bots do nothing to escape the objects
They do not attack the bosses.
No poster
Why are there no other maps like this? This is Unique and amazing.
Amazing design with great graphics.
Puzzles which were clear on how to solve, but were still challenging and exiting.
A lengthy campaign
The electric floor was amusing to try complete with friends, however we figured it out after the third try.
Security cameras which activated the horde was a good addition.
Very interesting concept
Infected got glitched in the elevators
If jumping at the edge of the elevator you can glitch out.
The communication tower map was a very time consuming level, and confusing.
The final was slightly difficult and extremely difficult on advanced.
You did a very nice try at trying to remake a level of Metal Gear Solid and it certainly played out well in l4d, definitely a respected campaign.
A unique map, very rare to get 'puzzle' style maps.
Interesting infected placement
Unique ideas such as open armories with gas cans
Good puzzles/traps such as the laser dodging and the slammers.
Has a portal feeling to it
Amusing ending, with the way out blocked, causing you to return to the beginning
Car traps was amazing
A lot of work was definitely put into this
I would have proffered a proper finale escape though, however it was still ok.
Maps were slightly to long
When you forgot the password, you pretty much had to restart the map.
Difficult to do on advanced.
The slammers felt underpowered when they hit you, only taking 50 health away.
A very well made with no glitches that I can find, a blast with friends and its a treat to get such a map which is not the typical rush through to the safe house campaign. Hopefully your newer version will fix up some of those things.
Noticed I never posted a review for this, so of course its a great map.
Back then making maps like these with custom bosses was a challenge, so its great considering your one of the first to include these bosses.
Custom Textures
2 custom bosses
Difficult scenarios
Good NAV
Fair supply of weapons
Amusing map end.
Makes a lot more sense that a Jockey saves you than an alien, considering your older version, so it fits more to the plot of space Jockeys.
Its hard if your new to this map, since theres no directions on how to pass some trickier puzzles.
Animations are poor, however I can see how much you have improved in your other maps.
Annoying if you die at the end, and you have to start over.
Slightly bland scenery.
This was still a great map, and Its good to see people still play it, I would not listen to half of what zombork has to say considering this map was made by you when pretty much everyone did not have the knowledge to input such custom bosses, and obviously the difficult play style is not for him. In general, I still have a blast at these maps with friends.
Exciting new bosses as usual
My favorite scenery out of all your maps
Atmospheric
A fair supply for once!
Sexy lighting
Interesting cut scenes
The Robot hover jockey was an exciting addition
Loved the fight in the escape vehicle
Continues the awesome saga o the space jockeys
Boss fight was a bit hard, considering there were no hiding places when it fired its laser.
Friends raged on the vast amount of jockeys, but of course it is called the return of the space jockeys.
Slightly short, but it was good for me considering its a map with no safe rooms.
I love the 4 map saga and its an amazing contribution you have been doing for l4dmaps.
Amazing as always
A rich variety of bosses, and always good to see the big head back
Good linking with the story line
Amazing detail and design
Sexy Animations
A fair amount of supplies
The use of the secret gnome is always a bonus
Intense atmosphere
MEGA CREATIVITY
This map has to be even harder then your previous ones, some sort of saferoom, or stash of defibs and supplies would have been perfect.
Final boss probably had to be the easiest for me
The UFO door does not shut at the end :D, but I guess that was your choice of design.
This is another amazing map as always, could not ask for more, maybe just to make it slightly easier. Good work on winning the map competition! -- Off to play Return of the space Jockey's now



10/27/11

Another eccentric map; similar to your Sandbox survival
Cons:Rimrooks' system
Fun gameplay
Amazing scripted events
Replayable
Decent lighting
Salvage system
Hiring system
Fair amount of supplies and Hordes
Thinking a bit more tactically
The poster
The AI bots are worthless:
Conclusion:Fail without weapons
Easily get knocked down
Have difficulty getting onto the rescue vehicle
AI Infected:
Many of the SI get stuck in the other regions of the map
Using the mini-gun on the train causes tank to come for you however fails to get inside.
The ending is buggy and does not fully complete
Not compatible with other maps
The map is very short:
No need to spawn all the vehicles
Train construction can take a mere 5 minutes (you can escape before the tank comes)
Lack of the need to upgrade vehicles - would be really nice if you were forced to use all the vehicles (such as they all have to escape with you)
Bland box design map
I still had great fun playing this map due to the amount of content provided. It just continues to feel buggy and a bit scarce - just because you put a few interesting things in each corner of the map does not mean it is full of content. What also bothered me was just how little you had to use those vehicles to assist you; which was a bit saddening. Oh well, still a great map and and I had fun with the unique ideas you provided.