• Turtle Rock Studios release their cancelled Left 4 Dead campaign
    38 replies, posted
[IMG]http://i.imgur.com/4Hxz4qZ.jpg[/IMG] [url]http://augerresources.com/l4d/damit.html[/url] It is interesting to see the many mechanics they wanted to attempt, seemed very ambitious at least
Holy shit, nice.
Hope some dedicated fans recreate these ideas one day. I would love to play it.
Damn, I really would've been interested in playing that. The mini-finale alone seems alot more creative than some of the standard sit & wait wave shooters that came with the rest of L4D (I'm looking at you Dead Air).
It always felt like there was an odd gap between Dead Air and Blood Harvest. Sounds like an interesting project. Was a big fan of L4D. I'll have to take a look through and see if what's missing or broken can be recreated in L4D2.
I feel bad for Turtle Rock. They lose L4D to Valve, and then Evolve dies. I'm afraid that they're showing this because they might be shutting down soon and they didn't want the campaign to be lost to time.
kind of a odd name choice considering [URL="http://www.gamemaps.com/details/2141"]another custom project [/URL]uses the same pun
Left 4 Dead 1 doesn't really have any mechanics that deal with distracting special infected, so I'm not sure about those "you can't kill this kind of infected while in this area" segments. Sounds a little frustrating.
[QUOTE=jimbobjoe1234;51313077]Hope some dedicated fans recreate these ideas one day. I would love to play it.[/QUOTE] The awful VPK system that L4D uses killed any chances of there being a strong mapping community for the game. There are still people here and there, but it's a far call from what it could've been. I will never forgive Valve for VPK. TF2 had it fine. [editline]5th November 2016[/editline] When you have to go out of your way to download a map from some shady ass website that forces you to watch (likely virus-loaded) ads and wait before letting you download from their incredibly slow internet connection, you have a massive barrier for people to cross in order to play a goddamn map that they don't even know is any good.
[QUOTE=jimbobjoe1234;51313077]Hope some dedicated fans recreate these ideas one day. I would love to play it.[/QUOTE] The download is on the website.
Hey, a reason to install L4D1 again!
That final part where the survivors have to split up sounds like that L4D2 dlc where Bill dies, and you have to activate some equipment to pass a bridge or something iirc.
SNIP
Turtle rock are probably busy keeping evolve updated for the 5 people still playing.
[QUOTE=jimbobjoe1234;51313204]I feel bad for Turtle Rock... and then Evolve dies.[/QUOTE] No sympathy.
[QUOTE=RainbowStalin;51314013]Turtle rock are probably busy keeping evolve updated for the 5 people still playing.[/QUOTE] Uh, they've already announced they're shutting it down permanently?
[QUOTE=ForgottenKane;51313571]The awful VPK system that L4D uses killed any chances of there being a strong mapping community for the game. There are still people here and there, but it's a far call from what it could've been. I will never forgive Valve for VPK. TF2 had it fine. [editline]5th November 2016[/editline] When you have to go out of your way to download a map from some shady ass website that forces you to watch (likely virus-loaded) ads and wait before letting you download from their incredibly slow internet connection, you have a massive barrier for people to cross in order to play a goddamn map that they don't even know is any good.[/QUOTE] What about the workshop though. You can download campaigns and maps from there just fine.
[QUOTE=*Freezorg*;51314827]What about the workshop though. You can download campaigns and maps from there just fine.[/QUOTE] The workshop wasn't around when L4D and L4D2 (I think) launched so it didn't really give any incentive to download custom maps, so the mapping scene was pretty small. There were some great custom campaigns for L4D+2 but compared to the insane amount of custom maps and mods for every other source game it was basically a failure. I messed around with the L4D2 editor also and it was just all around more difficult than, say, making a custom level for Half Life or a TF2 map because you had to set A.I. director stuff up and make sure pathing wouldn't be terrible.
I'll wait for someone to port it to l4d2.
There were a few issues with any custom campaigns for L4D. 1. We didn't get the SDK until about six months after the game's release. There were methods of making campaigns before that, but it was all unofficial reverse engineering using different versions of hammer. 2. L4D2 was released just a year after L4D and took most of its thunder. For most hobbyist designers, a year wouldn't be enough make a high quality campaign. We did get a number of of campaigns in the meantime, but most were very basic. So most designers would be following the crowd and making it for L4D2 instead. 3. L4D2 getting the workshop made it easier to host campaigns without having to rely on sketchy sites. At this point I can understand why L4D never got this, and stopped getting support in general: L4D2 took nearly everything it had, content and playerbase. VPKs were nice. They were a single file that were made easy to install by anybody wanting to try your campaign. My only complaint is the 200mb limit on workshop uploads. Mapping for both games was just about the same. L4D2 just had more bells and whistles that could be taken advantage of, like scripting and more random item spawning.
Anyone else having problems with the models? They're all empty, just collisions and no wireframe.
[QUOTE=TurtleeyFP;51315667]Anyone else having problems with the models? They're all empty, just collisions and no wireframe.[/QUOTE] Try redownloading the campaign. First time I did it crapped out and only got half of it, but didn't say anything. VPK should be about 300mb.
The final map seems to have some balance issues. 4 Tanks and 4 panic events is a little excessive.
[QUOTE=Blade Rx69;51315711]Try redownloading the campaign. First time I did it crapped out and only got half of it, but didn't say anything. VPK should be about 300mb.[/QUOTE] Had to convert them to dx90 :P. But a few models like the apple trees are still missing as errors, is it just me?
[QUOTE=*Freezorg*;51314827]What about the workshop though. You can download campaigns and maps from there just fine.[/QUOTE] The Workshop came WAAAAAY after VPKs came into existence. If it had come out at the same time, there would be a good chance they could've utilized the platform, but that wasn't the case. [editline]5th November 2016[/editline] [QUOTE=Blade Rx69;51315062]There were a few issues with any custom campaigns for L4D. 1. We didn't get the SDK until about six months after the game's release. There were methods of making campaigns before that, but it was all unofficial reverse engineering using different versions of hammer. 2. L4D2 was released just a year after L4D and took most of its thunder. For most hobbyist designers, a year wouldn't be enough make a high quality campaign. We did get a number of of campaigns in the meantime, but most were very basic. So most designers would be following the crowd and making it for L4D2 instead. 3. L4D2 getting the workshop made it easier to host campaigns without having to rely on sketchy sites. At this point I can understand why L4D never got this, and stopped getting support in general: L4D2 took nearly everything it had, content and playerbase. VPKs were nice. They were a single file that were made easy to install by anybody wanting to try your campaign. My only complaint is the 200mb limit on workshop uploads. Mapping for both games was just about the same. L4D2 just had more bells and whistles that could be taken advantage of, like scripting and more random item spawning.[/QUOTE] I agree for the most part, but the Workshop came after L4D2 had been released for a while, Valve broke their promise of not letting L4D1 die (which was obvious since L4D2 was released within a year of L4D1), and VPK's compounded the problem of it all further. Valve chose the wrong time to implement pretty much everything - none of it was a bad idea inherently, but the timing of it all made it a fucking mess and fractured the community early on.
They really need to just release all the old campaigns/content from the l4d1 beta version.
[QUOTE=Cmx;51315781]The final map seems to have some balance issues. 4 Tanks and 4 panic events is a little excessive.[/QUOTE] most events won't stop until you reach a certain spot. you gotta move up while taking down CI and the tanks fast all at the same time. it seems this set of missions was designed to counter the usual easymode meta. it holds up decently even without chargers or spitters. it's pretty impressive even just for co-op. a shame it wasn't completed. nice bonus to have as a final goodbye.
Sad to see they never finished it. The crescendo event with the tower was a cool idea.
I wonder if L4D would have been better in Tutrtlerock's hands. I really prefer l4d1 over 2 so maybe they would have taken the series in a better direction.
[QUOTE=The Baconator;51318391]I wonder if L4D would have been better in Tutrtlerock's hands. I really prefer l4d1 over 2 so maybe they would have taken the series in a better direction.[/QUOTE] I doubt it. Look at Evolve. Even if they did make it, a release exactly a year after the original is a terrible idea in its own right.
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