engineer123's profile| Gender: Unspecified Location: Germany Website: n/a |
solid gameplay and map layout
basic navigation
custom stuff
custom skins for SI
some button puzzles
enough items and stuff in rooms and boxes
repetitive structures and textures
too few spawn and path possibilities for zombies
monotone colour scheme
monotone map layouts
bad game flow in general
no/too few direction hints
I won't replay the campaign because it's simply boring and repetitive for me.
I know that the campaign is quite "true" to the original style cause I played it on the PS1. But L4D 2 gameplay is too different so your campaign has to be compared to other custom campaigns here and reviewed based upon that. Just like the others get reviewed too.
- good gameplay
- long maps
- good navigation
- varied map structures and designs
- vertical differences
- solid lighting and graphics
- nice crescendos
- challenging
- good balancing of items most of the time
- map 2 with several repetitive room structures
- rooms are mostly empty
- low detail level in several areas
- few blood stains, junk and bodies etc.
- too dark in several areas especially map 1
- quite ordinary map settings
- regular finale with some camping locations
a good campaign, not more and not less.
- good map layout
- very good gameplay
- entertaining comic effect ideas
- good navigation in most areas
- well thought out from start to end
- adequate length maps
- not too long maps with 6 maps in the whole
- very good lighting
- nice graphics
- good detail level
- high constant quality level
- good balancing of items and ammo
- good and varied crescendo events
- nice finale ideas with exploding chopper and escape van
- very bugfree for 1st release
I didn't notice any major cons or bugs
- map 5:
there should be more ammo piles or weapons on the way to the gauntlet
map design:
it's not a revolution or epic new sceneries but it fits all well with a high standard
An excellent campaign with fresh comic effects here and there, no masterpiece but for sure a very good one.
solid map layout
basic graphics and environment
basic gameplay
long maps
low detail level
repetitive, blocky map design
a lot of rooms as big as an airport waiting hall, artificial
very few blood stain, junk etc., zombie apocalypse?
solid but most of the time uninteresting. can't see me replaying the campaign.
- awesome gameplay
- very good navigation
- excellent creative things to do
- awesome custom cutscenes
- a lot of details and custom probs
- very good map layout
- outstanding lighting
- long maps
- challenging
- very good balancing of items, weapons and ammo
- new creative and combined events
- crazy and excellent finale script
- survivor dialogue
- almost perfect path guiding by arrows and lights
- a lot of vertical pathing
- a lot of easter eggs
- awesome cutscenes
- THE best outro in years
- last but not least: it's really very good optimized, I didn't have one bad framerate area, really good work there
no gamebreaking or severe bugs, but:
in general:
- arrows:
they are placed really good, but can you make them much smaller to the usual size, it just breaks the immersion this campaign has a bit
map 1:
- running gauntlet, almost no zombies, they take too long to spawn at all, and they dont approach from the front, which means I deactivated the alarm while shooting almost no zombie
map 2:
- tank which bursts through the wall, good element, but it just disappeared or suicided for us. We just didnt saw him and the tank music ended
- labs door key card (the second door), the windows in the room beside the door are open but the survivors can't pass through them, unlogic, why open a door when I could pass through a window, I'd use stable glass there
- matter of taste: the outside valley walls are all upright steep, more variety would be good, but on the other side, if the framerate would go down I'd leave it like it is
map 3:
- it's possible to fall into the rocket death pit from the sidewalks, no bug but annoying that the survivors only hanging at the front side ledges
- elevator; it's possible to start it without all survs in it, also no bug but kind of annoying when some players don't know that
3 map length:
I like long maps a lot, but in refer to more than 300 killed CI in map 1 and also in map 2 I could imagine that a dividing of map 1 and 2 into map 1,2 and 3 could be an option. On the other side you would have to rebalance in terms of items and weapons. Probably a matter of taste.
Awesome! Excellent! Kudos! Absolute smash hit campaign! Popped up out of nowhere and really overtakes a lot of the best campaigns hands down!
Valve, after half a year, here's your new feature! Change it, NOW! ASAP! :)
update to version 2.0:
- better nav. and spawning especially map 1
- no more disco bug
- better framerates on all maps
- much better balancing with weapons, ammo and items
- more makeable PC collecting event
- long, challenging maps
- creative settings
- epic scenario at the dam
- unusual structures
- solid navigation
- solid gameplay
- exciting RPG like PC quest
- custom music
- awesome ingame events like the cable car or the train crossing the bridge
map 2:
PC event definitely better than version 1.
But still imo too much parts and also how should this be makeable on expert?
finale map:
black holes for the tunnel entrances, no smooth change of light, e.g. the APC just drives through a black wall
on all maps:
- awful L4D 1 floating vegetation (why does this have to used in every 2nd campaign, it's horrible)
- artificial colour for ground and valley structures, black all the way and also the car park in finale map??? One could argue that this is a "new road surface" but it just looks like big black hole areas whereever it is. It has almost no structure so it make s a total artificial impression.
Very good update (except floating vegetation and black hole areas)
It's fun to play it and complete it.
update to version 3.0:
- a bit better balance by more weapons, ammo and items
- more details
- better framerates in map 1
- no more low res cars
- good gameplay
- adequate length maps
- awesome custom stuff throughout the campaign
- well thought out from start to end
- good navigation in most areas
- excellent new finale idea with pushing the device to the APC
- rolling crescendo map 2
- challenging
- beautiful backgrounds
- some epic sceneries
- optimization:
still a point in several bigger areas of map 2 for me because of low framerate, map 1 is definitely significantly better now
- the details got better with the update but are still comparatively few
- weapons, melee and ammo:
still a too few imo, I would recommend to playtest it in expert and than ask: Is ammo and weapons enough?
- sniper: it's better as before but I definitely don't like the snipers at all. You get swarmed with a horde, you forget that sniper or especially where he is exactly -> damage out of nothing
you have a shotgun and melee, cant take him down fast -> again damage
imo this game element is not meant for L4D 2. The flow doesn't fit with the rest of the game.
Not to mention versus games, the snipers would become overpowered incap traps for the infected.
A very entertaining and original campaign.
The update made some things better, but imo the campaign suffers still from sparse weapon and ammo spreading and the snipers.
- good gameplay
- well thought from start to end
- some custom stuff
- good navigation for survivors and infected
- very few bugs
- adequate map length
- technically a good crafted campaign
- no FPS problems
- nice rescue scene
path guiding and general map layout:
- needs more guiding by arrows, lights or hints
- no use for endless room structures or warehouses if only a few spots contain some items, easy to get lost there, e.g. file storage rooms behind control room
general look and especially indoor areas:
graphically quite uninteresting, look very clean, doesnt seem like a zombie apocalypse
bad lighting with only few extra light sources
a lot of indoor areas with room looting all the way
finale area:
too big
does look awful with rain blocking every chance of a nice looking panorama or something like that
It's a good crafted campaign with good gameplay. Well thought out from start to end.
It's nevertheless nothing special gameplay, graphics wise. The indoor structures especially map 1 and 2 are quite ordinary and uninteresting. I don't see me replaying this campaign often.
- basic gameplay
- basic map layout
- basic structures
- guiding with arrows and some light sources works
it has so many flaws and bugs, trying to point some of the bigger ones:
- map layout in general:
mostly uninspired blocky pathway with a lot of quadratic building, very few vertical differences, often on flat ground levels
- navigation of both survivors and infected:
a lot of blocked paths, non working area with zero zombies and no SI, suiciding tanks
bot survivors get stuck quite easy
- graphical glitches:
grey mass problem, see skyscraper background map 1
- either it's bright lighting or extremely dark, very artificial lighting
- water has strict border line, artificial
- floating vegetation
- balance issue:
far away from being balanced with adequate weapon, ammo and item placements
I definitely do not recommend downloading the campaign.
Major flaws mixed with major bugs.
What I'm wondering is how a group of 12 people could decide to release the campaign in that state. Has anyone had the idea to say "at the moment the campaign is just bad, we dont release it, we'll improve it first significantly".
- very good gameplay
- beautiful fine tuned graphics
- good map layout
- adequate map length
- high polishing level
- also excellent for versus games
- epic finale
- rescue balloon and escape
- good navigation
- no noticeable con any more for me except no specific L4D 2 events or crescendos
Conclusion:Clearly one of the all time favorites for me.
An excellent port. Without L4D 2 specific events and crescendos but very fine tuned gameplay and graphics.
imo THIS should be the next featured campaign by Valve.
- solid gameplay
- basic map layout
- challenging
- some unusual structures
- blocky, repetitive map design in several areas
- nav. bugs, survivors and SI get stuck in some spots
- maps are too long especially map 1 and finale map are far too long for a 5 map campaign
- bad lighting (no lighting), in a lot of areas you have barely no other light than the environment light
- fog and grey mass problem map 1
- NOT well thought out from start to end, uninspired addition of rooms, environment and scenarios
- no survivor dialogue
The screens here actually are the better spots of the campaign.
Its mostly a dark run with very less lighting through repetitive and blocky map layout.
update to version 1.1:
- nice intro now
- better navigation at several spots
- some bug fixes
- awesome details
- beautiful skyboxes and fine tuned graphics
- varied sceneries
- well thought out from start to end
- very good gameplay
- adequate map length
- varied crescendo types including a rolling crescendo
- good way guiding without too much arrows
- exploring is useful because of items beside main path
- superb events like collapsing subway ceiling
- epic settings like the subway cliffside or the the big plaza in map 3
- believeable and very immersive zombie apocolypse
- right balance with weapons and items (but not with ammo! see cons)
- excellent artdesign poster
- very climatic finale gauntlet to the roof
- exciting outro
map 1:
- ham not melee weapon useable
- a bit more ammo piles needed
map 3:
- unclear plane crescendo, is it gauntlet or static or endless??? hint is needed!
finale:
- still a bad framerate although it seems to be better on a dedicated server
- you might reduce the props details and structures and tighten the way for the survivors
- tank right at the beginning after going up with the platform, not good especially in versus
in general:
- a bit more ammo piles are needed
The update made some smaller things better.
Now to the plane and canon crescendo in version 1.1:
This is for some clearence to the players which dont really "understand" that crescendo but also @authors because there needs to be some hints otherwise some human players will always play it "wrong".
Situation:
open the plane door, the incoming hordes wont stop, dont stay on the plane wing, RUN, just RUN to the canon, fire the canon, the canon is NO extra crescendo, so take the items and just RUN through the bombed wall and right into the safe room, the hordes wont stop, the only will have small breaks in it
now @author:
you reallly have to provide some kind of clear hint, that says "RUN". Wheter it'd be a on screen hint or an ingame hint with big sign saying "RUN" or anything like that. It's a little annoying at the moment when you have to explain and guide like 2 human players of 4 to NOT stay static but to RUN.
Gladly it does live up to the expectations I had for the campaign!
Most remarkable is the immersive atmosphere, awesome detail and very good gameplay.
update to version 2.0:
- more ammo piles and weapons, more melee
- map 2 bug fixed (at least coop, didnt try versus)
- good map layout
- good navigation of bots and infected
- detailed environment with a dirt look
- good graphics
- solid lighting
- nice crescendos
- long maps
- challenging
ammo still too less in:
map 2: at wooden barricade til saferoom
map 4: at wooden barricade crescendo
- door bug:
still one wooden door (after the street tunnel area) which I couldn't open myself, a horde had to destroy it
- balance:
in general there are more items and med kits needed throughout the whole campaign, atm the risk to get wiped in advanced is too big
- lighting:
too dark especially in a lot of areas of map 4, it
just hurts the eye to only play with flashlight in such a long campaign
The update made this good campaign even better.
Yet there are some minor things to improve and fix.
- good map layout
- good gameplay
- well thought out from start to end
- good navigation
- good fine tuned graphics
- map 1 is creative but also very short, you get like 40 commons after completing, far too less
- map 2: although the layout is complex why is it possible to make the whole on the wall, yet you can "enter" every area behind the wall, what for???
-> inconsequent level design
- map 3: bug, 2 bots got stuck in safe room and didnt even teleport to my position
- map 3: yeah the ice melting is creative, but why do I have to do the same procedure with like 12 of the fireworks, I never liked scavenge running around, I also dont like it here,
pls reduce numbers significantly and also get rid of the ice sliding, it's annoying
- apart from map 2 not much china custom stuff
Overall a good campaign but with some major flaws in it, like short map 1 with almost no challenge, inconsequent map 2, and scavenge running around map 3 with ice sliding.
The campaign also doesnt have much china stuff apart from map 2. map 1 and 3 could take place anywhere imo.
- solid map layout
- solid navigation
- a lot of china custom stuff
- awesome custom music and sounds
- good gameplay
- creative map layout map 2
- creative crescendo map 2
- beautiful skyboxes
- challenging long maps
- challenging and exciting great wall gauntlet
- low details level in all maps, they look too clean
- why not a dawn or darker map setting?
- too much path options in map 1 without directions signs
- no hints for map 2 crescendo
- no ammo in the whole crescendo area map 2
- some FPS drops in some areas
a good campaign which could be excellent with some polishing.
- excellent level of detail
- custom props and textures
- good China feeling
- good map layout
- good navigation
- nice crescendo events
- voice lines
- nice intro and outro
- nice broken escape streetway
- well thought out from start to end
- I guess no med kits in start room of map 2
- a bit too much sewer
- finale is a not really that exciting but it fits the theme
- a bit too short ( no real con because of contest deadline)
Excellent china campaign, very bug free in general.
- solid map layout
- basic navigation
- some details
- chinese props
- adequate length
- no major gamebreaking or graphical bug
- some generic map areas
- stuck nav spots
- bad lighting
- too dark in general
- boring gate opening the only crescendo of campaign
an average campaign without big bugs but also no mentionable highlights.
Nevertheless definitely a good "first" L4D 2 campaign.
- solid map layout
- solid navigation for infected and survivors
- good gameplay
- crescendo events
- varied scenarios
- nice gnome, gameplay wise and his voice
- unsteady level of quality in terms of map layout and props, map 1 ok, map 2 ugly with graphic glitch (water and docks area), map 3 ok, map good
- not well thought out from start to end, scenarios are varied but could be in any order
- static usual crescendos, a lot of gate opening
- certain areas especially map 2 far too dark and lack of light sources
- strange end, gate opening, run up, tank is avoidable, and close into a room with no escape or helicopter should mean escape
- no outro
The campaign itself is a solid one. It has no real highlights but also no major gamebreaking stuff.
The gnome is a good idea and basically works but it doesnt outweigh the flaws in map and crescendo design
- solid map layout and gameplay
- varied scenarios
- solid navigation
- solid graphics
- good crescendo events
- balancing problems
- too less ammo piles
- small graphical glitches
- too dark in some areas
biggest problems in finale map:
- constant hordes and tanks!
- even on easy far too hard, frustrating, quited the game
- darkness almost throughout the whole map while endless hordes and tanks are beating you
- where to fill the cans??? I didnt find the opening
A solid campaign in general with some flaws.
Biggest problem is finale with constant tanks and hordes overwhelming you even on easy difficulty.
version 1.1:
- basic gameplay and map layout
- far view from the chinese wall
- a lot custom stuff (textures and structures mainly)
- custom music
- basic navigation
- recognizable china theme
- framerate is Ok for me (except rescue)
- blocky, unexciting map layout
- bad lighting:
almost no single light sources
too dark in some areas
- very low detail level
- only static crescendo
- repetitive map layout and gate openings
- bad survivors and infected navigation
- extreme framerate drop when rescue chopper is coming (barely playable)
A basic campaign which at least fulfills the china theme. Apart from that it has too much flaws and bugs.
update to version 2.0:
- now with an own poster image
- better lighting in general
- more light in forest areas, good they were a bit too dark in first version
- better flowing and balanced gauntlet in map 1
- fixed bot navigation, especially map 2 after stairs down
- some added details and nav. polish
- intensive, immersive atmosphere
- very good map layout and gameplay
- excellent detailed areas with believeable and uneven environment
- awesome wind, storm, rain, smoke effects in certain areas
- some more open space areas which yet dont leads to way finding problems
- good navigation in most areas
- good idea with static panic event map 1 turning into running gauntlet
- some surprises
- epic finale setting and escape
- intesive use of dialogue
- hand crafted forest areas
my listed cons were all fixed or improved.
Conclusion:Very good update to an excellent campaign!
Looking forward to the 4th map. Only "downside" atm is, that it has too less maps.
played version 4.1 coop, advanced:
- better wayfinding with update
- good gameplay
- varied crescendo events
- variety in terms of scenery and graphics
- solid map layout
- solid navigation
- challenging
- adequate map length
- custom music is awesome
- rolling crescendo at the big pool
- big pool is awesome
- day and night time
- good lighting
map 1:
pitch black areas
navigation problems especially SI
map 2:
construction hole: no ladder or way up
tank is blocked behind gas truck before it explodes
map 3:
bot nav. on camping roof walk
map 4:
no hint for running gauntlet
pink textures
bots dont pick up misc. med kits
map 5:
- scavenge finale, I for myself am fed up with scavenge finales, running around a flat island with up to 16 gas cans is not really fun. I'd make a Sacrifice style finale or a static one
in general:
- almost only flat surfaces and map layouts throughout the campaign, no underground, high buildings or other vertical stuff
- navigation for SI is bad in several areas of maps, especially in map 1,3 and 5.
- more dialogue needed
As much as the campaign got better with the recent update it's not an alltime favorite for me.
Mostly because of the flat map layouts it isn't as exciting as newer gems like DBD, Dead Series, Drop dead gorges or Blood Tracks.
I'd also question to name this a "huge" update. Yea, some things have been fixed and improved. But not all, significant things like a hint for running gauntlet and most of all the bad SI and bot nav. in several spot are still present. Also the map layouts almost stayed the same, the are good but no more top notch.
note: I usually wouldnt review a 2/4 maps completed but I want to give some input to improve. And I also can't see how the campaign can be rated above 70 at the moment.
- long maps
- solid map layout
- some new structures
- custom textures
- solid gameplay
- solid graphics
- massive lack of details
- quite a lot of graphical bugs
- a lot of navigation problems like infected are blocked, dont spawn or spawn very far away
- big open areas and straight ways without infected or only a few.
- seems blocky especially when running through the long tunnels of skywalk
- various other glitches
- it looks too clean
- performance drops in several areas
- weapon and item balancing not good
imo a campaign with potential, but there's some basic stuff to fix and improve to get the campaign in better status.
- excellent map layout
- top notch navigation for infected and survivors
- challenging with a big amount of zombies
- creative and varied crescendo events
- well thought out from start to end
- long maps
- varied sceneries
- awesome and fine tuned graphics
- awesome special FX like air raid house bombing
- day and night maps
- vertical distance from skyscraper to sewer
- complete overhaul and extension of the L4D 1 version
- ingenious idea with the floating riverside boat
- very well thought finale
- fitting and funny dialogue everywhere
- well balanced amount of med kits and stuff
- great intro and great outro with moving camera
- very high polishing level in first release
- in general:
a bit more melee weapons here and there
some small areas with FPS drops
map 1,2 and 3:
played it 2 rounds, not a single tank in these maps
map 4:
exit of bowling center, door area, massive FPS drop lead to ded. server lag (but did not crash)
map 5:
first try there were no items and weapons in the spawning area
second try they were there as usual
One of my TOP 3 and currently my favorite campaign.
Outstanding work from one of the very few masters of L4D mapping.
No tanks in the first 3 maps, anyone else noticed this???
update 1.6:
- graphical improvements
- betters navs
- significantly better lighting
- arrow system, which is also deactivable
- rescue closets now
- dialogue (could be extended)
- best line of the whole campaign "stairs are a good workout"
- excellent map layout
- excellent game play
- challenging
- uncommon exciting map structures
- good navigation in most places
- good graphics
- well thought from start to end
- epic approach with big valleys and beautiful finale scenario
- excellent first map rolling crescendo
- long maps
- good framerate with big environments
map 1:
- bots dont follow into a small room with weapons and a defib (at the foot of the ascension to the running gauntlet)
map 2:
- guess it has no crescendo, static one would be cool
update balance:
imo it has a bit too much med kits and throwables in map 1 and 2
outro, suggestion:
is a moving camera possible
An awesome campaign with an excellent update!
update to v3:
- good looking and fitting skyboxes
- improved navs and some added details
- excellent map layout
- very good navigation and gameplay
- good flow
- challenging
- lots of variety in scenery
- detailed environment
- a lot of very different kind of crescendo events
- good graphics
- awesome cave part
- well falling sequence
map 2:
- water bed after well falling: bots find the way out to slow. You might make a wooden ladder to the left, the bots would probably take the short way and dont get incapped
- running gauntlet after elevator; it's too hard imo because it's too many zombies, too few breaks and a too long distance. I'd reduce the zombie amount and extend the horde breaks.
also: the fire barricade is nice looking but the bots almost certainly fail on it. I'd completely turn off the fire or get rid of that barricade.
map 3:
although the frames are not bad I have several FPS drops like in front of the ladder into the foundry.
Clearly one of the best custom campaigns out there, with a lot of variety and creativity.
And a very polished one also. Only very few things left to improve. The running gauntlet at end of map 2 should be toned down in difficulty.
- solid gameplay
- good navigation
- good snow theme
- long maps
- challenging
- no big glitches or graphical errors noticeable
- goog idea with finale tower run
- repetitive areas especially throughout maps 1 to 3
- boring repeting warehouses, streets and very basic structures
- doesnt seem to be well planned from start to end, differing quality in map layout and design
- too much crescendos in certain maps like the first one
- finally and a very significant contra: open GTA like areas in a lot of places; L4D doesn't fit with this; it has something to do with the lack of tension cause zombies come in very small groups from longer distances, mentioned this at some other campaigns too. It's no use to do RPG like big exploring areas, L4D is an ego shooter with no possibility for choosing quests or upgrade your character
All in all a solid campaign with an interesting snow theme. Not more not less.
update to version 1.1:
- better navigation
- better wayfinding by more arrows I guess
- better crescendo navigation
- better overall flow
- good gameplay
- solid map layout
- good navigation
- nice graphics
- good use of fog and lighting
- still repetitive maze structures in almost every map
- no real graphical or gameplay highlight spots
- unbelieveable map switches like a parking garage with a big swamp area in the backyard
- lag after gate opening in finale still appeared
The update made the campaign much better for me, the gameplay is good and has a flow.
That said I still dont see it as an epic good one.
update to 1.3:
- 4 map design works very well, better balancing in terms of map length
- challenging and climatically fitting map 2 end gauntlet
- finale gauntlet is like in the first version challenging again, it worked alright with local host
- new light sources make the forest areas more attractive and give better view without the flashlight
- added dialogue lines
- better outro now
- should be a lot better for versus, cause the mansion is now an own map
- very good map layout and gameplay
- rain at the other end of tunnels
- dark and rainy atmosphere
- long maps and long finale
- well thought out from start to end
- custom textures
- custom sounds
- good navigation
- long and exciting map way for finale gauntlet
map 1:
table under ammo pile in lodge house missing
map 3:
slight FPS drops occasionally
crescendo camping possible (go into the small room at the end of the floor, you might add a drop hole in the ceiling especially for versus)
map 4:
one survivor bot got stuck in the first quarter of the map, he beamed back to us when we were far enough,
I dunno the excat spot cause I noticed it much later
Great update, Doctor!
Raised my rating, I guess the campaign cant get better in terms of map partitioning. The 2 gauntlet are really awesome, the horde balancing is excellent.
Only a few small things left.
- solid gameplay
- solid navigation
- solid graphics
- some nice crescendos
- without major bugs
- good for a shorter gaming session
- rather uninspired and blocky map design
- mostly flat and even map layout
- lack of detail in several areas
- no real hightlights to remember, it seems rather as big endless surburban area to me
imo a solid campaign, which has a consistent quality level. But also offers nothing really special.
- generally solid map layout
- very good 1. and 2. map
- good gameplay
- exciting lighting in map 1,2,4,5
- solid navigation
- all in all longer maps
note: I review the campaign as a whole, the port itself is good, but there are several flaws which come from the source campaign
in general:
- not well thought, questionable transitions especially from map 2 to 3, and 3 to 4
- significantly varying overall quality level, map 1 and 2 are good, map 3 is empty and bland, map 4 and 5 are about average but also nothing special
map 3:
- ladder nav problem for surv bots
- SI nav problem in stadium
- bland colour environment
- "white" lines for window bars shortly after 1st crescendo, bug?
map 4:
- too less zombies
- rather uninspired
- without crescendo
map 5:
- old type finale with an even surface environment, not bad but also nothing special
My impression is quite ambivalent. Definitely like map 1 and 2, while map 3, 4, 5 have several flaws for me.
As mentioned above: good port from Gemini, but I don't really like the source material overall.
- ingenious and brilliant map layout and ideas
- challenging gameplay
- surprising and fresh gameplay ideas
- well thought out from start to end
- consequent colour style in all maps
- consequent abstract map design
- some good funny ideas
- inspired basic campaign (test chamber for humans-> portal???)
- unique mechanisms like weapons for gas or password
- some excellent cutscenes
- clever end sequence with the closing tunnel
- the long pipe on pipe climb down is not easy for the bots, but they do manage it
other than that I didn't notice a bug or any other imbalance
Dont expect to play your "usual" custom campaign with this one.
This is almost like a total conversion, and it's good, damn good.
to the finale: I neither find it too easy nor too hard or too short. I mean it's quite long, the end fight plus the rolling crescendos. If it's too easy for you, play it on expert. that should fix it.
update to version 1.2:
- useful smaller and bigger changings in some areas,
- better balance except in finale
- more melees and throwables
- metro waggon tank now climbs up without problems
- very clever map layout
- unusual structures
- very good gameplay
- long maps
- good navigation
- good atmosphere
- day and nighttime maps
- challenging
- unique urban "upper metro" style
- finale map:
too hard
even on advanced, why now 2 tanks parallel and increased hordes???, it was already hard without that changings
A very good campaign which got even better with the last update.
Thanks for excellent support!
I remember long maps with some atmospherical highlights, very good upper metro areas.
For the finale I'd still wish for a "sacrifice" style finale, because the running around is just annoying for me.
- solid map layout
- good gameplay
- good navigation
- good port to L4D 2
- solid graphics
- long maps
- map 3 and 4 with exciting structures
- repetitive map 2
- finale map; camping in safe room truck
- map environments dont vary much; it's noticeable that the campaign comes from L4D 1 as the probs are "limited" in comparison to L4D 2
Hi Gemini!
Thanks for another good quality port of yours! I didn't find any major bugs.
Nevertheless I kind of notice the "dust" on those purely in L4D 1 environment developed campaigns. But thats just the usual way of progress of original L4D 2 campaigns.
- solid map layout
- good gameplay
- challenging
- long maps
- good navigation
- exciting rolling crescendo map 2
- few details in all of the maps
- blocky and generic map structures in some areas
- environments too clean
- uninspired map environments, noname buildings in a noname city
- boring skyboxes
What the campaign does offer in a good way is a challenging good gameplay.
What it lacks is an exciting map environment and clever map layouts.
- exceptional lighting
- excellent map layout
- excellent gameplay and navigation
- refined L4D 2 map areas; awesome changings in map 3 and 4
- challenging
- varied scenarios
- well thought out from start to end
- survivor dialogue
- death trap rivers
- exciting crescendos
- beautiful skyboxes
- unique Vienna theme
- framerate in finale is not a problem anymore
- didnt notice anything except the short ending sequence of the chopper flying away,
isn't it possible to make it flying around the tower with the camera in the middle axe?
Awesome and great work!
I actually thought that the L4D 2 version would be "only" a direct port of the old version. Gladly it's not. The authors really did a fantastic job especially in changing areas of map 3 and 4 and make them significantly more exciting and better fitting for L4D 2.
- excellent map layout
- exceptional lighting
- very good ideas
- alternatives sceneries
- very good graphics
- good gameplay
- good navigation
- well thought out from start to end
- finale map:
scavenge finale too hard with bots because they have navigation problems in some areas and dont follow the player
scavenge finale too long and boring, of course it's a matter of taste but a sacrifice finale just offers more "on spot" action than just endless running around for gas cans
Without a doubt an outstanding map in L4D 1.
It already offers a quite refined gameplay in that first complete release.
Biggest lack for me is the balance and some nav issue in finale map.
on topic "elements of L4D 2 in L4D 1":
yea it has some single elements in it, but the reason why I wont play again this campaign is just that I dont play anymore L4D 1 in general. It lacks four things even with this creative campaign: zombie spawning logic of L4D 2, gore system, L4D 2 weapons and last not least the new SI.
I wont write too much in this review, see my review for DBD Two
- very good 4th map
- I also find it good that you took map 1 out, it was a "weaker" map and a 5 map campaign is better than a 6 map one
- also good that you made several adjustments and a new intro; great!
didnt find anything
Conclusion:Even more top notch than the first L4D 2 release!
In conclusion of my review of the first version it's 100 for me.
- excellent and clever map layout
- a lot of new structures and geometry
- good lighting
- detailed and epic settings
- long, epic maps
- very good and intense gameplay
- very good navigation
- well thought out from start to end
- a lot of clever ideas
- very well thought out finale tasks
map1:
- floating vegetation in one spot
- pink checkered textures for some wooden piles
map3:
- we crashed on top of the first mountain; then played it through until safe room, where it crashed and didnt load finale map
finale map:
- no tank fight because the rocket sequence started before the tank reached us; the finale should contain 2 tanks
I was really surprised by this campaign how excellent it is! I guessed it is good but didn't expect more.
Most of all it offers one of the best and clever map layouts of all custom campaigns imo. The structures and sceneries are also very creative and yet very believeable.
- excellent atmosphere
- a lot of good used custom content
- very good ambient lighting
- good map layout
- solid gameplay
- long map 3
- well thought from start to end
- a lot of survivor dialogue which give a basic storyline
- nice escape plane outro
- map 1 and 2:
both too short, too less killed zombies, too easy, maybe it's better to put them together to one map then it would be a decent length for a L4D 2 campaign
- map 3:
nav problems with AI bots before crescendo, they go downstairs
crescendo boring and easy to camp
- map 4:
a bit too short and too less zombies
- map 5:
the original finale ported to the L4D 2 vesion, solid but not top notch in L4D 2 anymore
- in general:
too easy, too much items, spawning problems in some areas?, zombie limit by intent?
Quote from the IHM website:
"You should keep in mind that this new version of I Hate Mountains is really an exact port of the Left 4 Dead 1 version. We didn’t spend much time tweaking the maps with the new available assets"
That sums it up pretty good.
The point is that after the initial L4D 1 version in June 2010 appeared several outstanding L4D 2 campaigns and updates such as Detour Ahead, Dead Before Dawn 2, One 4 Nine, Diescraper Redux, Carried Off.
This available L4D 2 version cant compete with those campaigns from a gameplay point of view.
I know that this review will get some disagree votes, but I dont care. If you want to improve your campaign, you should look into those points. If you're fine with the current state of a "direct port" you can forget my points.
- very good map layout
- very good gameplay
- excellent lighting and skybox combination
- good navigation
- challenging
- detailed environment
- progressive crescendos
- sacrifice finale type
- hmm, one player got stuck I guess on top of the generator in front of the safe room door, map 2 I guess
other than that I havent noticed any other things yet
Truly a great 3 map campaign, very challenging on advanced and expert. Seems to me that it's currently underrated because of the two 50 ratings.
It's better than "Tour of Terror" because it really offers significantly more exciting gameplay.
- good map layout
- solid navigations
- high detail level
- some long maps
- challenging gameplay
- very good climatic finale setting and outro
- custom structures and textures
- highly creative but very good guided events with the green outlines, very important
- much better framerates than in previous version
- crescendos with more than one action step to do
- good used "external" support for the survivors like aircraft bombers and old survivors
- still some frame rate problems in certain areas
- navigation of CI and SI with too less spawning areas; they seem to take long ways in certain areas
- way directing: the more you play the map the better you know the map, it has arrows and light sources but especially new players - not "noobs" - are having a harder time to figure out which way to go.
It's ok for me but a solution could be to really straigten the way through your maps especially map 1 and the finale map. You could also gain some longer way advantage by that from the 1st map. I know that the 1st and the finale were originally designed for survival. imo it'd be a good idea to overhaul them from a very campaign focused view.
The biggest recent surprise for me since the last version.
Really good work and really good update!
To really enjoy the campaign you should give it a chance in a 2nd playthrough. By actually knowing the way this campaign works really good.
- solid map layout and structures
- solid gameplay
- good lighting in map 1
- nice ruins setting
- low prob detail level
- a lot of pitch black areas in map 2
- bad lighting map 2
- no way directing especially map 2 by either light sources or signs
- no good gameplay flow by constant way searching and wondering what should be done next
- no noticeable crescendo event except lighting fire place, which repeats a 2nd time
- areas in map 2 where you get almost constant hordes without stopping like the columns area
- invisible wall at map transition area map 1-2
- reused complete setting of map 2 as finale area
- difficult to find generators without any signs and without outlines in finale
some good and some bad points in this campaign.
As much as the general ruins setting is exciting for me the campaign suffers strongly from listed flaws.
The quality impression is very different throughout the maps and specific areas. Another main problem is the way directing in the campaign, which makes the gameflow stop several times.
Because the comment function is disabled:
Don't throw out so many updates, it's not good. I really like your map, but it's not good to throw out update on and on when there's no gamebreaking bug in it.
I recommend for instance a one month break between those updates.
Conclusion:No more rushed updates needed.
- good map layout
- good gameplay
- good bot and infected navigation
- challenging gameplay
- different ways to choose in map 3 and 4
- well thought out from start to end
- best rural atmosphere in a campaign
- adequate skybox, fog and lighting
- L4D 2 tweak: rolling crescendo, map 4, deactivate alarm!
- bridge crescendo with lots of zombies
- two tanks in last wave of finale
- no gamebreaking or texture bugs
updated to version 2.0:
no noticeable bugs or cons found
update 2.0: raised rating to 85.
Another high quality port from Gemini! Really outstanding work, that you enable us players good and excellent L4D 1 campaigns. Like all the 3 ports, and all are better than their originals.
Yea sure, 5 maps with a rural focus is not very varying, but there are quite lots of little details like left houses, bridges, mines, streets, industry structures. Very good that you made a real rolling crescendo out of the alarm door!
- solid gameplay
- solid maplayout
- train and supermarket crescendo
- no big graphical glitches
- generic and blocky maplayout in several areas of map 1 and 2, like several quadratic structures put together
- low detail and prob level
- several pitch black areas
- gamebreaking bug, when captured in map 1 trap room and only bots are available, bots don't open the door
- skybox gray mass background problems in map 2
- lighting is not good, it's nonexistent in several areas
- survivor bot navigation problems in map 1, they glitch between upper and lower level
- several spots with low framerates although the campaign hasn't much details
A solid start for a campaign.
It has some potential when several things are fixed and improved, although it's far away from known high raters like city 17, detour ahead, one for nine or Haunted Forest. And therefore a rating in the 80s or 90s is imo very inadequate.
- very good gameplay
- very good intro and outro
- well thought out from start to end
- good detail level
- good map layout
- good length of maps
- challenging
- 2 rolling crescendos in map 2 and 3
- no major gamebreaking or visual bug
- map 1: elevator, activatable without all persons or bots in it, bot suicided by jumping down the elevator shaft,
unclear if there are 2 ways down to ground level
- map 2: "breakroom" door standing already open, why "break the room" crescendo?, crescendo bug?
- map 3: late T2 weapons, for variety it could be better to already bring them in map 2 or spawn room
- map 4: low FPS both on dedicated and local host, the dedi lagged at hordes
- heli door not closed before chopper arrives, new players try out and get blown off by wind
general: -more ammo piles or more weapon spots needed
A very good campaign in coop! the 4 map concept worked out well. The intro and the outro are exceptionally good.
There are some small things but nothing gamebreaking. The most important thing imo would be optimization of map 4. Only 50% or less of the openable offices are needed, maybe the closing of those rooms solves the FPS problems.
- solid map layout
- solid navigation for bots and infected
- rolling crescendos
- challenging
- very low detail level
- generic blocky map parts and areas
- framerate issues in some areas of the maps
- too late and too few T2 weapons
- no onscreen messages for a starting gauntlet
- too much side rooms
- repetitive probs and style
- not clear thought out from start to end
- beside "city" practically no campaign goal or theme
Not bad but not really good either.
update to version 3:
- tank/witch removed from map 1, good, too difficult with pistols and melee
- more challenging by less throwables and more zombie hordes
- bugs fixed
- more varied melee weapons and laser sights
- excellent and well composed custom stuff for the campaign
- unusual and new geometry for a lot of known things like sewers, hallways, walkways, warehouses
- exceptional lighting
- great map layout
- long maps
- great gameplay
- I like the screen color changings in finale a lot, creative idea, supports the extraterrestrial atmosphere of the last map
- didn't notice any gamebreaking or graphical bugs
- although it's mentioned in the changelog I don't notice any "mini-onslaughts", I'd prefer a real gauntlet after a gate opening for instance
Conclusion:Very good update to one of the Top 3 customs out there.
A gauntlet crescendo would be a perfect addition to the L4D 2 version.
update to version 2:
- fixed crash, pink checker and car structure
- better balance with more ammo and weapons
- bots take all item stuff
- better navigation in some spots
- good map layout
- good gameplay
- solid navigation
- long maps
- challenging difficulty on advanced
- well thought out from start to end
- very atmospheric port finale setting
- no progressive L4D 2 crescendo events like gauntlet or 3 generators finale
- finale boat doesn't escape after rescue, it just stays there
A really good campaign with no real flaw.
Though it's not too epic but this is because of the map layout and game dynamics of the original L4D 1 campaign, the port itself is very good.
update to version 3:
better balance in panic events
better navigation of CI and SI throughout all maps
bug fixing (finale chopper etc.)
extensive sacrifice exploding barrels use
better optimized FPS
Nice intro
exciting map layout
thight ways and rooms like L4D 1
good navigation for CI
challenging gameplay
multiple crescendos
good crescendo ideas
good main theme: ship and oil platform
finale map:
- still far too difficult, even in easy quite hard
- ammo piles needed
- med kits in one spot
- more pipe or bile bombs needed
Overall it's a good update for a really good campaign.
The main flaw is still imo the difficulty of finale map. Give it a try in easy and judge it if it was "easy". It's not.
If you want to keep 12 cans scavenge you need
- central point for med kits and ammo pile
- generator not on high ground but on the base level
- much more throwables
Nevertheless my suggestion is to change the finale to the 3 generators of "sacrifice" finale, you would still have a big challenge to win but the annoying 12 runs up and down the map with the cans would gladly be out.
update to 1.3:
- a lot of fun stuff added
- bug fixing
- better balance in some area and boss fight
- very creative
- lots of custom graphics, music and sound, awesome
- very good gameplay
- very good map layout
- love the "moving platform underground", excellent idea
- love the death pits, always funny when someone falls in out of a sudden
- good difficulty balance, not too hard but also not easy
- needs weapons and ammo in some of the safe rooms or starting area
Conclusion:Kudos! Excellent work!
Definitely find it also better than the L4D 1 version. One of the very rare campaigns where "very creative" AND "very good gameplay" fit together.
basic map layout
basic gameplay
boring map layout
boring gameplay
monotone graphics
too short
stretched textures
bad lighting
a lot of dead end ways
no directions signs
fall into water and no ladder out
That's it.
review based upon 4 playthroughs, coop, advanced, normal:
- very good map layout
- a lot of good used custom graphics
- straigtened gameplay
- passionate detailing
- easter eggs
- a lot custom music, sounds and voices
- graphics, music and sound make a unique atmosphere
- great gameplay
- original crescendo events
- air conditioning event; valves in different places
- awesome campaign intro and awesome finale escape scene
- very good and unique parking garage in map 5, lots of details
- bombing in map 1 deleted, was annoying
- fixed map 2 loading bug
- map 2: still bot nav problems all around the ladder of gas station
- map 2: 1. playthrough; crescendo event church; 2 bots walk in flame until both are incapped
also: still a boring event; camp at the barricade and done
- map 2: SI don't climb over crashed chopper
- map 4: gate closing and million crescendos: too easy in coop, why don't they come from inside the mall too?
- map 4: 1 time out of 4 times: 2 buttons events; pressed red one first, then no functioning at all, proceeding not possible, dunno why, couldn't reproduce it
Awesome work! And a huge step forward from the 1st Beta!
I also appreciate very much that you're working on the L4D 2 version. I'm very looking forward to the gauntlet finale and the rollinge crescendo like the authors mentioned. I think it's quite necessary for L4D 2 version, campaigns like "Detour Ahead" and "Welcome to Hell" setted the pace for progressive gameplay in this refer.
Updated review to version 6:
- very good gameplay and map layout
- progressive map layout with multiple rolling crescendos and mostly L4D 2 content including "The Passing"
- mad chainsaw gauntlet at the end of map 3
- still plenty of witches, around 6 in map 2
- varied weather and daylight/nighttime
- fixed crescendo events in map 4
- packed alarm cars in map 4, fun to activate all
- finale map now without the annoying train waiting time
- map 3:
the 3 bots didn't enter the last tunnel gauntlet, they just "stood" in front of the entrance and didn't follow me, will play it again to confirm it
- map 4: no ammo pile in starting safe room
- finale:
counted 7 tanks on normal, still too much
16 gas cans too much in refer to the long walkways
Awesome work, Garfield! Nice that you updated it after some time.
Nevertheless the campaign has still some small but easy to see flaws.
- good port of most parts of the original except...
Cons:...combination of skybox and fog almost ruins everything
it is not night atmosphere, it is a grey mass on the horizon which has black background. These maps have never looked more artificial. Does any playtester aprove this before releasing. Play it then you believe it.
Valve, please play this campaign. Then you know why you should port it youselves like with No Mercy.
Edit with new version 6.0:
Can't believe it! He left the shitty background grey brown mass in it. Play the original campaign in L4D 1 and you know what dark means.
- great gameplay
- amazing custom graphics all the way
- good length
- creative gameplay which is a lot of fun
- Most EPIC in VERSUS; you laugh your ass off when you or others fall into the various death pits
- no custom Mario music or sounds
- Versus finale scoring bug: The first and leading team to play in VS in finale map gets no points; only when a survivors reaches the end he gets the points
- finale starts: error message appear for a short time, but it doesn't seem to affect the gameplay
This is a great and creative custom campaign!
For me most EPIC is the Versus gameplay! I've never find it so "funny" to loose or win on a Versus map like this here.
- some good ideas
- challenging zombie hordes and tanks
- blocky and generic layout
- apart from some ideas boring gameplay
- almost no details
- no graphical highlights
- only "fun" with the first walkthrough
That's it.
- solid gameplay and map layout
- no major gamebreaking or graphical bugs
- too short in all of the 3 maps
- comparatively boring sceneries with lots of warehouses and L4D 1 buildings
- bad framerate optimization in map 1
- bad balance points like tank appear while onslaught map 1
- bad running back way to open gate in finale
I state it direct and clear:
It is one of the unsolved questions how this campaign did get an average of over 80 already 3 months ago, while a camapaign like "Heaven can wait 2" has 79 and is lightyears better than those maps.
It is a solid campaign, but no match to other custom campaigns like Carried off, Detour Ahead, Heaven can wait, City 17.
I recommend to all those rating this here over 80 to play first one of the mentioned and then come back.
- excellent and well composed custom stuff for the campaign
- unusual and new geometry for a lot of known things like sewers, hallways, walkways, warehouses
- exceptional lighting
- great map layout
- long maps
- great gameplay
- I like the screen color changings in finale a lot, creative idea, supports the extraterrestrial atmosphere of the last map
- like mentioned: death at start of map 1, then no problem
- finale rescue was unsatisfying
Awesomeness! Kudos to you, Kev!
I get a CTD when trying it in L4D 2. Also, I'd like to play this as a full L4D 2 ports with new weapons, items and maybe rolling crescendos. Guess what madness the charger and spitter could bring to the survivors in it.
Updated to 2.5:
- better way directing by green light in finale
Updated to 2.4:
- better balanced levels in terms of length
Played version 2.2:
- very good map layout
- madness rolling crescendo map 2
- 2 step bridge lowering map 3
- madness onslaught gauntlet finale
- alarm car with 2 wooden planks on it
- good detail level
- campaign goal well thought out
- no gamebreaking bugs or graphical errors
- too much med kits and stuff to throw in certain parts of the campaign imo
- map 3 lowering bridge crescendos:
imo too long walkway for zombies, can you spawn them right above the survivors in the house buildings, maybe closer house buildings needed
A very good campaign. Yet I see potential to improve the campaign. Especially the way directing in finale needs significant improvements.
- basic map layout
- no gamebreaking or graphical bugs
- solid map length
- frigthening darkness in outside areas
- few use of lighting effects
- blocky, uninspired map design
- very low detail level
- no real highlights
Not a bad campaign, but neither a good one.
Played latest version 5.0:
- good map layout
- good graphics
- exciting changings in scenery, atmosphere, daytime/nighttime
- madness gauntlet in map 4 (I guess) with hundreds of zombies
- good level of detail
- including rain and storm maps
- multiple rolling crescendos
- no major gamebreaking bugs
- it has a good performance level (although maps are quite long)
hints for improvements:
map 2:
just before construction building; water textures have a "hard end" to the street textures, visually bad
map 4:
no weapons and med kits in spawn room
finale map:
- maybe too easy in coop, disabling the 2nd stages could make it more difficult
imo it's very good and passionated campaign with the potential to especially be one of the best coop campaigns.
With a bit polish a 90s candidate for me.
- solid map layout
- nice dark rainy atmosphere
- maps are too short
- bad optimization throughout all 3 maps
- a lot of graphical black holes by extreme darkness in lighting
It's a solid map with a lot of things to improve and extend in my opinion.
- solid gameplay
- solid graphics
- no gamebreaking bugs
- level layout and scenery repetitive
- no real graphical highlights
A good campaign. Not more not less.
- good gameplay
- good graphics
- great dam sight of view
- long and challenging map 2
- no gauntlet crescendos
- map 1 too short
- finale map 3 not too short but gameplay wise too uninspired with a lot of camping spots
It's for sure a good map for me. Not more and not less.
It lacks especially gauntlet crescendos, a much longer map 1 and a finale map with maybe a dam gauntlet like the bridge gauntlet in "The Parish".
- great atmosphere
- great custom graphics and sound
- solid gameplay
- good wall breaking effects in finale map
- all the maps are too short
- too easy
- the ropes hold off the zombies off the survivors, they take too long to jump over the ropes
- mediocre gameplay
- ride attraction is for "Wows" but has no gameplay or challenge
- finale escape is not an escape, the director doesn't spawn dozens of zombies in your way
hmm, while I see that this campaign offers great visuals and effects, I won't play it again.
It just lacks great gameplay, challenge and longer maps.
- good adapted L4D 2 gameplay
- solid adapted map layout
- exciting running gauntlet
- good graphics
- no major bugs afaik
- good adaption but not very "original"
- why brightness in finale map???
- finale too easy and easy to see tanks, SI, CI with daylight
The campaign offers real good gameplay, the highlight is a running gauntlet on train tracks.
On the other side, it's not very "original", I know all these maps from HL2. And the maps are really very similar to the original.
Updated to version 5.0:
- even better finale navigation, finale always triggers, zombies on the way back to chopper
- even better navigation in map 4
Updated review to version 4.0:
- very good gameplay
- a lot of improvements since the first L4D 2 version
- good graphical realistic design of the maps
- map 3 extended, very good
- map 4 with an epic bridge gauntlet
- awesome finale gauntlet, good balanced finale
- challenging
- good zombie and bot navigation
- map 2 gauntlet now much better because of longer way, more zombies and wooden barricades
Nothing which I noticed.
Conclusion:Update to version 5.0:
It is the best custom campaign for me. And the only one which I gave 100 points.
- excellent map layout
- creative graphics and sceneries
- lot of challenge
- big variety
- multiple gauntlet crescendos
- great gauntlet ideas
- afaik no gamebreaking or even graphical bugs
- map 1 crescendo: only one horde wave
- map 3: chainsaw should appear 1 time at least on moria ;-)
for all gauntlets (graveyard stop button, columns hall run, running gauntlet, earthquake gauntlet):
I knew them from L4D 1, but I think it's better to add HUD text hints. New players maybe don't know the have to escape to the saferoom or across the columns hall to end the gauntlets.
Happy to write the first review of it!
This L4D 2 version is awesome and better because of weapon and item variety!
"-nothing much new" -> understatement at its best, because there are not much things which could be added to the L4D 1 version in refer to gameplay. The campaign had already multiple gauntlets in the L4D 1 version, so no need to add those. Of course it would be nice to have Versus, but I guess the balancing is more difficult than with the L4D 1 version...Charger on moria map...
Epic campaign
very good map layout, yes especially of the extensions
extensions make the maps sometimes double in size
challenging
"logic" extensions which make sense
no major gamebreaking or graphical bugs
map 1:
- guess you should leave T2 weapons out
- a bit too dark (but don't make it bright)
- too less CI standing around and horde attacks
map 2:
- more direction arrows needed in tunnels
- more CI needed
map 3:
- a bit too dark
- 1st crescendo has too few CI
- better line of sight and fire for the church bell needed, maybe you should write "Shoot the bell" because we first thought we'd have to get up there;-)
map 4:
- more infected ladders needed, sometimes they don't reach the survivors right
map 5:
- pillar crescendo; we first didn't know where to run, but then found out to just run to the finale house
- 2 tanks parallel are too much
- the train should reach the survivors much earlier than the tank and the hordes
in general:
- imo there should be more common infected standing around, the CI should reach the survivors faster with more spawn possibilities throughout the maps
Like others wrote, "Clamtoll" isn't just a remake it's really up to 50% new map content plus a L4D 2 polish of the existing content.
It is definitely epic! You will indeed see extended stuff which you haven't seen in the best L4D 2 campaigns yet.
I made a "to improve list" in order to support the advance of this campaign.
Maybe you should call it "Clamtoll: L4D 2 Death Toll Extended" because it's really not just a "remake".
excellent map layout
exciting different sceneries
a lot of rolling crescendos
creative ideas especially rolling crescendos
creative ideas like train passing on bridge then horde alarm
excellent graphics
challenging
very good navigation for CI, SI and bots
didn't noticed anything
Conclusion:Now in this final version 10.0 it's for me without a doubt one of the best custom campaigns ever made!
Update to version 1.5
- some improvements
- significantly better flow in finale map by removing of generator button
- better navigation in finale map
- 2 tanks parallel make finale challenging and exciting
Updated review to version 1.4
- more challenging with less med kits and stuff
- much better panic events
- map 4 improved significantly
- finale map slightly improved
- still too much med kits in map 4 behind police car
- crash to desktop after entering the escape vehicle
version 1.5:
It's a very good campaign now and it's indeed very difficult in expert.
- great port from TF 2
- good realisation of exiting game elements
- gauntlet events
- cart fueling
- ammo and weapons from cart
- alarm crescendo
- VS needed
- typical L4D 2 map design needed
This is definitely a very fun game mode and map.
But I'd like to play it with typical L4D environment. IMO this would make just more sense. The L4D background doesn't really fit to the comic atmosphere of TF 2s Badwater Basin map.
- solid level layout
- no major bugs
- no gamebreaking bugs
- plain, flat layout
- blocky layout
- repetitive map design
I played a lot custom campaigns. There are only few which deserve 90 points and more, like "Night Terror", "Death Aboard" or "Suicide Blitz". This one does certainly not belong to that group.
Overall this one is a solid but also boring campaign in my opinion.
- graphics are awesome and custom
- solid gameplay
- more good for the graphics than the gameplay
Conclusion:graphics top; gameplay average
Better call it "beta", it's definitely not a "RC"
- creativity
- art
- very good map layout
- long maps
- challenging
- some nav issues
- a few less textures are bright white like some doors and cars
I don't hesitate in saying:
With a little polishing it is on par with "Night Terror".
Epic, creative, artful, surprising, good gameplay -> This is one of the campaigns which appear out of sudden and hit like a bomb!
And now the unavoidable, yea, pls make it for L4D 2!
+beautiful map graphics
+afaik no bugs in version 7
+good gameplay
-nothing noticed
Conclusion:Great survival map.
+ a map made for fun gameplay
+ owning of the infected granted
- when you're upstairs the tank has sometimes pathfinding problems
Conclusion:It's basically a fun map where you can also kind of practice some weapon skills. You have a lot of stuff located either down central or up central. Although Im not a fan of Heavy Metal music in general I like the played custom songs.
good basic layout
good snow graphics
good fire and water effects
maps 4,5 and 6 are opposite copies of maps 1,2 and 3
map2: spawn on elevator
bots don't take safe room med kits
more and closer zombie spawn points needed
I first thought, this could be the first major custom hit on L4D 2.
It is definitely not. Maps 4,5 and 6 are complete opposite run copies of maps 1,2,3.
And that is why I consider the campaign at the end as a little too boring.
a lot of L4D 2 items
one of the best rolling crescendos in map 2
no noticable gamebreaking bugs
no visual bugs
needed a bit more scenery variety
Conclusion:Well, afaik it's the only full L4D 2 polished ported campaign.
But infact it's a quite good one. It lacks a bit of variety but has some intense close combat spots.
I have yet to find a versus game. It seems that nobody takes the time to set up a versus lobby.




good map layout
Cons:good navigation
solid gameplay
some crescendos
scenery change from map to map
challenging
good path guiding by lights or hints
repetitive areas within the maps
Conclusion:few graphical variety, a lot of grey, brown and dark dominated areas
few L4D 2 specific probs
no rolling or other new kind crescendos
afaik no L4D 2 weapons beside military sniper and a few melee things
some maps seem too long, can be exhausting, guess map 2 and 3
a generally good campaign without any real highlights, neither in gameplay nor in graphics.