Left 4 Dead 2

Left 4 Dead 2

Dr. Malroy's Laboratory (v5)
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.
Evil  [author] 21 Aug @ 12:15pm 
Whoa, there is something very wrong with that counter. After 'fixing' it, the bots can somehow pick those kits up when they're standing in the street. Never seen that happen before. Gonna toss those kits on the floor probably.

As for the color correction, that was the biggest hold back really, outside of fixing the glitchy intro. Hard to really nail that universal look that fits everyone's monitors. Not sure how to apply any sort of option to deal with this other than adding a button in single player mode that would let people turn it off. I'll test this and see if it's a valid option. Let me know if there's anything else, seems I'm gonna have to update this one more time so now is a good time to bring up things that need attention.
Brian 21 Aug @ 10:42am 
The bot players won't pick up supplies in the last map. They won't pick up the first aid kits in the pink house. There are four med kits sitting on a countertop inside the pink house. They won't pick them up. That's true in version 5 of this campaign. I'm not crazy about the new color correction. I thought the color correction made everything look too dark. That's probably just me. I have never liked color correction that much. My computer monitor doesn't have adaptive brightness. That's probably why everything looked so dark in some places.
trippypees 21 Aug @ 9:11am 
@Evil Will do, only found one of the skulls required but I guess we haven't checked thoroughly.
Evil  [author] 21 Aug @ 8:43am 
Look around the weird outdoor place you get teleported to when you pick up the witch skull. But check fast, you can only go there one time in a play through.
trippypees 21 Aug @ 5:41am 
@Evil Yeah no idea what it is, tried using/attacking with both the bones and witch's arms and nothing happened, you said linked to the witch skull...those were the only 2 other things there!
trippypees 19 Aug @ 4:54am 
@Evil So I'm assuming it's the witch's hand? It's the only other thing I can think of, I'll try it otherwise I'm not sure what it will be.
Either way good job with the update, I haven't played past that witch part so I don't know what other changes you've made, prior to that area the only changes I've noticed other than music/aesthetics was the occasional "double special" spawns here and there on certain parts.
Anything I should keep an eye out for that's possibly easy to miss?
Evil  [author] 17 Aug @ 2:33pm 
There is indeed one more step once you reach the little alter. Only hint I can give that doesn't ruin it is that that's linked to the witch skull you find in the cave, but the witch skull isn't what actually goes there.
trippypees 17 Aug @ 2:02pm 
Need an answer (possible spoiler)
Got the skulls, opened the door, at the top there's an arrow pointing at something (all purple texture glitched out so couldn't even tell what it is), anything there to do or just the weapon/kit stash?
Unable to collect the fourth skull。
我是你爹 17 Aug @ 4:42am 
女巫洞穴怎么进啊兄弟们
Evil  [author] 11 Aug @ 8:41am 
So I've addressed the issue with the buggy elevator, along with a ton of other little things. Is there anything else I should fix before I post the update?
R󠀡F 23 Jul @ 4:05am 
Thing is i never stepped off and it still happened to me.
Hunter Jumpscare 22 Jul @ 8:37pm 
I haven't noticed any other issues with the campaign.
Hunter Jumpscare 22 Jul @ 8:37pm 
That does seem to be the case. Recorded the bug to verify: https://youtu.be/eIXlRsqCchE?si=ul9G64P6Z_8vrMt0
Evil  [author] 22 Jul @ 6:26pm 
I think I see what the issue is, but can you verify? Is the issue that you can use the button if you stay on the exit elevator without stepping off, but the button becomes unusable if you step off the elevator then step back on?

Also, are there any other weird issues like this I should be aware of?
R󠀡F 22 Jul @ 6:13pm 
@Hunter Jumpscare Yeah it happens like 50% of the time and its very annoying.
Hunter Jumpscare 19 Jul @ 9:05pm 
Elevator at the end of Vertigo Tram 2 bugged out(pressed the button I think 10 million times yet nothing happened), but aside from that a very enjoyable campaign
Hee Haw 2 Jun @ 5:22pm 
cool beans!
Lionwalk 26 May @ 6:11am 
wonderful map:steamhappy::steamthumbsup:
bunnyhop 7 May @ 9:08am 
this map is good for 4+ players
仪玄师傅☆大雷 5 Apr @ 12:56pm 
好玩,不错,给的资源刚刚好~~
solace 27 Feb @ 8:16pm 
its okay :steamsad:
wo bist du 27 Feb @ 7:50pm 
玩了两关鸡儿都硬不起来,图太粗糙了,又大又空
Myself 12 Jan @ 10:10am 
Отличная, сбалансированная кампания. Финал не слишком напряжённый, интересно реализован: никуда не надо добираться, старт финала прям на выходе из последней убежки. Спасательный транспорт – вертолёт, сбрасывающий трос… Канистры туда нести не нужно, но блевоты не помешают)). Прошли с первого раза за 57 минут, без рестартов.
Спасибо автору!
sinwithagrin 29 Dec, 2024 @ 2:33pm 
its probably something on my end. i have so many stupid ass mods. anyway absolutley love your work. great maps
Evil  [author] 29 Dec, 2024 @ 1:32pm 
This is beyond strange. Both use the same model base but the actual model and the materials for both are completely different so technically they shouldn't have any affect on each other. But clearly they do somehow. I'm gonna look into this a bit further, I wanted to update this to add color correction anyways so this will give me another reason to actually do it. Let me know if you think there's anything else I should look into.
sinwithagrin 29 Dec, 2024 @ 1:23pm 
so this is weird. the problem was i didn't have the first encounter active in my addons list. now that it's active it's working as it should.
sinwithagrin 29 Dec, 2024 @ 12:05pm 
no not at all. are they not supposed to be invisible? i saw an error for some of the lights but nothing for the tank. it's labeled hulk in the console right?
Evil  [author] 29 Dec, 2024 @ 10:17am 
Did you notice any weird text pop up when this happened (either on screen or in the console)? Maybe something along the lines of a shader error?
sinwithagrin 29 Dec, 2024 @ 10:04am 
invisible tanks are a kick in the nuts. i call conspiracy and i call lollygagging!
뭉탱이 11 Nov, 2024 @ 6:01am 
나쁘지 않음. 나름 괜찮음. 마지막 탈출맵 엔딩 개 허무할뿐
Lagartijus 4 Nov, 2024 @ 11:57pm 
Really good, even if it is a bit frustrating and claustrophobic sometimes
freesh avokadoo 28 Sep, 2024 @ 7:33pm 
Insane Evil! Map was the perfect length that I crave for a custom map and the relentless zombie hordes was awesome. Highly recommend, easy 10/10 and I don't review ever so this had me breath taken.
lyzstart2002 21 Aug, 2024 @ 7:01am 
very exciting and fun.
Georgedls777 27 Jul, 2024 @ 2:31am 
Well the Lore is so lazy!!! but its funy
你们一个个想咋地! 4 Jun, 2024 @ 5:33am 
第三关卡得跟ppt似的,我玩nm:steamthumbsdown:
† Disciple † 14 Apr, 2024 @ 3:05pm 
Yes
Evil  [author] 14 Apr, 2024 @ 9:41am 
Weird that it took 2 days for Steam to show me a notification for your comment. I haven't heard of the elevator in map 4 being bugged though. Can you give some info? You (and everyone else alive) made it into the elevator but the button couldn't be pressed?
† Disciple † 12 Apr, 2024 @ 9:48pm 
Хули лифт не работает в 4ой главе?
† Disciple † 12 Apr, 2024 @ 9:45pm 
Bugged elevator