Intravenous 2

Intravenous 2

Zaibatsu Connection
40 Comments
Gracious 24 Sep @ 9:30pm 
bravo
Gracious 24 Sep @ 9:30pm 
Honestly better level design and story than vanilla
Zewce  [author] 20 Sep @ 7:01am 
@MrFrog
Yeah, I didn't start following the "3 block rule" until I was a few levels into the campaign, and even then I'd still sometimes misjudge the distance between certain things. If you have an spots you remember/screenshot'd then I'd like to fix it to prevent anyone else from getting stuck.

That aside: I'm glad you enjoyed it!
MrFrog 19 Sep @ 11:58pm 
Thank you for such an incredible piece of work. Finished the campaign for the second time, and still wanna play it again. The level design surpasses the original campaigns, story feels bleak and well-written (despite for a lot of text). Also nice choice for OST, really fits the levels.

The only problem i've met - there are couple of levels with a seemingly wide spaces between the objects and walls, where you can stuck.
Zewce  [author] 19 Sep @ 7:46am 
@Taberone
No - Emmett just scaredy boi

I don't know if you've finished the whole thing, but there's also some environmental story telling w/ the information they gathered on entry points vs the amount of entrances on subsequent levels. I can't remember all the dialogue I wrote, but iirc the reason Church was picked off the list was because it was the most abandoned looking & least active entrance - so least amount of defense and response. The ones that show up when you're attempting access ARE the only ones coming, and Emmett is just telling you to go forward because they don't know *who* will be coming.

I already felt like I was dumping info on players, and it's hard to convey certain things without just outright telling players what's going on outside of the events they're experiencing.
Taberone 19 Sep @ 12:02am 
Does the "even larger response team" ever arrive if you dawdle around for too long on the Church level? I stuck around to slaughter all 90 guards after the doors got decoded and nothing happened.
Quetzal 17 Sep @ 1:47pm 
Awesome mod, excited for part 2 :)
Drunkslaver 15 Sep @ 7:18pm 
Just finished the campaign and damn was I blown away! Top tier stuff here in both levels and fun story and I especially liked the fact that many enemies already carry modded weapons in case you need to switch or do a pickup only run.
WhoAmI? 15 Sep @ 5:29pm 
Oh, ok then.
Zewce  [author] 15 Sep @ 5:09pm 
Akepevwe made the thumbnail and header
But he probably used some kinda AI
WhoAmI? 15 Sep @ 3:49pm 
@Zewce But even with that in mind, who made the thumbnail of the campaign?
Zewce  [author] 15 Sep @ 2:28pm 
Gonna repost since he deleted his question and it looks like I'm just saying words -_-

BUT!
It was someone else, but no, nothing else is going to be added to the campaign as the campaign was made it be as purely vanilla as possible - utilizing the base of what's available for its creation. The only non-vanilla component is the name "Emily" I added because there's literally not a single feminine name in the base game.

The next campaign will have custom portraits, custom names, expanded objects, expanded NPCs, and possibly a custom MC, but ZC was an exercise in pure vanilla.
WhoAmI? 14 Sep @ 4:04pm 
Was the game thumbnail made by your or someone else? If so, then does that means it might be possible for you to change the portraits of Theo and Emmet so that they aren't just the main bad guy from IV1 and a politician from IV2?
SG_bun 14 Sep @ 3:03pm 
All I can say is that I'm blown away. This is amazing. The levels are crisp, the story is gripping. This honestly makes me feel like putting a few hundred more hours into IV2. I hadn't had so much fun since my first time playing the base games (IV1 & IV2).

I only ran into 2 CTDs & they were both shortly after returning to a mid-level save after a while (2+ hour break). It's a minor problem that the author is aware of & likely not responsible for.

My only critique is that there's a lot of text - specifically there's a lot of text at one time. I think some of Emmet's stuff would flow better if it was broken up (like where there's a couple sentences then hit 'Continue' & there's a couple more) but I think it can be chalked up to personal preference since it's so minor. Yes I recognize the irony of complaining about walls of text in a wall of text.
Silicon Carne 14 Sep @ 12:23pm 
I think this is easily the best set of workshop levels so far. Map design is on point, the writing is better than the main game's, honestly you could have charged money for this and I'd still be happy.
Fat Black Yosh 13 Sep @ 4:48pm 
Excellent set of levels, 'Nightmare' was a little tedious to find out what you really had to do but it was fun, the church level was my favorite one.
Zewce  [author] 12 Sep @ 6:55am 
@Rocky the Rock
It used to be just the keys, then I added 3 npcs who also held the 2 major cards + the minor card to unlock Suffering, and now I've got another person who went explosive happy and destroyed a buncha the lights (pulsing green lights are the hints) so I think I'll add omni_lights + something else to try to help people notice more.
Rocky the Rock 11 Sep @ 12:23pm 
Very fun mod, I especially liked the tight corridors and environments.

My criticism is that it can be difficult figuring out what you're supposed to be looking for, especially on the bigger maps.
I got completely lost in Nightmare, taking out almost every enemy before I got more than 1 keycard. It took me over an hour to complete that map, half of it just running around carelessly. The second to last map where you neede lv1-3 keycards was also annoying, but not as bad.
Lamntox 9 Sep @ 1:39pm 
also for people checking out the comments and havent played yet: the author isnt kidding.
Lamntox 9 Sep @ 1:37pm 
kino mod
.:Kazo:. 9 Sep @ 11:55am 
Amazing mod, great length, nice map design. 5/5:iv_whosthatmassmurderer:
MinuteFat 9 Sep @ 8:51am 
Time to make it even harder by using True difficulty with the fog of war mutator. Don't you just love not knowing what's around the corner?
Zewce  [author] 8 Sep @ 4:46pm 
Fixed.
Any other errors or crashes, please put them in the discussions.
76561198360247457 8 Sep @ 9:37am 
Nice but there are some crash logs in the oceana when in coversation with that guy
Error

GAME VERSION: 1.4.5
MODS LOADED! (TOTAL: 69)
map: zb7
player data: x/y 2356/1631 player_dummy

User CPU model:
AMD Ryzen 7 5800H with Radeon Graphics

7991:97: attempt to index a nil value


Traceback

26085:287: in function 'handler'
7991:97: in function 'setPlaylistCollection'
25257:887: in function 'setPlaylist'
1800:40: in function 'start'
13781:206: in function '_start'
8727:143: in function 'start'
25257:541: in function 'setPartIndex'
25257:313: in function 'start'
6321:102: in function 'start'
15446:462: in function 'onFinish'
...
225620:5357: in function 'checkTriggers'
225620:4764: in function 'update'
2670:46: in function 'update'
1272:50: in function 'updateStates'
26085:699: in function 'update'
26085:173: in function <26085:130>
[C]: in function 'xpcall'
[C]: in function 'xpcall'
𐃫 8 Sep @ 1:33am 
absolute peak
Taberone 7 Sep @ 8:36pm 
pretty neat, just saw the ending and overall it was a blast
BOHR 7 Sep @ 7:01am 
@Zewce Thank You:steamthumbsup:
Zewce  [author] 6 Sep @ 5:28pm 
@BOHR there's a small office to the northwest of the exit next to the spaghetti server room. There's also a guard that has it, but you might've missed him. The cabin cut-scene had the clue for that.
BOHR 6 Sep @ 7:20am 
In the Foundry, where you can find reoctor silo access #3 I searched for an hour and couldn't find it
Miku 6 Sep @ 6:33am 
Completed the campaign and I must say. I really liked it.

The entire campaign was quite difficult, but it was difficult in a way where it kept it fun. Reminded me of when I played IV2 for the very first time

The plot also really interested me and I can't wait for the sequel.

8/10
Miku 5 Sep @ 1:28pm 
I havent completed the campaign yet (im at foundry) but this is REALLY interesting

the maps are actually challenging that doesnt feel unfair and the plot actually interests me, even more than the original IV2 plot

right now I give this mod a 7.8/10
Zewce  [author] 5 Sep @ 9:18am 
For the crashes: there's certain quirks with the engine that will sporadically cause CTD (crash to desktop) and it's nearly random when it comes to replicating a demonstration to show spy to fix. Sorry about any crashes. For example, I had a crash when shooting a random goon in Block Party. I did everything the exact same (or tried to get it as close) and nothing happened.

For the time on the levels: it depends. Nightmare and Foundry definitely took the longest, but an exact time is hard to pin down. The project overall was 5 months on-and-off for development.

For Theo's background: there won't be a dedicated prequel, but I am planning to show more of his past in the sequels.
Miku 5 Sep @ 9:00am 
turns out it didnt crash the 2nd time.... strange.
Miku 5 Sep @ 8:58am 
game crashed when I reached the red room on nightmare
diealot 5 Sep @ 8:38am 
How much time did you put into making such huge and maze like level?
Zewce  [author] 4 Sep @ 6:27am 
Green pulsing lights are the "key" to the Nightmare
Abusive_Dad 3 Sep @ 8:42pm 
nightmare level is literally backrooms simulator, after killing all the goons i was left with whole hours of finding the key
thigikna 3 Sep @ 8:41pm 
thats what IM saying
𐃫 3 Sep @ 8:24pm 
where the fuck is that damn key
alex 2 Sep @ 8:13pm 
:steamhappy: