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l4D2 Campaign 25 to Life

Heya all,

I have released a version of my campaign with 2 of the 3 chapters "completed". Take a run through and provide any and all feedback!

thanks

http://www.l4dmaps.com/details.php?file=4268

Replies

  • Slipstream
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    Slipstream polycounter lvl 19
    I don't quite know what to critique? Many of the textures were missing for me, and a lot of the walls were transparent/wireframed, making it impossible to navigate through beyond the second set of rooms.
    Also the first time I tried the map, the bots just grabbed their weapons and then took off without me. Second time I played, it crashed after a minute, which I'm assuming is due to the missing textures.
  • ragethecat
    Slipstream wrote: »
    I don't quite know what to critique? Many of the textures were missing for me, and a lot of the walls were transparent/wireframed, making it impossible to navigate through beyond the second set of rooms.
    Also the first time I tried the map, the bots just grabbed their weapons and then took off without me. Second time I played, it crashed after a minute, which I'm assuming is due to the missing textures.

    @slipstream

    Ahh, you need to download the l4d2 addon on support via steam.

    The campaign was originally for l4d1, that is why there are missing textures.
  • Slipstream
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    Slipstream polycounter lvl 19
    @EDIT:

    Alright, here's what I found/think, having played through on easy with 3 bots.

    ***

    Liked:
    Bots seem to care more when a special infected is killing me. 5 to 10 second dithering on their part!

    Issues:

    - Bots went ahead without me in the starting area as soon as I picked up my weapon. Weird, and probably suicidal for them on the higher levels.

    - Dunno how much control you have over this in L4D, but the witch spawn on this ledge allowed me to shoot her without her jumping down, or running through the level to find me. She just ran up against the fence and then froze.
    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife010000.jpg

    - I think you should either remove access entirely to the generator (i.e. taking away the pipes leading over to it), or allow the survivors to camp up there.
    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife010001.jpg

    - Dunno if this is a deliberate thing, but survivors get stuck going up this ladder if the horde spawns, and just get beat on unless they jump down.
    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife010003.jpg
    I think it might be better to move the spawn location so that they don't block the survivor's from progressing (in that way), or allow the survivor's another way up, or the infected another path down.
    I only bring this up as an issue because I very rarely ever encountered that on valve maps, and it doesn't seem like something that should be.

    - Special infected, particularly the Boomer and Chargers, seem to get stuck in geometry easily, or try to get at the survivors from illogical and impossible angles. Especially when fences are involved

    - I didn't really get the feeling that it was a jail until the second area. This doesn't really affect gameplay, just an aesthetic I noticed, since we are supposed to have started in a jail.

    - This was interesting:
    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife020004.jpg
    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife020005.jpg

    :O

    - Dunno if you can tell where this just by looking at the bottom of it, but I had a hard time finding this whole in the section preceding this one. Maybe if there was a brighter different color light guiding the player to it?
    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife020006.jpg

    - Nick was carried over the edge by a Charger and pounded until he was down. Then I killed the charger. Perhaps a change to make it so that going completely off the edge is an instant death for all participants would be better.

    http://img.photobucket.com/albums/v416/temetry/l4d_5tolife020007.jpg

    ***

    All in all, a good map with very little flow issues IMO. G/J!
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