Very moody and ambient
sometimes too dark to see what's happening (pro)
sometimes too dark to see what's happening (con)
Thanks for the campaign but I found it frustrating due to the endless hordes and haven't managed to finish map 1. From reading other comments this sounds a great map but the difficulty level is high - I'm playing it on normal. I will have a try at playing on easy to see if I get any further into the campaign and if so will amend my rating.
I prefer those L4D1 survivors and you've got them
Maps based on real places
BFGs (yes I know this was map 3 & 4 but I enjoyed the guns)
Excellent balance between challenging and too easy
Different and fun finale with the lift bridge
Played map 4 twice but missed the entrance to the basement
Finale vehicles are not quite right
I really enjoyed this - thanks. There are no serious cons I can see. The great thing about basing maps on real places is I suspect it helps with the human usability of the map and makes it more realistic. In map 4 I got lost twice because I didn't see the entrance to the basement could this be made clearer? Bot navigation - - occasionally I had to shove one or more bots until they worked out where and what they were supposed to be doing. Otherwise excellent and I look forward to playing the full campaign.
interesting and well thought out locations
Nice to have L4D1 survivors and nice touch for their new dialogue when you left them
I really liked the laboratory
some frame rate stuttering (maybe my PC as its getting old)
new locations possibly not developed fully
Could the L4D1 survivors be used more? Could we have more interaction with them?
Foundry was difficult to work out where to go
This was fun - a great capaign with some solid and difficult game play. The hordes in the final gauntlet were endless but it was a challenge rather than totally impossible. Some nice touches with the laboratory, the caves and the L4D1 survivors but a little undeveloped would have liked more of the laboratory the L4D1 survivors and the caves.
Thanks for the campaign Bloue it is appreciated
original series of maps - nice to see our survivors fighting off European zombies
Maps repay exploring
Design of the maps mean they remain interesting for replays
Addition of fallen survivor - very nice touch
Freeway map was extremely difficult with two tanks and took many attempts to complete
A great campaign. Very enjoyable to play in settings outside of America. I am hoping that someone creates a 'Last Days of London' campaign. I think this should be on the list of 'must have' campaigns for L4D2. Thank you Novalin
Three fun maps in a quick campaign
Nice thinking to fit it in around the Jimmy Gibbs car
No real cons. Except the logic of the finale. As people said three generators to power one crane is odd.
This was a blast.
Thanks for your work - it is appreciated and enjoyed.
Very detailed maps
Different levels to jump up and down to
Custom dialogue and sounds (great for sniper rifle)
Good placement of ammo, throwables and health packs
Locations are beautiful (the bridge and the finale island)
Occasional invisible objects
Occasionally managed to get high enough to see the edge of maps
Custom skin for the health pack (now olive green) was unnecessary
Bots didn't save me (once)
Often there were ladders that we couldn't use - wold have been best to make these invisible or blocked
Finale Island was great but the finale needs tweaking
A lot of thought and hard work has gone into developing this. It gets to be a cliche to say this is as good as Valve's. I felt in many respects these were better than some of Valve's only let down by the final tweaking that would make this campaign damn near perfect.
Neojo - excellent my friend and most cheers and thanks.
Neat use of mudmen
A bit unbalanced - the railway line was unpleasantly difficult
A clearer story line needed
Thanks for the campaign. Real good and enjoyable. It felt a bit unbalanced as the railway line map was unnaturally difficult from the preceding maps. After restarting 3 times this became a bit of a chore and moving down to easy to pass the railway line.
A sense of 'story' is difficult to explain but on the best campaigns we have a sense of why the survivors are in this environment and where and why they are trying to get to. I think you need a clearer sense of story.
All in all though, thanks for this and some fun maps. I like your use multi levels so we can climb a walkway through the trees to shoot the tank etc.
After replaying I would like to add to this review. I feel I've treated it unjustly. The railway bridge is very challenging but not impossible. It gives a great sense of relief and achievement when you finally get it right and make it to the safe room.
Molotovs/Bile/pipe bomb placement
Last map climbing the stairs in the building
Finale with the helicopter
A neat piece of work. I loved your sewer map particularly opening the sluice gates. This was a very elegant mapping. Climbing the stairs for the finale was a bit too much endless hordes and a bit short of variety. Also perhaps something more could have been done before the helicopter finale to truly use the space on the roof.
Thanks for this Yanzl. Very much enjoyed and I hope to play more of your work.
Custom voices, sounds and animations
Quality mapping with coherent geography and pathways through the map
The mall and the roof of the car park was beautifully designed and rendered
New grafitti in the safe rooms and other areas
No subtitles for the custom voices
An excellent campaign. It is comparable to Valve's originals (and I rarely say that). I really enjoyed the animation of the car driver who turns up at the petrol station. My only negative is on subtitling (I am a deaf gamer) also this is an international site and a lot of users where English is not their first language are helped by having the subtitles as well as the voices. Excellent work and thank you for all your hard work.
Interesting series of maps
Nice car models - yes I like the Mustangs and even the Golf Gti
Smooth flow of gameplay
Creative maps - even with a train line running through it
Finale boat could have been better designed. i.e. lights come on when the boat is called etc.
Thanks immensely for this. Your work is much appreciated and I hope you will come back to game design after your rest and studies.
Well designed maps with interesting environments and buildings
Enough tanks and special infected to make it a challenge without becoming near impossible
Good use of written texts in the School
Excellent use of graffitti in the safe room
Lack of captions on the radio message for the finale
Yes it is flat but I assume this is Idaho etc
These are some of my favourite maps and I think the reviewer who gave it a 1 rating was spectacularly ungrateful. The campaign is clearly designed with care and a lot of hard work. The high point for me is the School which fills in (or creates) back story that Valve doesn't give us in the original. There is great use of text, books and blackboards to flesh out (no pun intended!) the story.
Some interesting maps
Lack of ammo, pipe bombs and guns
Unconvincing maps such as The Tower
Interesting but definitely more work needed on these maps. Thanks for allowing us to try them out but I found the experience to frustrating to complete.
Atmospheric series of maps
Great start with the newspapers setting the background
Dark and scary
The van wouldn't move in the Arena map when I played just with bots
An excellent campaign - just a shame that the Van doesn't always work
Very detailed series of maps
Excellent overview in design to ensure challenge and playability
Good attempt to create something different for the finale - which after some frustration I very much enjoyed
Occasionally a bit linear
Firstly not easy to understand - but perhaps that makes it more of a challenge and the instruction are in the notes.
Secondly where the bots would not enter the escape vehicle with me and of course died.
These are some of my favourite maps for L4D and that includes Valve originals. Very enjoyable and thanks to Valar and others for allowing us to play these.
You know I would pay for maps as good as these. Maybe the modding community need to look for a way of collecting micro payments?
Increasingly entertaining series of maps
Thanks for the portal puzzle - I didn't work it out but thanks for adding something innovative
5 witches at the same time! This kept me amused and frequently dead.
First map - the underground cavern - I thought wasn't well designed or implemented.
A great effort particularly trying to do something different with the technology and the genre. I hope we get a chance to play more of your work.
My opinion of the first map has brought down the overall rating.
Detailed maps with a good range of variety in the landscapes
Challenging maps with enough tanks and shortage of health and ammo to keep me anxious
3 maps and waiting for the campaign to be finished
An excellent campaign (sadly unfinished) that rivals Valve's own maps
Thanks 100_o/o_f@ke and romasm for designing these and it would be great if you can finish them
Entertaining city environments
Fun finale at a semi-derelict football ground
Very good pacing of hordes and special infected
A glitch in the first map when I closed the doors in a shop and the doors would not open again.
Apart from a tiny glitch this is an example to all of us of how an add on campaign should be done.
Cheers and thanks J. Sera for creating this for us.
Nice series of maps
Exciting for everything to be at sea
A perfect challenge for me
Maps are sometimes difficult to navigate - although this is not fully a bad thing as come the Zombie apocalypse we are unlikely to have helpful arrows showing us where the safe rooms are.
I would have liked more information about what happened to the oil rig workers. i.e. more interesting grafitti in the safe rooms.
A great map - thanks for creating this for us.
Entertaining conversion of half life maps
I particularly liked the use of graffitti in the safe rooms. This adds to the atmosphere of a world in ruins and overrun by vicious infected
A bit short on pipebombs and molotovs
Thanks for this. A real good effort and very entertaining to play.