Left 4 Dead 2

Left 4 Dead 2

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Very Basic:The Campaign (demo 2.0)
   
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Game Content: Campaigns
File Size
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24.685 MB
5 Oct @ 7:52am
13 Oct @ 3:34am
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Very Basic:The Campaign (demo 2.0)

Description
3 maps short camapagin, full of events
1.Marine
2.Fortress
3.Garden
10 Comments
TommyCD1 7 Oct @ 12:35pm 
Well my impression was dead on then, wasn't it? :P
In that case, the event ideas I definitely recommend experimenting with are the multi-door holdout, and the one gascan at a time train idea. As for the rest, the beginning "gauntlet" horde thing where the horde comes as soon as you exist the starting area is not very fun. If there's a clear indication "this will start a horde" it can work, but for the most part, players very much DO NOT like having to run through a horde like this. It is very expensive on resources and time consuming, especially on later difficulties. It is best to either have it at the end of the map, so you can safely consume all your equipment to reach that checkpoint, or as a finale, where saving things no longer matters.
Molyminer  [author] 7 Oct @ 9:41am 
Maybe naming this a Campagin is abit miss leading because i was trying to showcase all the events idea that i have. Since this is my first time create custom map, i want to test out all the major stuff before entering a big project. Sorry if the title isn't accurate, i was trying to capture viewers by letting them know that this is a custom map.
Molyminer  [author] 7 Oct @ 9:36am 
Thank alot TommyCD1 for playing my map and give alot of helpfull criticism. I'll make alot of improvement to the map <3
TommyCD1 7 Oct @ 6:05am 
Well. Maps are all very short, and travel time between events is almost non-existent. It feels like a demonstration of the possible events in the game, rather than an actual campaign. I liked the holdout of the second map with the multiple doors, the grenades were fairly generous. And the train was an interesting concept, although there should be some indication that you are moving it: like a director tip, a sound effect, or something; As I was a little confused on why I could only pour a single can into the first generator. As for the finale: I recommend you prevent players from exploring the entire path forward without starting the finale first, and I was exploring the closets for supplies and ended up being able to walk all the way up outside without starting the radio first. lol
Sweets 7 Oct @ 4:40am 
Nice i will give it another go
Molyminer  [author] 7 Oct @ 3:14am 
I think i lost two toes in a process of making this work. Well aleast now there are zombies in the level.
Molyminer  [author] 7 Oct @ 3:11am 
It's finally work. I fixed it. Now it's fully playable, thank god
Molyminer  [author] 6 Oct @ 5:46am 
There seem to be a problem with navmesh dissapear when people dowload the mod. I'm still looking into it, but i'm kinda stuck here because when i dowload the mod myself, it seem to work fine. If anyone know about possible reason to why the navmesh doesn't dowload, please tell me.
TommyCD1 5 Oct @ 1:37pm 
Yeah the layout is there, looks promising. But it's basically unplayable, seeing as there's no nav, so no zombies, and no saferooms.
Sweets 5 Oct @ 11:00am 
Yes very basic indeed No zombie spawns and the safe house is broken.