Other changes being worked on at the moment are changes to actor satiety and food. Next up is to write a unique description for each of them, and to place new spawn positions and anomalies on the game maps, (This will also require heavy all.spawn editing.) Overall I'd say pretty good, might come back to do another run next time after more updates been made to the map.Recently I had help with fixing one of the major crashes that has been plaguing the mod, which is related to one of the artifact detector scripts and NPCs interacting with it in an unstable manner.Īside from that, today I finished uploading all of the images that detail the changes I have made to every artifact in the game, and also the new artifacts that I have added. We skipped basically the whole finale camping there. Think some sign or game instructions will help.įinale: After you passed through the big gate into the finale area, on your right hand side the first building, if we go to the roof through the window, the whole roof was jesus spot. Third map: Enjoyed it but some events were kinda confusing what to do. _ There wasn't any sign or game instruction to prepare us for that? Good thing the defib was everywhere. Second map: Can't remember anything but there's a plank that we could pass through and the plank broke when I stepped on it the first time, I fell down and died.
Good thing was those tanks spawned on tank-friendly spot to fight on.
#Left 4 dead 2 gamemaps windows#
Third thing, why most of the windows look possible to pass through in size but we weren't able to?įor each individual map, just a couple of things to point out in each map:įirst map: Wonder if it's just us, but we've fought 3 tanks in the first map. The excessive supplies made the first couple of maps kind of too easy to play. Supplies were way way too many especially on the first map, we've bypassed so many extra health kits and defib even though there wasn't any crescendo or scripted tank beforehand. Second thing would be the excessive health supplies. Bad news is there was way way too many instances where the hunters, if I'm not wrong scripted hunter, spawned out of no where, either right on top of us, or right in behind us, and even in line of sight, they just spawned and scratched the hell out of us, which was super annoying. Good news is I didn't find any wanderer or horde spawn in line of sight or spawn after we've cleared an area, that's a really good thing 'cause I hate when maps do that. Finale would have been great if the obvious god spot on the rooftop didn't exist.Ī couple of things that I think if improved, will greatly increase the fun of this map and make this map much better.įirst thing came into my mind was definitely the scripted hunter everywhere.
And I felt the style and the theme of those maps also fit one another. The environment was kind of refreshing to play and didn't see any textures in error, length was pretty decent and not repetitive. But I saw it's put onto the list of the top 50 custom map by Olde custom campaign guide, rated quite high that time if I'm not wrong, so I gave it a try. I was a little skeptical to try on this at first 'cause of the other map made by goanna, the death-island, which is a puzzle type of map. Frankly I was kinda surprised how well-made this map is. Just completed this lately but sadly didn't manage to record our first playthrough. Not gonna review about how the bots are doing. Clearly a lot of effort has gone into this map which is great, however, the environment, constant events, hordes, long maps, multiple witches/tanks a map just gave a repetitive impression amongst my team and I and we just wanted to finish it.ĭespite this map not being my cup of tea and I wouldn't recommend it to others, I see this dev has potential and would still be interested to try out any other campaigns by themĬompleted in expert realism with friends. If tanks didnt glitch and then die, there were sometimes 2+ tanks a map, bit ridiculous, especially for expert
Tanks seem to always glitch and then die elevators in finale, corridors in map 1, long periods in sewers with zombies from all directions My team and I found the maps to be quite boring overall, nothing really made it, its own Finale was way too long before reaching the radio