So, as those of you who've followed the Fly Gabe Newell fund news will know, my Left 4 Dead campaign isn't finished. Not close to it, in fact. Currently, though, I think the first two maps are more than well-developed enough to have fun with.

Good, constant feedback is pretty essential for these things. I haven't been getting enough of it. So I've decided to release my unfinished campaign, listen to everyone's feedback, and update it as often as possible.

Please help out by downloading the campaign, playing it with your friends and sending all feedback, positive or negative, in the comments on each news post. I will try to update it as frequently as possible.

Thursday, October 8, 2009

The Experiment Begins

Here's the first release. It's what Gabe saw.

It supports both campaign and versus modes. It's two maps long.
It is compressed, to make it a smaller download, with 7-zip File Manager. You can use either that program, or Winrar, to extract it. Inside the archive is a .vpk file. To install the campaign, double-click on this file. If that does not work, simply copy it to your steam/steamapps/username/common/left 4 dead/left4dead/addons directory.

Download links:
The following are now out of date, see more recent posts
Torrent (thanks to JonXP)
Download (thanks to tundra_cool)
Download (thanks Aj Collins)
Download (thanks Slade Skox)
Download from L4Dmaps

 Anyone who's able to set up a mirror, that's much appreciated.

Please post feedback for this release as comments on this post.

By the way - those of you who have playtested my campaign previously will need to delete the older version, wip.vpk.


  1. Just ran through it for the first time. I thought it was great! I can't wait to see the finish product!

  2. Just finished, well polished. Nits to pick:
    It might take a few more custom decals, but the paintings in the starting building (museum?) could be a little bigger, they feel oddly small.

    I think there is one cubemap issue on the first map, at the back of a garage near a generator/water puddle just before the crashed ambulance. The light reflections dont seem to be working properly.

    Lastly, there are some (possibly intentional) random bits of flame that appear in the sky on the second map, visible from the balcony near the suicide jump, in the direction of the clocktower.

    For the record, these were seen with all settings on max, with HDR lighting and such on (in case you have any trouble replicating them). I'll post more impressions in the thread.

  3. There's two vans next to each other right at the start of the second level, a tank knocked me on top of them where some infected incapacitated me. I had to restart the level because the other survivors couldn't get up to me.

    You should probably add a ladder or something there.

  4. Rolling impressions...

    - Great initial area. Just the right amount of detail. You could 'rewrite' some of the decals in a different font/handwriting if someone else did some, however. It does look like it's written by the same person. That's not that important though and there's enough suspension of disbelief for it not to matter. Good voicework from the chopper. Is it meant to fade out like that?

    - Good first area, nice combat dynamics. Second what other guy said about pictures being oddly small.

    - Spawn area on exiting museum; zombies tend to stand on top of fence. Boomer in this area seemed to have trouble finding an opening. Could hear him but never saw him.

    - Set off car alarm on purpose. Genuinely challenging. Intelligent positioning there.

    - Streets after the ammo placement feel disproportionately open and exposed. Attacking here would be very difficult; also, the barrier and truck to the left feel misleading and the player might not immediately know where to go.

    - Hedges could be terrifying. Well done for not making them unclippable. I haven't seen low-level obstacles done like that in L4D yet and it could make a good infected team very happy.

    - Boomers still having a biiig problem getting to us. Saw one running faaaar off into the distance.

    - The vent system above the little side room at the foot of the subway stairs is a good touch. Maybe extend that a little?

    - Don't think I don't see that poster.

    - The bus depot area with the actual vehicles seems strategically moot. It's a fortress, for starters, and there's neither reward (bar two gas cans) nor risk for exploring it; I think it should be developed.

    - Food court again, feels open and exposed.

    - What is 'Say: Britain'? Oh, and the little bit about nuking definitely needs to have different handwriting.

    1st level impressions: Very strong start with the really dangerous area about a third of the level in. Good ambient detail and mostly intuitive level structure. However, after the ammo dump, except for the hedge section which I really like, areas become somewhat larger and unused. Infected would have a really difficult time attacking here and it makes the level seem more rambling and directionless than is perhaps a fair reflection.

    I'll play the second map now.

  5. - Good opening area. A little large but sectioned off into individual battlegrounds.

    - I approve of the bridge area. Potentially horrific for the survivors.

    - TANK! That will hurt like hell on expert. I like that the windows are smashable. The sofa, however, didn't seem to inflict damage when punched by the tank? I worry a little about how efficacious that tank would be on advanced and expert. Oh, though it did have pathing issues on the bollards outside.

    - I like the feel of the offices as a survivor. They're a bit more sprawling than typically, and there's a nice element of potential risk as teams will probably be split up here.

    - I fell off (hung from) the office balcony when I probably shouldn't have, and the animation didn't execute properly there. In rescuing me Bill also fell, so I think there might be something slightly wrong there.

    - Bill pathed to his death when jumping from the window D= Perhaps because the witch was below?

    - The crescendo event is unexpected despite the sign, but more importantly it just isn't dangerous. You can shack up any number of places and the horde isn't threatening.

    - Laughing as zombies fall into the fire and then nearly getting pulled in by a smoker is pretty great. Good job making an actual burning building.

    - Don't think I didn't find that photograph

    - Oh hey, Zombie Genocidest.

    - It never rains but it pours. Potentially brutal last leg if that car alarm is set off, and lots of corners for infected spawns. I like it.

    On that note, I personally feel that, generally, it's better to add in a lot of risk/reward stuff than anything else. You want to be designing around versus, really, because that'll make for good single-player experience much of the time (though tweaks might be needed), whereas the same can't necessarily be said in reverse.

    2nd level impressions: Has a lot of character and feels much more thought-about than the first. There are some quiet sections and the crescendo is not in the least bit challenging, but that's made up for by potentially horrendous set-pieces and specific setups, especially the tank. Plays fine single player, nothing really outstanding here as a fault. Would love to see a vs. match.


  7. Hey Phillip, where'd you get your tank?

  8. Start of the office block, both times. Just as we entered the building.

  9. Just played through it. Very fun and promising! =]
    Really can't wait for it to be completed now! Keep it up!

  10. Hmm, I got 2 tanks and a witch in the second map. I wonder if this is due to the patch wonkiness? Well, either way, it seems pretty solid. I just found a few places where I could crouch-jump over boxes or tipped over tables and the like to bypass some obstacles that seemed intentional, like I was meant to walk through them; I bypassed a witch in the office building. Also, you might want to insert some clips out by those ledges on the top floor of the office building. I got a vantage point and killed a boomer on the next roof before it had a chance to get me. That's most of what I found wrong, but I did take a pretty quick run through it. Good luck with the rest of the campaign!

  11. Great 2-maps-campaign . I really enjoyed it and I am waiting for the rest of the campaign!
    Good luck!

  12. I have a suggestion. I'm sure you'll put in fire sounds for inside the burning building. But I think another nice touch would be to trigger the survivors coughing vocalization. Just a thought.