| Gender: Male Location: Texas Website: n/a |
+ Dark atmosphere
+ Attention to detail
+ Challenging
+ Many places where you could hold out, including outside of the house
+ Very efficient use of space
+ Good item placement
- Could use hints for the radios like the L4D2 port, but nothing major
Conclusion:[v1.1]
This is a very well made survival map that offers a lot of replayability and a variety of spots to hold out at. It provides a challenge, but is not impossibly difficult. There are a good amount of supplies, so running out is never an issue. Overall the map is very well rounded, and I have no real complaints.
This map is a must-have for people who enjoy playing survival mode. I would highly recommend it.
+ L4D1 survivors
+ Dark atmosphere
+ Attention to detail
+ Challenging
+ Many places where you could hold out, including outside of the house
+ Very efficient use of space
+ Good item placement
- Nothing major
Conclusion:[v1.0]
This is a very well made survival map that offers a lot of replayability and a variety of spots to hold out at. It provides a challenge, but is not impossibly difficult. There are a good amount of supplies, so running out is never an issue. Overall the map is very well rounded, and I have no real complaints.
This map is a must-have for people who enjoy playing survival mode. I would highly recommend it.
+ Challenging
+ Interesting and different environments, despite size
+ No designated holdout point
+ Appears well thought out
+ Good amount of supplies
- Tanks had some trouble navigating the tight spaces
- Not enough weapon variety
[5/7/2012 v1]
All in all, this map is really interesting. It is very small which provides a challenge on multiple levels in regards to gameplay and level design, but that didn't hamper this map in any way. The environments were unique and diverse despite the small size, and the gameplay wasn't impossibly difficult either. There wasn't any one place in particular for the player to holdout, and the strategy usually involved moving around since you would almost always be force out of your current location when a large group of enemies or a tank entered. In regards to the supplies, there are just the right amount of supplies to not make this map too easy or hard.
To address the cons, sometimes the tanks had trouble either navigating the environment through the small spaces or even entering the map in general. The weapon variety is pretty low since you have a small handful of weapons to choose from which is pretty boring, and it gives the player hardly any choice at all. There's pretty much only one of each weapon class type so if you feel like using a shotgun, for example, you have no choice at all on which one you choose.
Overall this is a fun survival map that will not leave you feeling let down.
+ Good, fast paced gameplay
+ Nice difficulty
+ Zombies come in from the ceiling
+ Floating, spinning guns
- Nothing major that I could find
Conclusion:[5/4/12 v1.5]
A nice update to a great map, and I don't have too much new info to say about it. First being the improved navmesh so the special infected can come at you faster, even though it was nicer not having so many irritating jockies (seriously, they are so annoying) coming at you, but it is improved. This is more profound on the tower's ladder as the bots are much more intelligent when climbing down now. Also, I miss when you used the L4D1 survivors, but I understand why you made the change (but those 4 are much cooler than the new ones).
I would also like to say that I had a tank get stuck on the roof of the warehouse when all four of the survivors were on the building by the spawn (building 1 or whatever).
I would definitely recommend this map to anyone who enjoys survival. That, or someone who is a COD4 fan. Either or.
Gameplay: 4.7/5.0
Aesthetics: 3.0/30
Uniqueness: 0.8/1.0
Replayability: 1.0/1.0
TOTAL: 9.5/10.0
+ Brighter light
+ Looks significantly better
Nothing
Conclusion:This mod works great and drastically improves the default look and functionality of the flashlight. The only thing is that it MIGHT be too bright at times, because the one thing the default flashlight could do well was provide tension when it sucked at something. I haven't noticed any problems, it works really well, and I like the new blue look.
+ Amazing detail and looks great
+ Very well made
+ Custom textures and models
+ Panic room
+ Televisions turn on
+ Layout is easy to figure out
+ Good amount of supplies
+ Smooth gameplay
+ Challenging
- Navigation on the spiral staircase is screwy
Conclusion:[4/21/12 v1.0]
This is a really awesome map and it is evident that it took an exceptional amount of work to make it. Everything is well made and works great and it does so without sacrificing gameplay. The map plays very well and smoothly (the only exception being that spiral staircase) and is a blast to play. The villa is fun to explore and you have to since the supplies randomize at the start of every round. It poses a challenge but at the same time is not too difficult.
As far as I'm concerned this map deserves a perfect score since I have a lot of fun playing on it and I have to go out of my way to find a con. I would highly, highly recommend this map. Well done, author!
Wrath of Cane
+ Good challenge
+ Zombies surprise you
Your Eternal Grave
+ Love the idea of zombies falling on top of you
Snails Pace
+ Awesome idea
+ Cool setting
+ Good size
Overall
+ Interesting and unique concepts
+ Very challenging
+ Tense environments
Wrath of Cane
- Not enough supplies
- Tanks are really tough to kill
Your Eternal Grave
- Not enough supplies
- Tanks are impossibly difficult
- Way too challenging
Snails Pace
- Bots drown themselves in the lowest portions
- It bugged me that the doors were level but the environment was tilted (no points deducted)
Overall
- Maps are very small
[4/1/12 v4.0]
Snails Pace was a great addition to the set, and so far my favorite. It's nice that the map is larger than the other two, and you can actually explore where as the other two you could see the entire map without taking a step. The setting was cool, and I liked the way the environment was tilted a bit.
As for the original two, I liked that you added more supplies than you originally had. However, they still lack the amount of preferable supplies. The weapon variety is still a little low, but there are nowhere near enough throwables. If you can see a zombie to shoot it it is already too close to you, so the throwables are the best weapons you have available to you, so those two maps really could use more of those.
Overall a really awesome, challenging survival pack. I would recommend it to someone who wants a challenge or who just wants to try something different.
+ Awesome unique aspects
+ Map dynamically changes with time
+ Nice difficulty
+ Nice amount of supplies
+ Gameplay is smooth and flows nicely
+ Fast paced
- Kinda small for my taste
- Most of the most important supplies are in one spot
- Maybe too many health packs?
[3/26/12 v1]
Awesome map! I really like how fast paced the map is, and how smooth the gameplay is. The fact that you can build barricades, receive covering fire from the trailer, the weather changes, and the helicopter support make this map incredibly unique and pretty cool too. It isn't impossibly difficult, which is a good thing considering the map being so small would suggest that might be an issue.
That being said, the map is kinda small. Even a second story would have been nice to have, because there aren't any large areas to roam and explore. Not really too bad, that's just my personal taste. The supplies that you really need, such as guns and health packs, are all in one spot so you have to run inside to get the supplies. The guns aren't a huge deal being only there, but I think the health packs could be spread around. Also, you had a lot of health packs which makes the map a little easier in all actuality. You don't get any great windows of opportunity to heal, usually anyway, but you can last a long time with all of the health packs available. Maybe if you removed half of them and replaced them with a defibrillator or two it would make it a little harder in one sense, but still keep it from being impossibly hard.
Also, just a suggestion, you should block off the small area underneath the front end of the trailer. You can crouch under there and be nearly safe. It isn't the greatest camping spot, and you can lose quickly if you are under there, but it just feels like it shouldn't be accessible.
Overall a fantastic map, I would highly recommend it. Definitely one that will stay in my collection.
Gameplay: 5.0/5.0
Aesthetics: 2.7/3.0
Uniqueness: 1.0/1.0
Replayability: 1.0/1.0
TOTAL: 9.7/10.0
+ Nice snow setting
+ Easy to navigate
+ Finale was really cool (in theory)
+ Nice campaign poster
- Intro was terrible
- Zombies couldn't break doors
- First crescendo event could be avoided
- Fire crescendo event killed all of the zombies with the fire
- Needs optimization
- Not enough zombies
- Too many supplies
- Abnoxiously easy
- Way too short
- Unrealistic settings
- Environment was poorly constructed, primarily when it came to snow
- Copy and paste from official campaigns, particularly Death Toll
- Zombies spawned in safe rooms
- Buggy crescendo events
- Finale was a joke, the train killed all 3 bots and I saw no more than 3 zombies at a time
In short, the campaign is vastly unoriginal with many aspects that make it pathetically easy. I never actually needed any of the supplies, which there were ample of, because there were never enough zombies to use them on. The fact that zombies couldn't bust down doors was bad enough, and the buggy panic events made it worse. The maps were not fun to explore on because the environment was poorly constructed, and the snow was so blocky in areas that it actually hindered movement.
I noticed you had sides of brushes textured that you cannot ever actually see, and the intro demonstrated this pretty well. This makes the game use more memory rendering all the textures, only to slow down lower-end systems because you can never see some of the textures it is rendering. You need to replace textures on surfaces you cannot see with the nodraw texture.
I wanted to mention the finale, because it was a really cool idea. Problem is, it failed miserably. The hardest part was the train killed all 3 of the bots, which didn't actually matter because I never had to fight a single zombie because they couldn't get on the train. I would highly recommend re-doing the finale so that the zombies drop off of ledges/cliffs/buildings/whatever so that they land on top of the train so that they don't have to climb up, whichthey can't actually do. The other suggestion I would have is that you should re-do the parts you copied and pasted so that the campaign would be completely original and cool.
Gameplay: 15/50
Aesthetics: 10/30
Uniqueness: 5/10
Replayability: 0/10
-5 Plagiarism
TOTAL: 25/100
+ Feels like Minecraft
+ Awesome crescendo events
+ Chests
+ Minecraft ragdolls
+ Cobwebs and soulsand slow you down
+ Long, but not exhausting
- A few bugs (see notes below)
- Torches burn you
- Too easy to get turned around in Map 4
- The invisible wall in the ocean on the finale
- Rescue vehicle looked lame
The campaign was a lot of fun, and I enjoyed all the little Minecraft details which added more to the feeling of the campaign. I could tell you put a lot of real hard work into this, and it paid off. There were no major cons, the biggest one would be that the torches burn you whereas in Minecraft they don't, and I lit myself on fire a lot on the torches sitting on tables. I did get turned around a few times, and while the crafting thing was cool, it took me a moment to figure out what I was supposed to do exactly. And while it might just be making a big deal of it, but the invisible wall in the finale bothered me. It felt way too close to the land, and considering you hadn't used invisible walls before it was a bit intrusive. Maybe a drop off in the ocean floor visually, or moving the invisible wall out farther would have been more acceptable to me. But it wasn't that big of a deal anyway. I did think the rescue vehicle could have looked better though, it seemed bland compared to the rest of the campaign.
As for the bugs I promised, they weren't too bad, but worth noting:
Map 2:
- Crescendo event didn't trigger a horde
Map 3:
- The top of the bookcases in the library are navmeshed, which caused the horde to climb over all the shelves individually instead of going down the aisle
- There is one part that fire can from torches a floor below can be seen through the floor
Map 4:
- The crescendo at the lava barricade mostly consisted of zombies jumping into the lava from above and dying
Overall an excellent map, I would highly recommend it.
Gameplay: 46/50
Aesthetics: 30/30
Uniqueness: 10/10
Replayability: 10/10
TOTAL: 96/100
+ Interesting environments
+ Fun gameplay
+ Not too short
+ Unique
+ Easter egg
- Open, bland environments
- Too long, it gets tiring
- Nav issues
- Too long of a wait for tier 2 weapons
- Level 1: Spawning safehouse mattress pulls you down into the floor, probably because it is clipping into the floor already
- Level 1: Junkyard hardly resembles a junkyard
- Level 1: Crescendo event at the end of the junkyard
- Level 2: Stairwell in the first building when you get to the top floor doesn't allow you to climb back up if you fall down to the floor below, nor is there nav on the narrow walkway for the bots to cross
- Level 2: The level is way too long
- Level 3: Well is so deep the bots can fall and die, or you can get pulled down to your death by the special infected
- Level 4: Finale is too small and bland
Sorry, the list of cons seems long, but I am trying to give you knowledge of the things I found.
Alright, first things first, I enjoyed the environments and overall the campaign had good gameplay. You had a lot of unique ideas present in your campaign, and the touches you did add were nice. The easter egg was cool, and that's all I am going to say about that to avoid spoilers.
Now to explain the list of cons. The campaign was too long in general, but level 2 consumed most of the playtime. Level 2 in of itself was long, boring, and tedious. It took a very long time to obtain tier 2 weapons, and the environments were very open and bland. You had countless amounts of side rooms, which should have been used for exploring purposes or scavenging, but instead were left completely empty. Certain parts felt very stretched out and neglected. The junkyard portion didn't feel like a junkyard, as there was exponentially more piled up dirt than there were rusty cars, but none-the-less it was an interesting environment. The stairwell in the second level allows you to fall down when you get to the top, but does not allow you to get back up. So if you fall down grabbing the items you put there you are punished by having to backtrack through two or three floors of zombies again. At the top of the same stairwell there was not nav present, and the bots could not follow the player over the walkway. The well on the third level was so deep that the bots would actually fall down to their deaths, or special infected could grab you and make you fall down to your death, which is annoying. And finally, the finale is too small and overall very bland.
As a suggestion (aside from fixing the cons I specified) it would be a good idea, I think anyways, to add a whole lot more destroyed cars to the junkyard. Why not make it cluttered with them? It could be very close quarters and just feel like a tense, cramped area, as long as you didn't make it a confusing maze that is. Just something to think about.
Gameplay: 40/50
Aesthetics: 20/30
Uniqueness: 8/10
Replayability: 6/10
TOTAL: 74/100
+ Unique setting
+ Simple, yet fun layout
+ Small, but not too small
+ Just the right amount of supplies
+ L4D1 survivors
- Not enough weapon variety
Conclusion:I thought the map was very cool, it was unique and contained everything it needed to in order to be fun without anything extra. It was just the right size with a basic, yet exciting layout to play on. There were just the right amount of supplies that didn't make surviving too easy.
The only real con I noticed for your map was simply that there wasn't enough weapon variety. You didn't include a lot of the guns and melee weapons, for example the AK-47, Hunting Rifle, and Machete are my favorite weapons to use and you excluded all of them. It would have been nice to see more weapons OR have the weapons randomize so you could happen to get the one you prefer.
All-in-all it was well worth the download.
Gameplay: 48/50
Aesthetics: 28/30
Uniqueness: 10/10
Replayability: 10/10
TOTAL: 96/100
+ Interesting "comic book" feel idea
+ Great may layouts
+ Long campaign
+ Dark environment, adds tension
+ Explorative in nature without adding confusion on where to go
+ Finale surprise (no spoilers)
- Relatively unoriginal themes (mall, airport, church)
- Tier 2 weapons a little too early, as already mentioned
- I didn't find any ammo piles before the crescendo event on map 5 "The Strip"
- Finale overall was very bland
Your campaign was exciting to play on in the darker setting, and I found it fun to explore and appreciate the environment without getting lost in the process. I liked the "comic book" idea, even though for the most part it didn't entirely feel that way. The campaign was of the perfect length to not be too short, but I also wasn't left exhausted by it. The finale had a cool surprise that was pretty awesome.
The themes for your campaign however were towards the unoriginal side, they were more of a compilation of the themes Valve already did. While there isn't anything wrong with doing any of them, say the airport for example, using most of their themes all at once however had an overall unoriginal atmosphere to it. As other people said the tier 2 weapons spawn too quickly, so I won't elaborate. On map 5 I didn't find any ammo piles until the crescendo event, which is very hard to make your ammo last that long even if you are running through. I explored everywhere to enjoy your map and was forced to resort to a melee weapon for most of that level. And finally, your finale was overall very bland. The layout for the finale was bad, I must admit, with just a small area to camp in with a pretty obvious camping spot right by the gate. You honestly should have added more variety in that portion of the finale to make it more dynamic and exciting.
Overall a fantastic campaign, I enjoyed this one.
Gameplay: 46/50
Aesthetics: 30/30
Uniqueness: 7/10
Replayability: 9/10
TOTAL: 92/100
+ Interesting setting
+ Fun and challenging
+ Excellent use of cramped spaces
+ A lot of z-axis movement
+ Good layout
- Too many health packs
- Destroyed walls in some places look bad
- Finale starter hint never goes away
First of all, I though the map was lots of fun to play on and I enjoyed the setting. I liked that overall the map was small but the spaces were so cramped that there were a lot of areas you could go to. There was a lot of z-axis movement options which was really cool. The layout of the map was very smooth and didn't pose any major problems.
You had way too many health packs though. Granted, they were spread out, but there were enough that you could abuse them all. The destroyed walls in some places were extremely jagged and looked bad. For a perfect example of what I'm talking about, look at your fifth picture. Also the finale starter hint never goes away, it still tells you to start the round even while the round is going.
There are a few things you can do to improve your map:
1. Remove some of the health packs.
2. Maybe make more variations in the destroyed walls to make them better looking.
3. Terminate the finale starter hint after the button is pressed.
Gameplay: 45/50
Aesthetics: 25/30
Uniqueness: 8/10
Replayability: 10/10
TOTAL: 88/100
+ Awesome environment
+ Fun gameplay
+ Original, even after all of this time
+ Still looks great
+ Challenging
+ Rescue vehicle is unique, even if it makes little sense
- Rescue vehicle is far away from the lighthouse
- The original night setting was better, darkness adds suspense where as daylight removes it
Still is amazing after all of this time. This campaign is very unique and well presented. I love the environment and how smoothly the gameplay flows. The rescue vehicle is cool, even though it feels out of place and spawns too far from the lighthouse. The original night setting was better but it was cool that you changed something with the port. This is one of my personal favorite campaigns.
Gameplay: 48/50
Aesthetics: 29/30
Uniqueness: 10/10
Replayability: 10/10
TOTAL: 97/100
+ Very well detailed
+ Excellent level design
+ Creative crescendo events
+ Amazing gameplay
+ Custom textures and weapon
+ Easter egg
- End of finale run to helicopter is very anti-climactic
- Sewer portion was relatively long and boring
One of my all time favorite campaigns for this game, very well made and very creative. A lot of effort was obviously put into this, and the gameplay and aesthetics are beautifully done. The were only two flaws I found, one was that the run to the helicopter had a relatively low amount of zombies, which was anti-climactic for the whole campaign. I also thought that the sewer level was too long and boring as it felt too channeled and un-explorative compared to the rest of the campaign. I would highly recommend this map to anyone who plays L4D2.
Gameplay: 47/50
Aesthetics: 30/30
Uniqueness: 10/10
Replayability: 10/10
TOTAL: 97/100
+ Huge map
+ Dark, blue environment
+ Fun gameplay
+ Huge map
+ Cool setting
+ Multiple holdout points
- Overpowered camping locations
- Too many supplies
- No displacements on the ground
- Spawn too far from the finale starter
First off, I want to say that this is a FANTASTIC map for a new mapper, in fact the best I have seen, and I want to see more work from you in the future.
Now, here is what you did right. The environment was great, the darknesss provided tension in the gameplay, and the multiple holdout points added dynamic replayability to your map. The map was huge and was fun to explore and the graveyard setting was pretty cool.
Now, here is what you did wrong, and why. You had too many weapons and supplies to make surviving painfully easy. Honestly, 16 health packs, 16 ammo packs, and 9 M60s is ridiculous for one map. An entire campaign doesn't even reach that amount, except for the health pack count. You had way too many overpowered camping locations, 3 to be precise, the church, the basement, and the spawn. The basement and spawn were overpowered because you had to defend one entrance, and the church was overpowered because of it's enormously large amount of supplies when the zombies had to come from the front if you were on the second floor. You didn't spawn the player near the finale starter which causes confusion, and the ground looks very unrealistically flat.
Now, here is how you fix your map, to make it amazing:
1. Remove most of the supplies
2. Spawn the survivors close to the finale starter
3. Fix the overpowered camping locations:
a. Church - Move the supplies you didn't remove to the floor, and add a zombie entrance, like a hole in the wall, behind the current supply location. That way it's not easy to camp at the top and you have to go down for supplies. I would recommend adding the entrance from that scaffold you have outside.
b. Basement - Add more entrances, maybe a hole in the church floor and a destructible wall entrance from underground tunnels.
c. Spawn - Add a way for the zombies to come up from behind.
All-in-all an amazing first map, congratulations. I want to see your work in the future.
Gameplay: 30/50
Aesthetics: 25/30
Uniqueness: 10/10
Replayability: 10/10
*BONUS: Great first map +10*
TOTAL: 85/100
+ Dark and moody
+ Fluent layout
+ Good level of detail
+ Challenging
- Minor nav issues
Conclusion:I love the dark environment that not many mappers dare to tread in, and the layout of the map is flows really well together. You paid good attention to detail in most areas and the gameplay was rather challenging.
There were some minor nav errors with some props and the zombies. The biggest culprit I found was the refrigerator, you could sit on top of it and the zombies had a large amount of trouble getting to you. Some areas could have used more details in them; however, overall the detail was pretty well done.
I would, if I were you, go back and work on the minor nav issues, particularly the refrigerator problem I mentioned. You have a pretty well done map and all it needs now is the finishing touches.
Gameplay: 44/50
Aesthetics: 26/30
Uniqueness: 8/10
Replayability: 8/10
TOTAL: 86/100
+ Beautiful campaign with an amazing attention to detail
+ Unique setting
+ Custom items and textures
+ Fantastic gameplay that provides a challenge
+ Interesting unique gameplay elements
+ Layout flows smoothly
+ Good length, not too tiring
+ Finale was very well done
- Bots had trouble keeping up during gauntlet finale
- Potentially too many crescendo events, but personally I liked it that way
I really liked all the attention to detail, and it is clearly evident that a lot of time was put into this campaign. There were a huge variety of gameplay spaces to move though constantly changing the pace to keep gameplay interesting. The campaign is very unique and of a very high quality.
The bots for me had trouble keeping up during the finale, which was a problem seeing as I don't have any friends who frequently play L4D2. There were a lot of crescendo events, which I enjoyed, but players could easily get frustrated with the amount that were included. No points were deducted for the crescendo events.
I would definitely recommend this campaign to L4D2 fans.
Gameplay: 48/50
Aesthetics: 30/30
Uniqueness: 10/10
Replayability: 10/10
TOTAL: 98/100




+ Interesting natural disasters
Cons:+ Original soundtrack
+ Effects
+ Finale
+ Cool map interactions, like the fire extinguisher
+ Generator/Flamethrowers at the finale add a nice dynamic
+ Custom effects
+ L4D1 survivors help you
+ Custom credits
+ Easy to follow
- No ammo stash at the finale
Conclusion:- Takes too long initially to find health packs for all survivors
- Could use more secondary weapons before you reach the finale
This was a really fun beta for the campaign, and was very well made. It was cool to see all of the natural disasters because they were well made and affected how you played through the level. The custom effects such as the lighting and destruction made a really cool touch, and all the different ways you could interact with the level were very nice. The finale length was fun because it was almost like a round of survival. The custom soundtrack added a nice touch as well.
This was a very well made level, and clearly took a lot of work to make. I didn't find the cons to be too major, but there were a few things I thought could be improved a bit. It was very well done, I'm looking forward to seeing the final version!