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it's a great map-pack and I've love it :) Haven't seen such fine work in a long time :) Waiting for more ;)
I think, the campagne is to long and when i would play the campagne twice, then i dont know where is the wright way - to much possibilities to go somewhere…! And i have explored a bug, at level with bridge, i wanted stand on bridge, during horde was coming, and it doesnt closed… why? is it not allowed? … ahh i forgot: i found NO tank, NO witch, ONLY crying of hordes.. =/ i´m not very enthusiastically.. but its ok, i think - it is playable, but not my typ ;) BUT OK, only for information :)
( when i wrote this, it includes only the first 3 levels.. )
Well at first i thought the levels were WAYY to long. The campaign is good though. I did notice some issues.
-WTF! i had 4 instances where i had to call the horde in the 1st level!! WTF!! only 2 hordes came out, but still, way too many in the first level. I also had random horde crys out of no where.
-Shotgun disappears after someone grabs it in 1st level.
all in all its a decent campaign but its too long and too many crescendos 3/5
For starters, there are WAY too many places to go. In theory, it sounds great but in practice it's actually a really bad idea. Sometimes I'm dragged out of my way someplace just to explore a really blocky area. This might also be the reason that the maps feel poorly optimized. Lastly, why are there so many panic events?
map is too big.. u might get lost, esp and just chance on a room spawning hordes. your dead.
switches does not synchronize with horde calls/panic events.
but really nice. i hope public servers can host it.
Brilliant campaign!
I only play on LAN, but we had a go at DeadCity (PAK2) last week and it was a blast. The maps are NOT too long, it's nice to have the chance to play through a really satisfying level once in a while, it makes a change from the usual shortish ones. It's definitely staying on my rotation. I will even put it up on the dedicated server for everyone once all 5 maps are complete.
Speaking of which, the fourth map is out now, can't wait to try it…
Good work ilcannibal, valve-quality maps!
Well I downloaded this last night and gave it a spin with a few buddies of mine.
First off I gotta say, you got the right atmosphere with the city setting. Especially on the first level, I loved running through those apartments and along the rooftops. And I loved running across the drawbridge on Map 3. =P
I for one, don't think the levels were too long, BUT I do think that there weren't enough health items given to balance it out with the length of the maps, and by this I'm referring directly to Pain Pills. Throughout all of level 1, I was only able to find one set of pills. After that I probably found maybe 2 or 3 in the rest of the levels. (We were on Expert and we probably just sucked, but just remember that you are gonna get different audiences with different skill levels).
Also, we would often come to the safe room to find no medkits to heal with, so we eventually had to turn on cheats to heal ourselves so we didn't die. I'm thinking you don't have the medkits in the safehouses set to Always spawn and so the game didn't give us the medkits cause we were on Expert mode. If thats the case then it should be an easy fix. (EDIT: There were medkits at the end of Map 3)
Again, coming back to the design of the levels. They weren't too long, but also I thought it was too easy to get lost in. When I got into the apartments, I ended up looping back around to the entrance of the building about 2 times because I would enter a room and there would be about 5 doorways, lol. I found this to be an issue on the other 3 maps as well.
I liked how you tried to keep the maps generally dark, it added to the atmosphere of the run-down city feel. But, in some of the larger rooms, at least one or two lights to give the players some direction would help a massive deal. Even something like a dimly lit Exit sign or maybe a floor-based emergency light. Valve used colors and lighting to attract the player's attention to certain areas of the maps, and it was a pretty successful tactic. It could be something to try.
Oh also, on a side note, in the map with the parking garage (can't remember if it was the second or third one… pretty sure it was the second)… just before you begin to go down into the garage from the street level, there is a vent along the left side where a Smoker normally would spawn to try to drag people underneath him. When the Tank attacked us, he broke open the vent. I thought it was just a normal passageway so I tried to go inside, but I died randomly from a trigger_hurt or something. I'm not sure if its intended to break open, but just thought I'd let you know.
Anyway, other than those things I mentioned, I loved playing these maps, the atmosphere was great and I loved the length of the maps.. too many campaigns are too short nowadays, which makes them get boring pretty quick.
I gave these maps a chance and my thoughts are, that maps are way too long for versus as co-op maps they work.
I think that maps were spacious and lacked details. It was good that you could choose either crescendo or the long way, but bots didnt know how to use those ladders in the first map. In the fourth map the stairs is a way too easy way to up, the infected cant do anything to you.
Maps are also pretty heavy, and the fps drops much when you get outside especially in the first map. Way to safe room is also pretty hard to find, you could use arrows to show way there.
I didnt have tanks or witches in the entire campaign … maybe that was good luck..
There are too many door crescendos in these maps.
Thanks guys on your wonderful feedback. It has been some great help. I will continue the new info I see here and make those adjustments.
On June 19th, 2009 I will be in for surgery. After I get back on my feet I will continue then with my campaign and hopefully get started on the final 5th Map.
I will see you all arround then have fun and peace out.



