Left 4 Dead 2

Left 4 Dead 2

An Alternative Perspective (Alpha 2.1)
150 Comments
Nxthing 26 Oct @ 8:18pm 
~
ํヌル 26 Oct @ 7:46pm 
yeah, thats the main reason why barns almost always has a tank because the map is so small that the player "progresses too quickly" so it just spawns one in
OvercookedSushi  [author] 26 Oct @ 7:40pm 
Without manually spawning tanks myself, the boss infected spawns are, to my knowledge anyway, determined based on flow, flow traveled and which spots I manually mark as boss threat spots. I don't claim to know everything~
Maybe if I add a script to disable specifically witches maybe? But at the same time I am following the 3 minute rule the best I can, so having multiple tanks show up would be over kill in most cases.
ํヌル 26 Oct @ 7:33pm 
so are the tank spawns gonna be similar to l4d1? cause in l4d1 you can get 2 tank spawns per chapter in l4d2 the 2nd "Boss infected" usually just turns into the witch
OvercookedSushi  [author] 26 Oct @ 6:52pm 
More tanks in future~
During the very first alpha playtests, the tank kept spawning in the sideways section, and would either just die on its way up or would corner you in the chokeyness of that section... or just as you get inside the warehouse in the upsidedown, so ch1 I have a trigger to disable bosses once you hit the topside warehouse... Ch2 all bets are off and same with everything after~

And I will continue to look into the numbers. Since I am working with a "new-ish" kind of event, I am learning as I go with what does and doesn't work~
Nxthing 26 Oct @ 6:47pm 
map has promise, i play on expert so common infected spam can be problematic. Should have more tanks! but good work so far~
OvercookedSushi  [author] 26 Oct @ 6:39pm 
If I keep the loose story, it will be made into audio eventually, more text right now because I am still workshopping certain elements as I go... since not even I know how I am ending it yet...
But I can easily change the speed of that, is something on my list~
its eternity in there 26 Oct @ 6:36pm 
map is alright. the second level dialog text goes too fast to read because it pushes the text up in chat and would be better to be voice acted or if anything slowed down
OvercookedSushi  [author] 26 Oct @ 6:25pm 
I know people say I am spamming commons, I was not aware people are that split on gauntlets.
I still stand my ground that it is not that bad, but looking into the numbers during the events are still on the list.
Nothing is finalized yet, so all feedback is still appreciated~
OvercookedSushi  [author] 26 Oct @ 6:14pm 
It is the beginning of a 5 chapter campaign, ch3 starts you with tier 2, and you can fight some tier 2's tucked away in some secret spots in ch2~
Nxthing 26 Oct @ 6:12pm 
common infected spam, only smgs and shotguns. hmm
ํヌル 23 Oct @ 12:23am 
🔥
OvercookedSushi  [author] 22 Oct @ 9:34pm 
I try not to touch those numbers to much, more I have noticed looking at the official gauntlet scripts that they are actually a bit sparse on the common counts...

Could be one of the reasons it feels like I am not giving people breaks in the hordes when in fact that breaks can be longer enough for the quiet ambience to start playing...
Is lot of number tweaking game, specially now that I have a better understanding of what everything in the horde scripts actually do~
ํヌル 22 Oct @ 9:08pm 
make sure you dont increase the common population count too much cause it starts to lag for everyone except the host and if you ever played the deathcraft map the common spam is abysmally too much
OvercookedSushi  [author] 21 Oct @ 4:23am 
Both events do have relax intervals, the first one having no infected spawns for 5 to 7 seconds when it does happen... But I think because I have the common limits high and the pending counts also high it doesn't really look like it ever lets up.

Tweaking the numbers is on my list still though~
Don't want the first 2 chapters to be the hardest ones afterall... The feedback is much appreciated~
逢坂大河 21 Oct @ 2:24am 
The visuals in this campaign are absolutely stunning. The moment you open that first door and see the sunset, the burning clouds, and the world turned 90 degrees — it honestly took my breath away. It’s easily the most impressive map I’ve played this year, and I’m really looking forward to the full release.

Even though it’s still in the alpha stage (I played the Alpha 2.0 version), I’d like to share a small bit of feedback. The hordes that spawn after activating the switches feel a bit too overwhelming, and it seems like they keep coming nonstop until the event is over. When it was just me and my friend playing (no bots), the pressure was pretty intense — but we still managed to push through and beat it.

All in all, it’s definitely one of those maps that stays in your mind even after you go to bed. Fantastic work!:steamthumbsup:
Lionwalk 20 Oct @ 4:37am 
期待完整版的诞生:steamhappy:,创意满分,推荐和朋友一起游玩,单人游玩可能需要admin来辅助人机传送,搞不明白为什么那么多恶评:steamsad:(至少对于最新的版本而言)
Looking forward to the full version's release:steamhappy: The creativity is top-notch; I recommend playing with friends. Playing solo might require an admin to assist with human-computer teleportation. I just can't figure out why there are so many negative reviews:steamsad: (At least for the latest version)
OvercookedSushi  [author] 18 Oct @ 2:05pm 
Cool :steamthumbsup:
Jerry 18 Oct @ 8:22am 
bad game design :steamthumbsdown:
◀ Random Anime-Fan ▶ 17 Oct @ 7:44pm 
The reply five comments below me is a crazy ass thing to say to someone over a L4D2 campaign, jesus lmao
ํヌル 14 Oct @ 12:30pm 
some maps have the commons always aggro'd and its not fun having to deal with every common constantly harassing you especially with a tank spawn making it impossible to dodge them without good situational awareness, if most of your upcoming chapters are going to be horde events its almost equivalent to that happening
ํヌル 14 Oct @ 12:27pm 
endless hordes are never fun especially if it drags on, the director in game has a heat mechanic for that reason for the individual survivors that tells it when it needs to summon a horde of zombies and after its cleared it gives the player time to recuperate after the battle even if unscathed its not fun having to shove a common or shoot them constantly like youre playing survival, getting hit by them slows you down to prevent running, when youre trying to run in a segment thats telling you to run with non stop commons its aggravating and pair that with expert and specials its just asking too much for some players (which is not your fault as the map creator most of the time because nobody told them to play on a difficulty past your skill level) even the barns event in carnival has a pity system if you die too many times on the event and just briefly stops spawning in commons so the players can continue through the event
OvercookedSushi  [author] 14 Oct @ 10:59am 
Have people always hated gauntlet events, or this a newer phenomenon...

Guess it is something I'll need to research
ํヌル 14 Oct @ 8:54am 
what the fuck is this comment lmfaooooo
无面刀 14 Oct @ 6:43am 
Is the author's brain pinched by the fucking vagina, you brush your fucking infinite corpse tide, and the women in your family are gang-raped by your infinite corpse tide:steamthumbsdown:
OvercookedSushi  [author] 12 Oct @ 12:15am 
I will do my best to provide~
And much appreciation for letting me know about BiliBili... I got some videos to catch up on now~
忍冬567 11 Oct @ 11:48pm 
You know, my friends and I played with this picture of yours, then recorded it and uploaded it to Bilibili, where it got 35,000 views. Everyone said this picture is very creative and they really like it. Keep up the good work! We are looking forward to more!
OvercookedSushi  [author] 7 Oct @ 3:46am 
If this happens, you can use the 45 degree angle beam behind the ladder to still get up, as a temporary solution or even just as a new path~
I am aware that this happens, consequence of one of the changes made to make sure the pillars cant block the bridge, and it is on my list of changes to make for either vA3.0 or a hot fix next week if I feel the next chapter might take a while...
虾仁猪心 6 Oct @ 11:37pm 
High-quality short map, everything is very interesting. But I have to say:
1st Chapter: The falling stone will block the yellow ladder, preventing us from passing through the bridge. :steamhappy:
Nora 5 Oct @ 9:04am 
Pretty great concept. Reminds me of Chained Together
骂人别意气用事 30 Sep @ 12:02pm 
@不讲武德菜虚空 你的评论会出现在这里也和垃圾评论没啥区别了,反正我看不出你批评地图什么?介绍自己是个电子垃圾倒是挺对的。

有些人从小没有父母所以不知道什么是留点口德的。我也希望你@不讲武德菜虚空 你这坨呼吸的打字的烂肉少浪费时间打字。

还有欢迎反驳骂我。因为我也不想和骂别人作者孝子和作者狗的电子垃圾烂肉评论者多说。
ํヌル 29 Sep @ 10:03am 
yeah kinda figured that may have been the reason thats not a problem that you removed it
OvercookedSushi  [author] 29 Sep @ 9:52am 
I tried to keep that balcony for as long as I could, but for actual gameplay it wasn't good... >_<
ํヌル 29 Sep @ 8:00am 
GG no more turret boost
OvercookedSushi  [author] 29 Sep @ 12:26am 
vA2.1 is now out!~

Biggest changes being the horde event for Ch2, toning the event down some (might still need to do alot more), and some general fixes to Ch2 that it needed... There is more I can do, I know there is, but I will be tackling those at a later time, as now I will start production on Ch3!

I'll be updating the known issues discussion, I do urge anyone that finds something to post it in there and please do let me know...
OvercookedSushi  [author] 26 Sep @ 9:21am 
I am constantly tweaking the nav to try and improve navigation, but the map theme is directly antithetical to how bots path in the first place.

If you and anyone else can provide info on where they suck, I will do my best to improve it as much as I can.
sappo 26 Sep @ 8:18am 
The map design concept is very interesting. However, that's all it is at present.
Since the creator seems to want to focus on the struggle between the Horde and the terrain, I don't recommend playing with parties that include bots.
They constantly get stuck on cliffs and can't keep up at all. They're nothing but a source of stress.
OvercookedSushi  [author] 23 Sep @ 3:27pm 
Working on next update, main focus will be completely remaking the Ch2 event from scratch.
Hopefully it will play a bit better than the last one. It is ready right now, but I am going to get a few more fixes on my list done first. It won't be an art pass for Ch2, that will take a while, but a few things that were bothering me... Like the titlecards being to big and no soundscapes for Ch2.

I'll try and push an update vA2.1 soon. Shooting for the weekend or sooner depending on life.
After that I will probably have one more vA2.2 before starting real production on Ch3... and will ask for forgiveness now, because I have plans for Ch3... and I know some of you will hate it~
ํヌル 20 Sep @ 12:47am 
skill issue
不讲武德菜虚空 19 Sep @ 5:23am 
非常垃圾的一张图,自认为三维结构想模仿《纪念碑谷》,但是属实是东施效颦,西望不要浪费自己的时间去玩这种电子垃圾。
AARP41298 14 Sep @ 6:28pm 
Played with my girlfriend, cant finish due the infinite horde at the end, the concept is amazing
大逍遥 12 Sep @ 8:26pm 
感觉像是半成品,第三关直接操作不了了只能切武器,地图设计挺有意思,但是能否去掉一些障碍物,第一关那里不是要打柱子吗,那个地方特别难走,各种高处挡住只能往下走,走着走着又被挡住又得换条路走
> D < 11 Sep @ 4:08am 
非常有意思的地图,目前就两章,但是第一张地图创意设计和机关已经非常优秀了,期待更多章节!
R4NK4Z 6 Sep @ 11:34am 
was already really cool!
already looks really promising and im looking forward to it the completed version
OvercookedSushi  [author] 3 Sep @ 12:13pm 
Known issues have been updated...
There won't be progress this week... this is Silksong week...
But next week I'll try and push out an update to fix some of the specific issues I have seen and experienced myself, as well as tweaking the numbers on the event...

I'll be holding off on the art pass till I know nothing major is going to change, going to focus on blocking out and getting the rest playable before I sink weeks into making it look good~
OvercookedSushi  [author] 3 Sep @ 4:34am 
5 is the plan
野鹤穿竹林 3 Sep @ 3:23am 
How many levels do you plan to do in the end?
OvercookedSushi  [author] 2 Sep @ 11:33am 
I've definitely come to realize my idea of balanced is... skewed... especially from projects like EOTL

I still want it to be more on the difficult side, but I definitely need to hold the punches a bit till we get to later in the campaign...
OvercookedSushi  [author] 2 Sep @ 11:23am 
I played a round with fresh eyes yesterday... I can definitely see some of the issues...

Current plan:
-have the container fall the other way far out of view, glow on the tanker as well.
-have the saw already be on the door, introduce something else to make up for you not needing to grab it
-manhole covers closer to the train that only open when the saw is active
-less commons during the event
ํヌル 2 Sep @ 10:43am 
the jumps are more the players problem then the map designs you can still traverse without jumping in that event for most of it but i do agree after destroying the second tanker the horde needs to let up and its very easy to miss the saw pick up, the shipping container you shoot needs to be more to the left as well