Left 4 Dead 2

Left 4 Dead 2

1,607 ratings
Dr. Malroy's Laboratory (v5)
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Game Content: Campaigns
File Size
Posted
Updated
342.186 MB
23 May, 2021 @ 12:33pm
16 Aug @ 8:01pm
9 Change Notes ( view )

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Dr. Malroy's Laboratory (v5)

In 4 collections by Evil
ThePaleOne's Workshop stuff
20 items
Dr. Malroy story items
5 items
Right 2 Live
18 items
Evil's campaigns and maps
21 items
Description
They found the survivors of Dr. Malroy's experiments in the labs beneath Lakeside shooting range, but they found much more than that inside those labs. A note pad on a blood stained table also revealed the hidden location of Dr. Malroy's main lab. After re-grouping and guiding the experiment survivors to safety on the Midnight Rider's tour bus, the group has now made their way to this hidden lab. And the objective is clear.

Find Dr. Malroy and put an end to his cruel experiments.

Modes: Coop, versus, survival

INFO:
- L4D1 survivors
- Two exit scenes
- Two environments in E6M6
- Two tank variants

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I have a new youtube channel for the stuff I'm working on. Check it out if you're bored.
https://www.youtube.com/channel/UCAvO5qgM0meVlfFJNZvOyPg
Popular Discussions View All (4)
6
28 Jun, 2021 @ 11:51am
PINNED: V4 Info
Evil
0
23 Jul @ 11:51am
An update in 2025?
Evil
0
25 Dec, 2023 @ 12:11pm
un buen juego
Jefferfar
181 Comments
trippypees 27 Aug @ 12:40pm 
@kurochama Just restart map 3 till the door in cells area opens, right after you drop down and the glass breaks go left, that's the door facing you with the weird bridge behind it
kurochama 27 Aug @ 8:15am 
@ trippypees ,I see... It looks like I was unlucky because even I didn't enter that RNG on the older version. Probably I'll need to try map 3 several more times, as I'm curious of how that looks like. Btw does it require to enter map 3 by finishing map 2, or should I just keep starting from map 3 until that RNG is triggered?
trippypees 27 Aug @ 7:25am 
@kurochama there's an area like "witch's dream" or whatever on map 3 (it's RNG whether it's accessible or not), where the crying witches in the cells are...not sure how you've missed it if you've played through the campaign a few times (was accessible even on theolder version, but the added "skull gate" is new)
kurochama 26 Aug @ 8:33pm 
After checking & comparing with the older version I have on my laptop, I noticed several changes:
1. Color correction (the older one I have has simpler lighting)
2. Some custom music themes (the older version didn't have map transition theme etc).
3. Different mechanisms on the scavenge event (somehow on the older version, my bots could do the scavenge, but on this new version, they just cancelled the scavenge). I think the horde is more intense on this new version.
4. Slight fps drop (somehow my fps slightly dropped, but when testing the older version again, my fps went up). I wonder if it's because of color corrections or something else.

Btw about the witch things someone before me kept mentioning, is that an easter egg or something? I played this from beginning till the end without such puzzles about witch skull, as all I found were only switches & a door that needed fireaxe to break.
trippypees 25 Aug @ 4:06pm 
@Evil Well I guess we somehow missed that door on map 1 even though we went back, we'll recheck

As for the "one-time" area, I did some testing solo, coulda swore it got bugged on one restart...tried restarting after that and still just dumped me outside in cell area instead, weird I must have done something wrong that time

Yeah the console in SR, I always assumed those items were always there lol

And that switch outside the cell is the only one we came across I think, is it the only one to trigger the gen thingy? I think we cleared the map one time after pressing it but I didn't notice a difference (maybe the 2nd tank right before the saferoom?)

Anyways, an innocent suggestion, most authors post easter eggs/secrets (either in description or pinned in discussion), possibly add everything and flair it as "spoilers" or something?

I feel like we're missing out on a lot of things, it's convoluted, that gnome too is a mystery
Evil  [author] 25 Aug @ 3:26pm 
The outdoor area in map 4 unlocks when you pick up the witch skull. Doesn't matter when you pick it up, you can go in the cave 10 times and then pick up the skull and the area will open the next time you use the portal. Now that I think of it though, it might not be a terrible idea to add a visual cue that you're about to go somewhere else.

You have to backtrack in map 1 to find what is unlocked once you hit all the switches. I think there's only like, 3 actual locked doors in that map but there's only 1 that you'd need to back track to find.
Evil  [author] 25 Aug @ 3:26pm 
You mean the console in map 3? That one spawns a few extra items outside the safe room in the next map. Most people probably default to pressing that so the items seem like normal items. There should be more items there though, there's an unhooked template to spawn an auto shotgun and first aid kit too. I'll have to check this.

I think you mean a switch outside the small cell-like rooms when you come back from the witch cave in map 4? There's a hidden mechanic involving those buttons that affects the aftermath of turning the generator on.
trippypees 25 Aug @ 7:48am 
@Evil Yeah a few things here:-
1- Still haven't found the "thing" needed for the "thing" past the skulls gate, SO painful, spent like 15-20mins trying to get back to that "one-time visit" area, whether you go there or not is apparently RNG (even if you restart) so we gave up eventually on doing that whole secret thingy

2- Still till this day have no idea what the switches on map 1 do, we got em all and looked all over to see if anything opened!

3- Console inside the saferoom on map 2?

4- Switch on map 3 right outside the room with a skull in it?

No idea if we've missed anything else, honestly gave up on map 3, felt like there was no point getting to map 4 and miss some more secrets since we haven't even done any of the ones prior to that, we've played the campaign before the update so we know how it goes, but felt like doing it after the update and completely missing everything was a waste, sadge :/
Brian 22 Aug @ 12:53am 
@Evil, I've played this campaign several times with and without color correction enabled. I know the color correction can't affect the lighting. Color correction shouldn't cause anything to look darker. I did find one graphics problem when I was in the Witch Cavern. There was a metal cage hanging inside that cavern. There was a big red ERROR sign above that metal cage. I didn't see any other missing textures in the campaign. The main difference I noticed about version 5 of this campaign is that the zombies moved faster and had more ways to attack. This version is more difficult to play than version 4.
Brian 21 Aug @ 2:27pm 
@Evil, There's a console command called "mat_colcorrection_disableentities" that will disable the color correction in every L4D2 map. I could only get that console command to work by putting it into a script mod. Typing that command into the console didn't have any effect. I played the last map of this campaign about three times with and without the color correction enabled. The main difference I noticed was that everything had a blue tint with color correction enabled. I can't say for certain I was able to see more clearly without color correction. I think I had a flashlight mod called CrazyRabbit Tactical Flashlight installed the first time I played your campaign. That's why everything didn't look so dark. The problem with that mod is that it causes some maps to look too bright. There are probably better flashlight mods now.