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Dr.Boo.j2
09-08-2010, 02:46 PM
Hey all,
After working on it for a long time while keeping it under wraps all that time, I can finally present the first beta of my new campaign named Haunted Forest
It takes place in a -you guessed it- haunted forest.
It's 3 maps, it has both CoOp and Versus and it's a beta version so you might encounter some bugs. It went through a couple of playtest (for which I thank all the ones who tested it) so you shouldn't encounter any game breaking issues.
If you do encounter bugs or issues, please don't hesitate to contact me or reply to this thread or whatever.
I haven't played it on Versus so I don't know if it's fun in Versus or not, but hey, who knows: people might actually have fun on this campaign in Versus :)

Some issues I'm aware about and I'm gonna try to get fixed for the next version:
- Some trees have white branches while the rest of the tree looks normal. No idea what causes this but I'm looking into it
- One of the fireplace models on map 2 in the mansion has no textures. It's a weird model and I'm also investigating this
- There is no intro
- The outtro is not optimal

Again, this is a beta: you might find it too easy or too hard or you might find it's gameplay boring for various reasons. Here too, don't hesitate to contact me with suggestions/advice/opinions. Any criticism is welcome as long as it's contructive.
I also made a steam group for it. I'm not planning anything fancy with it neither do I want to plan "big events" or stuff like that but it's merely for keeping it's members updated about further versions.
http://steamcommunity.com/groups/hauntedforest

And the campaign can be found here:
http://www.l4dmaps.com/details.php?file=6923

Have fun and let me know if you liked it!
-Dr.Boo
wow, it's kinda exciting to finally release something after working on it for almost a year

AznBoy222
09-08-2010, 02:47 PM
shouldn't this be in the custom map sub forum?

McBerns
09-08-2010, 02:49 PM
This thread belongs to the custom campaigns/maps section.

But....

Try finishing it it just in time for October. :D

crash2004
09-08-2010, 02:49 PM
shouldn't this be in the custom map sub forum?

Not everyone looks in the custom map section. I don't usually.

Looks quite interesting. Downloading now Dr. Boo.

socrfan
09-08-2010, 02:54 PM
shouldn't this be in the custom map sub forum?

I know what you are saying but compared to some of the recent threads we've been seeing this one is more than welcome here.;)

Right 4 Alive
09-08-2010, 03:25 PM
Looks great. I'm downloading

neelpos
09-08-2010, 03:31 PM
Honestly, I'm pretty sure Dr. Boo deserves better than the custom map subforum.

McBerns
09-08-2010, 03:36 PM
The Passing music should fit well for this map. Oh and classic l4d style music.

crash2004
09-08-2010, 03:44 PM
Dr. Boo. So far I quite like the map. Playing it on the hard 8 mutation. Only made it as far as the tracks but I noticed something odd. At the front of... well, the first car I seen anyway, Coach stood there right against the rocks and wouldn't move. After I went down the path and headed up around the bend, Coach warped to me so it wasn't that big of a deal.

source-maps
09-08-2010, 04:05 PM
judging from the screenshots, your mapping is pretty decent :)
loving the atmosphere as well

Dreamtheory
09-08-2010, 04:08 PM
i cant wait to test it out when i get home from work!

ryancee7
09-08-2010, 07:46 PM
The screenshots are appealing. I'mma download it now and post back after I've played. :)

corpse916
09-08-2010, 08:20 PM
Right here (http://forums.steampowered.com/forums/showthread.php?t=1428360)

Croben
09-08-2010, 08:51 PM
/bookmarks to try tomorrow

R33LWhiteBoy
09-08-2010, 09:05 PM
Looks amazing.. Although the no tresspassing sign is weird "_"

I mean, haunted forest theme dude. But great looking campaign!

3lackCat
09-08-2010, 09:07 PM
Looks good from the screenshots, downloading now, can't wait to try it!

ryancee7
09-08-2010, 09:12 PM
Ok so I've played it and I really, really like it. It's creepy, dark and best of all, low visibility works great in versus! I like not being able to see miles ahead of me :P

For example, right before this screenshot was takin a Charger bowled out of the darkness and got coach.

http://i241.photobucket.com/albums/ff254/ryan_campbell_2/hf01_theforest0003.jpg

Nice creepy addition here.

http://i241.photobucket.com/albums/ff254/ryan_campbell_2/hf01_theforest0002.jpg

I also thought the moon was pretty sweet!

http://i241.photobucket.com/albums/ff254/ryan_campbell_2/hf01_theforest0001.jpg

And I really like this gun placement, a small touch, but real neat. It makes sense!

http://i241.photobucket.com/albums/ff254/ryan_campbell_2/hf01_theforest0004.jpg

So I noticed the trees, but it isn't too bad, it's not that much of an eyesore, The massive amount of trees makes me get lost a bit, sorta like swamp fever but more closed it kind of lost. I saw the fireplace. Some things I noticed was the CI would somtimes get stuck in the wire fencing, I had half a horde stuck in it. I myself actually got stuck in it haha.

I was expecting a tank at the rescue vehicle as there usually is but, there wasn't :P Though with all that CI at the very end it was tough.

The bots also kill themselves going down that mineshaft or pit hole, as did I, luckily someone joined and the game didn't end. Also I got charged in there and I didn't take any damage, then he startled a witch and he took nor damage. Is it the Jesus hole? It was weird...

Though I like it a lot! I'd play this again any day, I'll let my friend try it. I swear to god every hunter flying out of the forest scared me. Damn hunters.

Very nice indoor mapping, and great outdoor mapping, Overall I didn't see any mapping errors at all, except the ones you pointed out.

EDIT: I had no problem with the bots also, they never got stuck once and best of all they saved me from crazy spots the smoker's got me, i was very surprised and satisfied with the bots when I played. They did die however at the ending.

Beezy
09-08-2010, 09:14 PM
And I really like this gun placement, a small touch, but real neat. It makes sense!

http://i241.photobucket.com/albums/ff254/ryan_campbell_2/hf01_theforest0004.jpg

That's awesome.

I'm downloading now.

vamtheanomaly
09-08-2010, 09:46 PM
+rep just for the screen shots alone. I love maps like this, even if they are full of bugs Im more patient with them, cause I like the atmosphere.

Grand Cherokee
09-08-2010, 09:52 PM
shouldn't this be in the custom map sub forum?

It should be posted there, too.

3lackCat
09-08-2010, 10:39 PM
Really enjoyed it. Would have been great with friends but the bots did just fine. Great look and atmosphere. Didn't notice anything buggy other than what was listed in the OP. Loved it!

I put the campaign on my server if anyone would want to use it.. (Chicago, IL server) 68.232.184.111 or sv_search_key "houseofcat", just be warned, the witches startle easy. ;)

WalkenOwns
09-08-2010, 11:55 PM
Sounds cool. I'll give it a run.

Dr.Boo.j2
09-09-2010, 02:08 AM
Thanks for the feedback all of you. I'll look into the things that you mentioned.
The bots falling down the shaft at the end of map 1 was a problem I knew about. Since I found no way to fix it with the nav, I simply put a trigger there to cancel fall damage so that at least they don't die when falling down the shaft every time.
Seems the trigger is not corectly set up... I'll check it out.
I'll probably also need to add a few more infected ladders here and there to prevent the "mobs stuck into wires/fences/hedges" thing.

I might also add in some easter eggs in a next version but since I don't want to have like 10 different versions on the internet, I'll group up fixes and release one big update instead of 10 small ones, like we did with Night Terror.

Drowning Witch
09-09-2010, 02:35 AM
installing this on my server. will host a game later in the afternoon, prolly around 6 or 7 GMT.

versus playas welcome.

dood
09-09-2010, 03:11 AM
been looking to play this but i keep getting corrupted downloads from l4dmaps.com

Kosire
09-09-2010, 03:15 AM
Some cool scenes you got there..

crash2004
09-09-2010, 03:23 AM
Right here (http://forums.steampowered.com/forums/showthread.php?t=1428360)

Nice. Especially with the included screens. That might be a better idea too. The main thread in the custom maps section and a post here in this part of the forums to let people know to take a look. Good one.

Stagger Lee
09-09-2010, 04:30 AM
Dr.Boo.j2

I might also add in some easter eggs in a next version but since I don't want to have like 10 different versions on the internet, I'll group up fixes and release one big update instead of 10 small ones, like we did with Night Terror.

This is why we love you, Boo.

I will be checking this out today also. Looks and sounds nice.

Drowning Witch
09-09-2010, 04:57 AM
its up on my server, will attempt to host a vs game in a few mins.

engineer123
09-09-2010, 04:57 AM
Amazing work, Doctor!

Played it in coop, advanced, and wrote a review on l4dmaps.

iProDarkness
09-09-2010, 06:35 AM
Im an (xbox360) User and get depressed when I see the PC gamers enjoying themselves with self-creating maps, If only I could sneek into Microsofts basement and hold Bill Gates ransom until he makes some UserMade content accessable to the 360Gamers that should work :) Otherwise Ill keep cutting myself with a plastic spoon as you guys enjoy GOD-Ablities at your Fingertips:D

Dr.Boo.j2
09-09-2010, 06:41 AM
Im an (xbox360) User and get depressed when I see the PC gamers enjoying themselves with self-creating maps, If only I could sneek into Microsofts basement and hold Bill Gates ransom until he makes some UserMade content accessable to the 360Gamers that should work :) Otherwise Ill keep cutting myself with a plastic spoon as you guys enjoy GOD-Ablities at your Fingertips:D
You could buy the game on PC too.
I already mailed Chet a while ago with the question if they ever thought about releasing some custom campaigns on the Xbox360 and he said they'd love to, but the problem is that performance would be a big problem: user made maps are not nearly as optimized as Valve maps so on the Xbox, it wuld probably have big performance issues.
Plus, I'm pretty damn Microsoft wouldn't allow Valve to release any content for free on their console.

Beezy
09-09-2010, 07:05 AM
Finally found time to play it.

I personally found the moon and flashy "scare" tactics a bit cheesy.

Also at the well ladder leading underground you occasionally hang on the edge.

And at least one bot falls to their death every time.

Overall I really enjoyed the campaign, though. Great job.

Looking forward to finding a versus game on it.

Prepucius
09-09-2010, 07:20 AM
Can't thank you enough, Doc.
That's exactly what we need - more content and less bitsching.
Downloading now!

JohannasGarden
09-09-2010, 07:26 AM
I really enjoyed this, though I haven't seen it all yet. The extra sounds were cool, some of the "cheesy" effects were lots of fun--there was a door one that made us all go "Ahhh!" for a sec. It felt very different from the usual campaign, yet not too different. Definitely a fun campaign to run with friends.

Fedecooldude
09-09-2010, 07:26 AM
If only I could sneek into Microsofts basement and hold Bill Gates ransom

meh...i'd be happy with his 50,000,000,000 dollars.

misfit410
09-09-2010, 08:06 AM
Getting it right now, looks pretty good from the shots.

ReSt' In_PiEces
09-09-2010, 09:00 AM
Looks very good Dr.Boo :). I'll be sure to check this one out.
I loved your other campaign, Night Terror, the haunted mansion and the LotR parts were awesome.

Rep'd

synthemesc
09-09-2010, 09:11 AM
Can't wait to try it out! Night Terror is my fav community campaign so i'm sure Haunted Forest won't be a let down once its finalized.

GLaw
09-09-2010, 09:17 AM
looks good. I'll try it ASAP.

Is the finale in Night Terror for l4d2 fixed? The version I have crashes.

misfit410
09-09-2010, 09:57 AM
I only had time to do 2 of the maps, but it was fantastic.. I love it.

Dr.Boo.j2
09-09-2010, 12:27 PM
Ok so I grouped up the feedback from L4DMaps.com. I'd need you guys advice.

Obvious things I'll fix:
- When you walk around on the escape boat, you fall through it and die in the water (lol)
- The missing fireplace texture
- Everyone seems to agree that there are too many items. I'll reduce those
- Make the ladders on the finale more obvious so people see them immediately
- Some areas on map 2 are a bit empty. I probably have to mark more areas that are not on the main path as EMPTY so that the AI Dir populates the main path more
- I tried to do lots of things at that ladder going down the shaft on map 1. But the bots just keep having trouble. The only thing I can do to "limit the damage" is to cancel fall damage on that part. I'll look into that

Things I'd need some opinions on:
- Are the deathpits and ladders making the finale too hard on Versus? I thought that, since everyone seems to agree that the Survivors are OP, making the finale harder with ladders and pits would be a good idea. What do you all think?
- Should I make the Mansion longer?
- Should I add more survivor speech?
- Should I add more gascans, propane tank and oxygen tanks?

On a general note: if anyone played this map on Versus with enough players, let me know if it was fun. If it wasn't, can you tell me what wasn't fun? I'd like to make this campaign as enjoyable as possible on Versus (but obviously, I can't please everyone... some people will always be unhappy with some features)

Thanks for all the support. I really appreciate it.

d1storted
09-09-2010, 01:00 PM
someone should make a gameplay video.

ryancee7
09-09-2010, 01:20 PM
Here some of my opinions.

1. There seems to be a lot of ammo piles.
2. I'd say you'd get a lot of easy death charges, ESPECIALLY at that small hallway before a pit. I took out 3 bots there. You could always juke the charger or go one at a time.
3. I also killed Ellis on one of those pits as a boomer. Personally the pits arn't a problem. I mean it's the same as the parish bridge. Maybe a bit easier to death charge :P

I think the pits are fine all in all. People will just have to be careful and keep their ears pealed for charger music. and remember a Boomer and a smoker both can get you killed on that hole. The jockey not sure, he may make you hold on.

Regarding Versus glitches

1. Sometimes it's VERY difficult to go up a path, like to climb up the side of a hill, theres one hill I just keep falling off.
2. The tank will sometimes trigger before anyone opens the gate making him easily killed or AI take control and he suicides. Since he can't get past the gate. Maybe have him spawn a bit further?
3. There should be a tank at the rescue area, but less mob to accommodate the tank and not make it too hard.
4. I think the mansion should have more dead ends, or maybe a bit of a maze, I did get lost, but only for a bit.(has nothing to do with versus)

If I think of anything else I'll post.

Fedecooldude
09-09-2010, 02:19 PM
Things I'd need some opinions on:
- Are the deathpits and ladders making the finale too hard on Versus? I thought that, since everyone seems to agree that the Survivors are OP, making the finale harder with ladders and pits would be a good idea. What do you all think?
- Should I make the Mansion longer?
- Should I add more survivor speech?
- Should I add more gascans, propane tank and oxygen tanks?

On a general note: if anyone played this map on Versus with enough players, let me know if it was fun. If it wasn't, can you tell me what wasn't fun? I'd like to make this campaign as enjoyable as possible on Versus (but obviously, I can't please everyone... some people will always be unhappy with some features)

Thanks for all the support. I really appreciate it.

I only played this map on co-op, and I have to say it was really fun - the effects were a bit cheesy, but cool. I liked the length of the maps, and on Hard Eight it's IMPOSSIBLE.
You should remove stuff from the finale though, like stuff you find along the way because I was just running from bile bomb to bile bomb.

Acermors
09-09-2010, 02:29 PM
I really enjoyed my playthrough on Campaign, and I liked the setting a lot. I don't know why, but the forest areas never got boring. I really liked the way you made them, especially with the settings for ambient light/fog.

Found a few peculiarities, which I'll show here...

Just after exiting the chapel area and going through a tunnel, I found a hill I could climb.
http://a.imageshack.us/img713/8862/hf02themansion0000.jpg
http://a.imageshack.us/img266/9177/hf02themansion0001.jpg (this hill)
http://a.imageshack.us/img837/3599/hf02themansion0002.jpg
http://a.imageshack.us/img230/4030/hf02themansion0003.jpg
Just jumped up the rocks and landed on top.

Also, there was one desk prop in the one saferoom and in a room near the room with the sliding door, which could be broken. There should be some way to prevent this, as I encountered this too in The Parish.
http://img80.imageshack.us/i/hf02themansion0005.jpg/

Stagger Lee
09-09-2010, 04:11 PM
Played this earlier. Very nice and with the tweaks you already have planned, I expect this could be a fine VS campaign. Earlier today in VS, a Charger hit one of my teammates into a clump of boulders and when we killed the Charger, he was trapped. He couldn't leap out and we couldn't melee him out. Only a Jockey would be able to get him out.

This was in map one after you exit the tunnel and the road is blocked ahead making the Survivors take a right up the trail.

Lildaani
09-09-2010, 07:35 PM
just tried this, very nice campaign. I found a couple minor things that I thought I'd point out though.

First map: I found a molotov that was halfway into the ground. (http://img202.imageshack.us/i/hf01theforest0000.jpg/) Saw this a lot on Last Man on Earth though, whenever a molotov spawned where a pipe bomb was supposed to.

Right here, (http://img838.imageshack.us/i/hf01theforest0001.jpg/) I got jockeyed, and for some reason I latched onto the ladder instead of falling. It was really weird. The jockey was still riding me as we slowly descended the ladder.

Second map: This is an aesthetic thing, but in the church area, the pews are facing nothing- no alter, no pulpit, no stage (http://img46.imageshack.us/i/hf02themansion0002.jpg/)- and it just seems weird.

More aesthetic things... the houses in both the first and second maps that you go into seem very large. Like the scale is off. Or the houses were built for people 1.5x the survivor's size. And no sinks in the bathrooms?

Next, the group of houses before the crescendo, one of them (http://img696.imageshack.us/i/hf02themansion0004.jpg/) has a door you can break that shows empty space and random zombies. (http://img691.imageshack.us/i/hf02themansion0005.jpg/)
(Btw, the custom sounds are creepy and awesome as hell.)

Inside the haunted mansion (which also has the scale issue, though it's less noticeable), the only thing I really noticed is that one of the props you used (http://img148.imageshack.us/i/hf03escape0009.jpg/) is destroyable, leading to sights like (http://img19.imageshack.us/i/hf02themansion0008.jpg/) this. (http://img683.imageshack.us/i/hf03escape0010.jpg/)

The haunted mansion did make me jump a couple times, but it kind of feels more like an amusement ride than an actual haunted building. (Assuming such a thing exists, of course.) Part of that might be because the survivors don't react to any of it. If you can make them swear or shout/scream for certain events... I don't know, maybe it'd help. Definitely add more dialogue if you can, makes it more interesting in my opinion even if it's stuff that's been used in other campaigns.

The graffiti in the last safe room is hard to see, btw. I didn't notice there was any until I saw it beside the destroyable table.

PS - big fan of Night Terror.

McBerns
09-09-2010, 07:49 PM
At the finale, the bots doesn't go down the ladder properly. And they shouldn't be jumping onto tables.

On the 2nd map, where you cross the laser beams, I couldn't tell if the alarm was still going off. You should make the survivors say something about running to turn off the alarm.

Stagger Lee
09-09-2010, 08:11 PM
DR.BOO -
Found a game breaker tonight when playing Realism VS. In the last level, in the Saferoom, Ellis spawned inside a wall halfway down the stairs. There was no way out and no way to him. The S.I. could see him (which is how we found him) but they couldn't attack him.

And all 4 have to be present to activate the gate.

Dr.Boo.j2
09-10-2010, 01:26 AM
I'll start working on fixing bugs this weekend. A big thank you to you all for reporting them to me.
I already made a to do list waiting for me on my desk :-) but I'm gonna wait a couple of more weeks before I release an update to make sure I fix as many bugs as possible in the next version.

Any further opinions and suggestions are welcome (especially for Versus play)

Ogrecorps
09-10-2010, 01:30 AM
I noticed that it was a great fun time. I really dug all the cheesey scares! I've recommended to everyone I know who plays.

Keldorn
09-10-2010, 11:00 AM
You forget a $surfaceprop for all your costome models and textures.

Scars Tropics
09-10-2010, 12:37 PM
just tried this, very nice campaign. I found a couple minor things that I thought I'd point out though.

First map: I found a molotov that was halfway into the ground. (http://img202.imageshack.us/i/hf01theforest0000.jpg/) Saw this a lot on Last Man on Earth though, whenever a molotov spawned where a pipe bomb was supposed to.

Right here, (http://img838.imageshack.us/i/hf01theforest0001.jpg/) I got jockeyed, and for some reason I latched onto the ladder instead of falling. It was really weird. The jockey was still riding me as we slowly descended the ladder.

Second map: This is an aesthetic thing, but in the church area, the pews are facing nothing- no alter, no pulpit, no stage (http://img46.imageshack.us/i/hf02themansion0002.jpg/)- and it just seems weird.

More aesthetic things... the houses in both the first and second maps that you go into seem very large. Like the scale is off. Or the houses were built for people 1.5x the survivor's size. And no sinks in the bathrooms?

Next, the group of houses before the crescendo, one of them (http://img696.imageshack.us/i/hf02themansion0004.jpg/) has a door you can break that shows empty space and random zombies. (http://img691.imageshack.us/i/hf02themansion0005.jpg/)
(Btw, the custom sounds are creepy and awesome as hell.)

Inside the haunted mansion (which also has the scale issue, though it's less noticeable), the only thing I really noticed is that one of the props you used (http://img148.imageshack.us/i/hf03escape0009.jpg/) is destroyable, leading to sights like (http://img19.imageshack.us/i/hf02themansion0008.jpg/) this. (http://img683.imageshack.us/i/hf03escape0010.jpg/)

The haunted mansion did make me jump a couple times, but it kind of feels more like an amusement ride than an actual haunted building. (Assuming such a thing exists, of course.) Part of that might be because the survivors don't react to any of it. If you can make them swear or shout/scream for certain events... I don't know, maybe it'd help. Definitely add more dialogue if you can, makes it more interesting in my opinion even if it's stuff that's been used in other campaigns.

The graffiti in the last safe room is hard to see, btw. I didn't notice there was any until I saw it beside the destroyable table.

PS - big fan of Night Terror.

Can't play the campaign :( but I will say most things are oversized irl when it comes to mansions. You do make good points about the other things.

Acermors
09-10-2010, 12:41 PM
Can't play the campaign :( but I will say most things are oversized irl when it comes to mansions. You do make good points about the other things.

I think he means the houses in the woods, not the mansion. :)

Also, I found that I couldn't climb the Infected ladder near the dangling ragdolls under the tree in Versus. Kept bumping on something and bouncing off.

Oh, btw, loved the "fascinating" graffiti in one of the saferooms... xD That and how you covered Night Terror's poster with the new one.

Lildaani
09-10-2010, 02:56 PM
I think she means the houses in the woods, not the mansion. :)


Yeah.

ryancee7
09-10-2010, 03:00 PM
Also, I found that I couldn't climb the Infected ladder near the dangling ragdolls under the tree in Versus. Kept bumping on something and bouncing off.


Yep, thats the one I was talking about, couldn't remember where when I posted.

Also tried to play again today but kept getting a dedicated server where the tank's punch cause an instant incap explosion, also when he hit the ground anybody in a 10ft radius exploded. I had to quit, it was really annoying, especially with bots that liked to kiss the tank.

Dr.Boo.j2
09-10-2010, 03:56 PM
Also, I found that I couldn't climb the Infected ladder near the dangling ragdolls under the tree in Versus. Kept bumping on something and bouncing off.
I'll have a look at that. I see which one you mean.


Oh, btw, loved the "fascinating" graffiti in one of the saferooms... xD That and how you covered Night Terror's poster with the new one.
Yeah hommage to my good friend Nipper and the fun times we had together making Night Terror :)

@All the rest: I've started writing down the bugs and stuff that needs fixing. Thanks a lot for your feedback.

jesse_lee
09-10-2010, 04:21 PM
Things I'd need some opinions on:
- Are the deathpits and ladders making the finale too hard on Versus? I thought that, since everyone seems to agree that the Survivors are OP, making the finale harder with ladders and pits would be a good idea. What do you all think?I didn't personally have a problem with the death pits, however, you should make the ladders a bit more noticeable. The first ladder I was looking around and being that it's dark and the ladder is black I didn't notice it at first, maybe have a light shining towards it (using the valve technique). It's possible I missed that though, I kind of just ran through to see what the mapping was like.
- Should I make the Mansion longer? Mansion felt like a good length, however with a lot of the hallways being what look like infected only areas (with a rope in front) you should add a little more to why the areas are blocked off instead of just a rope. I had the same feelings at spots in night terror thinking "couldn't someone just run through a rope?" Maybe put dressers or have it boarded up or something, giving the infected more breakable areas to spawn in.
- Should I add more survivor speech?
- Should I add more gascans, propane tank and oxygen tanks? I didn't notice many of these however other items were plentiful (see below)
I really enjoyed the mapping style. As others, I saw the missing textured fireplace.

The "cheesy" effects were unique and enjoyable, I don't know why someone would complain about it. The lighting of the maps was great as it didn't feel too over lit but there were points where a flashlight felt necessary.

I also had a bot suicide going down the well (rochelle) and another take 50 damage dropping down (coach).

Another thing I haven't seen people mention is kind of a small factor, but; why are none of your windows breakable? When I was inside a house I went to toss a pipebomb through a window and it bounced back at me. Then later I went to shoot some zombies through a window and there was no penetration or shattering glass at all.

For items, there were too many IMO. Not necessarily weapon wise, but things such as pipe, molotov, and bile. They were all over, especially on the finally there was what seemed to be a pipe or bile along with a shot every short distance. Pills were scattered throughout the maps along with throwables as well. I don't know if I was so unlucky that every spawn showed up or maybe you can turn down the density of the spawns for the specific map, but there was a lot of spawns.

All in all, a really good release for a first version of beta. I look forward to future games, and if anyone is playing it on vs. send me a PM I'd love to check it out.

Dr.Boo.j2
09-11-2010, 03:04 PM
Yeah Item density defenitely needs a nerf.
Some people also say the finale is too hard. Anyone else feels it's too hard? I'm not sure how I can make it so much easier. Not sure if you can tell the finale to stop for a few seconds to give the players a breather.

jesse_lee
09-11-2010, 03:10 PM
Yeah Item density defenitely needs a nerf.
Some people also say the finale is too hard. Anyone else feels it's too hard? I'm not sure how I can make it so much easier. Not sure if you can tell the finale to stop for a few seconds to give the players a breather.

I personally didn't think the finale was too overwhelming until I was outside, but even then most of the horde is funneled so you can melee your way through a lot of it. Taking a little element from the bridge finale; as you go outside create a few different levels for the survivors to climb up to/drop off of. I think having to climb would stagger them a bit instead of constantly being there. It was the very small last stretch that really felt like there was a large horde of zombies that didn't end, then I realized "duh the boats right fkin there."

Drowning Witch
09-11-2010, 03:12 PM
On a general note: if anyone played this map on Versus with enough players, let me know if it was fun. If it wasn't, can you tell me what wasn't fun? I'd like to make this campaign as enjoyable as possible on Versus (but obviously, I can't please everyone... some people will always be unhappy with some features)

Thanks for all the support. I really appreciate it.

i tried hosting it twice, no one came. will give it another go tonight.

dood
09-11-2010, 04:08 PM
make the ladders more visible instead of the ones you use right now. during the events and finales i had a hard time figuring out where to go because they were so easily overlooked.

RugbyOddjob
09-12-2010, 09:06 AM
Just a quick (but huge) thank you Dr Boo!!

This is a great map and hard enough (in versus) to keep me and the folks from 8PM Versus coming back for more and more (or is that moar and moar?).

Despite an issue with missing textures (just me, as the others had no probs) a quick delete of my addon tools and re-download sorted things fine.

Well laid out. Some nice "OMG!" moments. The Infected seem to come from all directions. Great feel.

All the above make this a Must Have map for anyone playing Co-op or Versus.

Quality work and Valve should be taking notice of your talents.

Cheers again and the obligatory +rep ;)

synthemesc
09-12-2010, 09:46 AM
I loved the campaign, boo!

That being said, a lot of the bugs were already mentioned. I noticed that the boarded up doors in map 2 were breakable, revealing the skybox and/or nodraw textures. You might want to set those as unbreakable or breakable only by the tank.

Dr.Boo.j2
09-13-2010, 05:31 AM
Thx all.
So I thought about adding an optional crescendo event in the mansion on map 2. it would be entirely optional: you can't even trigger it by accident (like with alarm cars). However, activating it would give the players a reward.
The problem I have with this is that I would have one car alarm, one gauntlet mandatory crescendo and this optional one. isn't that a bit much for one map?
I thought about adding it because some people said the mansion could use a little more action.

What do you all think? Do or don't? Or remove the alarm car?

Stagger Lee
09-13-2010, 07:06 AM
The problem I have with this is that I would have one car alarm, one gauntlet mandatory crescendo and this optional one. isn't that a bit much for one map?

No it isn't. Here's the thing... Almost all map makers make a campaign with the intention of giving the players a great experience in their first couple of playthrus. Yeah, that's great... but what's needed are maps that are still a challenge after the 20th game... and the 30th... and the 50th.

You can only play a campaign for the first time once. After that, the novelty is gone and the map needs to deliver more for continued replayability. Such is the problem with so many campaigns out there and why they dissappear after a couple of months.

We need more campaigns that can still stomp your ♥♥♥ after several times into it.

For$aKen
09-13-2010, 08:27 AM
Ha, since Night Terror is my fav. custom l4d campaign, I am certainly gonna try this one.

engineer123
09-13-2010, 09:17 AM
Thx all.
So I thought about adding an optional crescendo event in the mansion on map 2. it would be entirely optional: you can't even trigger it by accident (like with alarm cars). However, activating it would give the players a reward.
The problem I have with this is that I would have one car alarm, one gauntlet mandatory crescendo and this optional one. isn't that a bit much for one map?
I thought about adding it because some people said the mansion could use a little more action.

What do you all think? Do or don't? Or remove the alarm car?

I think the 2nd crescendo should also be a "must do" panic event. Indeed for more action inside the mansion and for more long term challenge like Stagger mentioned.
I wouldn't suggest 2 mandatory crescendos in one map in a 5-map campaign, but I think it's a good thing in a 3-map one.

shadowmancer471
09-13-2010, 09:25 AM
Great Campaign, certainly a good follow on from Night Terror
Only bug I dont think has been mentioned, is in the street with the houses (and an alarm car), you can break through the static door on the house, revealing nothing behind it.

sgtsixpack
09-14-2010, 07:11 PM
I noticed the missing fireplace texture and someone I was playing with confirmed.

Things did look out of scale, especially the steps in some parts. A couple of archways (in church?) looked double a realistic size. I played a few custom maps that day, but I think it was this one that there was a building which looked like a box with a building texture which was flat, the windows had no depth. I was looking at it from the outside.

As someone posted it may be you have no $surfaceprop defined (like a bump map I believe).

Dr.Boo.j2
09-15-2010, 11:34 AM
I noticed the missing fireplace texture and someone I was playing with confirmed.

Things did look out of scale, especially the steps in some parts. A couple of archways (in church?) looked double a realistic size. I played a few custom maps that day, but I think it was this one that there was a building which looked like a box with a building texture which was flat, the windows had no depth. I was looking at it from the outside.
Hmm I can't remember making any houses that were just blocks with flat windows...
I've always had difficulties making good looking stairs for some reason. My stairs often look a bit out of scale. In some areas I just like having bigass stairs though. They make the room as a whole look better. Hard to explain

Dr.Boo.j2
09-16-2010, 01:58 PM
I'd need some opinions on this:

- The rolling crescendo event on the second map seems to be overwhelming for the Survivor team on Versus. Survivor teams have a really hard time survivnig that crescendo. While making it harder for the Survivors isn't a bad idea, it shouldn't be frustrating.
So here is what I thought I could do: if the game detects that the game mode is Versus, it will force-spawn a pipe bomb and a few adrenalines just before the crescendo to give the survivors a better chance of surviving the event.

Good idea or bad idea?

- The finale is too hard for survivors on Versus. People get deathcharged, jockeyd or smoked in the death pits too easily. Plus the massive swarm of zombies isn't making it easier.
Possible solution: place props and railings at the death pits so that it's harder to pull off a death charge. It would force the infected to aim better and make it easier to miss your ride, pull or charge. These props and railings would also only be there on Versus gamemode.
Good or bad idea?

Some feedback on this would be greatly appreciated.

Keldorn
09-16-2010, 02:20 PM
As someone posted it may be you have no $surfaceprop defined (like a bump map I believe).

Thats not what I meant, a $surfaceprop defines the decals and sound effect when its shot, like $surfaceprop metal will sound like metal when shot. All the custom texture and props in this campaign have all generic no surfaceprop decals.

But it could be possible a bumpmap is missing on the fireplace. If the fireplace appears normal in the editor, but pink in the game it is most likely a missing bumb or normal map. Dr.boo decompile the fireplace and see what the .qc file says and check the .vmt files it uses that has correct file paths to the texture files it uses and that they exist in the game.

bl4ckrider
09-16-2010, 02:37 PM
I liked the map and especially the atmosphere in the beginning (at first), I didn't care much about the ghost stuff, it comes across a little cheesy. The whole haunted mansion stuff is not really my cup. Maybe more of a psycho killer's hideout would have been more appropriate (you know, like some of the areas at the beginning of Bioshock), but that's just taste and it doesn't matter.

The game plays pretty well, I don't like that the tank traps you in the finale if you don't move quickly enough, because the bots don't seem to take the health packs on top of the container and so you need to heal them yourself.

And on the rescue mission I was looking for a helicopter (because that's what it says), was a little confused that I had to get on a boat.

But yeah, pretty hard, couldn't manage with bots on advanced, had to dilute to normal.

Stagger Lee
09-16-2010, 08:52 PM
I'd need some opinions on this:

- The rolling crescendo event on the second map seems to be overwhelming for the Survivor team on Versus. Survivor teams have a really hard time survivnig that crescendo. While making it harder for the Survivors isn't a bad idea, it shouldn't be frustrating.
So here is what I thought I could do: if the game detects that the game mode is Versus, it will force-spawn a pipe bomb and a few adrenalines just before the crescendo to give the survivors a better chance of surviving the event.

Good idea or bad idea?

- The finale is too hard for survivors on Versus. People get deathcharged, jockeyd or smoked in the death pits too easily. Plus the massive swarm of zombies isn't making it easier.
Possible solution: place props and railings at the death pits so that it's harder to pull off a death charge. It would force the infected to aim better and make it easier to miss your ride, pull or charge. These props and railings would also only be there on Versus gamemode.
Good or bad idea?

Some feedback on this would be greatly appreciated.


No and no.

The simple solution is for people to play it more. Familiarity breeds carefulness. Are people going to get death charged as they learn? Yes they are.

We've been playing this map (among others) every night since release. We sometimes even make it on the boat. Only in normal VS. We have yet to make it on the boat in Realism VS so far but have come close.

I do almost wonder if the second map wouldn't be better if broken into 2 levels though. It is extremely long and a gruel fest. Not that that's a bad thing but I wonder if it would be better as a 4 map campaign.

jesse_lee
09-16-2010, 10:32 PM
A small, silly, rather insignificant feature; We made it to the boat and I decided to run up the right side of it because a few were lagging behind and fell through the boat. Basically only a square area at the back of the boat is solid, but once you reach where there is the cabin if you're next to it you'll fall through to instant death.

Dr.Boo.j2
09-16-2010, 11:37 PM
A small, silly, rather insignificant feature; We made it to the boat and I decided to run up the right side of it because a few were lagging behind and fell through the boat. Basically only a square area at the back of the boat is solid, but once you reach where there is the cabin if you're next to it you'll fall through to instant death.
I know about that and fixed it already for the next version, but thanks for saying anyways.
And thanks Stagger. I'll have to think about it because I really hesitate. I wanted to make the map harder for Survivors since we all know they're overpowered.

I have a rather big to do list of things to fix. Once that's done, I think I can bring out the next version. I don't want to wait for months till the next version or people are just totally gonna forget about this campaign :)

RugbyOddjob
09-17-2010, 02:49 AM
Hi Dr.Boo.j2: Not sure if this glitch has been mentioned but here goes:

Into 2nd map, Survs (me and my lot) in Saferoom that opens up to some stairs that zig-zag down (so not the long set of stairs that offer an obvious charge option).

2 Survs spawned under the floor, me included. :eek:

I left the game, so Rochelle would teleport to the other Survs, which worked.

The player playing Ellis did the same but Ellis stood fast (under the floor - with no textures) and no amount of coming and going worked.

We re-started chapter and there I was again (and Ellis) under the floor. We tried several times to leave and get a teleport but it didn't work.

Great set of maps BTW, just a shame this bug hit us on probably the 6th or 7th play through :(

jesse_lee
09-17-2010, 03:07 AM
I know about that and fixed it already for the next version, but thanks for saying anyways.
And thanks Stagger. I'll have to think about it because I really hesitate. I wanted to make the map harder for Survivors since we all know they're overpowered.

I have a rather big to do list of things to fix. Once that's done, I think I can bring out the next version. I don't want to wait for months till the next version or people are just totally gonna forget about this campaign :)

You're doing a great job Boo. Very active in your thread and making note while being vocal.

After a playthrough of this again, I went back and replayed Night Terror, but in L4D2 again. A great campaign and it looks to have been updated since I last played it. To give an idea of how long; there was not hospital room at the beginning and you spawned outside, I remember people complaining that you would see the intro while being hit by zombies. There were a few other small changed but it's a great campaign.

I would love to see both this and Night Terror played in versus, and await any future campaigns you are thinking of. I've had some ideas, but I'd like to see you getting this one up to your own personal standard and liking.

Dr.Boo.j2
09-17-2010, 04:21 AM
You're doing a great job Boo. Very active in your thread and making note while being vocal.

After a playthrough of this again, I went back and replayed Night Terror, but in L4D2 again. A great campaign and it looks to have been updated since I last played it. To give an idea of how long; there was not hospital room at the beginning and you spawned outside, I remember people complaining that you would see the intro while being hit by zombies. There were a few other small changed but it's a great campaign.

I would love to see both this and Night Terror played in versus, and await any future campaigns you are thinking of. I've had some ideas, but I'd like to see you getting this one up to your own personal standard and liking.
Well, the thing with Night Terror is that I'd love to update it and make it Versus supported and stuff... but my good friend Nipper, who made a large part of Night Terror, seems to have left the mapping scene and without him, I can't proceed.
So yeah, I'm afraid Night Terror is kinda dead which is a shame because I enjoyed working on that one a lot.
I thought about adding the 4th map (the Jungle Ruins) to Haunted Forest as some sort of dream sequence map or something but it would be kinda cheesy and sloppy so I dropped that idea.

Haunted Forest however, is mostly solo (I got some sounds and nav-advice from other mappers whom I can't tank enough) so it's entirely in my hands wether I continue updating it or not and seeing how much I enjoy mapping, I don't think I'll ever drop that one :)

I like listening to ideas of the people who play my campaign. Doesn't mean I'll include every thing that gets mentioned, but it gives me an idea of what people like or dislike. Community feedback is extremely important IMO and I can take any criticism as long as it's contructive. And I have to say, despite what people say about the Steam Forums, I feel they're very supportive towards Custom Campaigns as long as the author doesn't excessively hypes up his campaign.

@Rugby: thanks for pointing that out. You're the second person to report this. I'll have to check out what's wrong because it's very strange. I'll try and see what causes this and fix it.

misfit410
09-17-2010, 04:42 AM
I've played it through only about 3 times now, I am pleased to say I did not experience any of the bugs or glitches, it was fantastic from start to finish, the best elements of my favorite maps all rolled into one.

the frustrating thing is, I've been making maps, and I keep scrapping them.. I started on Dead and Buried, but then the passing came out which did almost exactly what I was doing. So I decided to go more the forest route, then Haunted Forest did it better than I ever could..

amazing work...now If I can just get some people to play versus on this baby.

GLaw
09-17-2010, 05:20 AM
Is the download corrupt for this on L4dmaps? I downloads way to quick and the .rar file is corrupt.

I am asking this based off what a friend told me. He's not a forumer.

Dr.Boo.j2
09-17-2010, 05:23 AM
Is the download corrupt for this on L4dmaps? I downloads way to quick and the .rar file is corrupt.

I am asking this based off what a friend told me. He's not a forumer.
I saw a couple of people mention that yeah. It's odd, because it works fine for most others. When you try to download it, try selecting another download location (if I'm not mistaking, when you click on the Download button, it offers you several locations to download from)

GLaw
09-17-2010, 05:32 AM
As far as I know, theres premeium and public (basically non member). I'm not a member of the site and niether is my friend so maybe only the premium is working correctly? I cant check it for another...8 hours and 42 minutes. Not that I'm watching the clock bossman! lol!

RugbyOddjob
09-17-2010, 05:32 AM
I saw a couple of people mention that yeah. It's odd, because it works fine for most others. When you try to download it, try selecting another download location (if I'm not mistaking, when you click on the Download button, it offers you several locations to download from)

I had this the first time I d/l and the files was a few hundred Mb short of what my mates had.

In the end I d/l from N3wt's server but this is 8PMV excusive so can't pass the link (sorry).

Dr.Boo.j2
09-17-2010, 06:14 AM
As far as I know, theres premeium and public (basically non member). I'm not a member of the site and niether is my friend so maybe only the premium is working correctly? I cant check it for another...8 hours and 42 minutes. Not that I'm watching the clock bossman! lol!
I'll upload it on my megaupload account this evening when I get home and post the link here in case it still doesn't work.

GLaw
09-17-2010, 06:20 AM
thats great news! We are itching to play it! Thank you!

+rep

Dr.Boo.j2
09-17-2010, 10:15 AM
thats great news! We are itching to play it! Thank you!

+rep
Here you are:
http://www.megaupload.com/?d=JNDXRIP9
Let me know when you got it so I can take it back off.

GLaw
09-17-2010, 10:25 AM
great, thanks Dr boo. It'll be around 9 or 10 eastern tonight. At work now. Damn jobs! There will be three or four of my steam friends downlaading it tonight. I'll let them know to get it asap. I will let you know via this thread when its in our rotation.

I am giddy with anticipation!! Thanks again.

Drowning Witch
09-17-2010, 05:46 PM
played 2 full versus games on this today. overall i found it pretty awesome.

had 1 bug, on map 3 we had to restart chapter. 2guys spawned outside the saferoom.

framerate is great in all maps, which is a change from detour ahead that lags my pc a lot in some maps.

some places need more infected ladders, most notably the first part of map 1. you have to go all the way back to the start area to get onto the hills.


a few infected ladders didnt work. one made me bounce up and down, but i could never climb it all the way.

the difficulty is just right on my server. higher then valve maps, but not impossible.

looking forward to playing again.

jesse_lee
09-17-2010, 08:34 PM
That's unfortunate to hear that Night Terror can't be used, however if you took the jungle map and expanded it into a whole new campaign that would be awesome. I thought the traps were fun and clever and would enjoy a map all of this style. So if you are looking for future projects I'd say go with that. Also I could shoot some other ideas out as I mentioned but I'd rather wait til you're looking for something to create instead of you getting excited about new maps or ideas. I wonder when Valve will toss your map in to the rotation.

daveyeah
09-18-2010, 09:08 AM
This is a great campaign; the mansion is pretty much perfect imo.

GLaw
09-18-2010, 09:22 AM
I could find no bugs that have not already been mentioned. A female friend of mine loved the face in the moon. My other friend said he saw a scary face flash (map 2 I think) and we almost had him convinced it was all in his head, lol! The chilling sounds were a hit as well. The mansion was a blast.

The absolute best part was shooting a hanging zombie and watching him spin. ZOMBIE PINATA! No candy though! We did that for a good ten minutes giggling the whole time. :)

This campaign is great! Best custom map so far. 5 stars!

Drowning Witch
09-18-2010, 03:04 PM
had a great game of this and city 17, bith vs of course with friends and TCQ clan guys. i even failed tank 2 maps in a row, so it was definitely GG. :p

valve definitrly needs to feature this map.

Dr.Boo.j2
09-19-2010, 02:35 PM
I'll look into that spawn issue on the third map. I've had a couple of people report it.
About Versus on the finale: some people told me it was too hard for the Survivors and the deathpits should be closed down, some said the pits were just fine and the Survivors should just tough it up.

So I went for a solution in between: I added some crates and broken railings to the death pits so that deathcharges, deadly Smoker pulls and deadly Jockey rides are still possible, but they're a little harder to pull off because you actually have to aim and time better. I think it's better this way: it still makes the finale risky for Survivors, but it's not too easy to pull off for the Infected.

For the rest, I added some extra Survivor speech, some extra ghosts since most people asked for that and some lights that give you an indication of where to go here and there where people said they easily got lost.

I still need to tinker around with the item distribution.
Thanks for the feedback all. It greatly helps in making the second version.

misfit410
09-22-2010, 07:01 AM
Finally got a versus game played last night, it was just epic, honestly this map is what I've been begging for, as you can tell proper vantage points for infected are well thought out around every corner.

I encountered 3 total bugs in my play time, most mentioned.

Second map- one of the tall hills has an infected ladder that can't be climbed.

Third Map - as I see above you are aware of the spawn bug in versus, seems like your nav_mesh leaked below inside the walls, should be able to fix that by just going in and deleting it there, either that or the starting survivor entity needs to be raised above the floor slightly higher..

Third Map- this is a nitpick and nothing major, but in the finale you put a melee weapon spawn on a breakable box.. the box gets broken and you have an axe floating in mid air.

Please keep us posted when the next version is released, I'll update it on my server ASAP.

Dr.Boo.j2
09-22-2010, 07:26 AM
Please keep us posted when the next version is released, I'll update it on my server ASAP.
There is the steam group that I use for that very prupose
http://steamcommunity.com/groups/hauntedforest
But I'll post it in this thread too of course. I imagine most people don't want to join a hundred different steam groups :)

Crazyguy105
09-22-2010, 10:25 AM
Downloading it. :D

Stagger Lee
09-22-2010, 12:13 PM
DR Boo ...

Any timetable for when your updates to this map will be implemented? Originally I believe you mentioned a couple of weeks but then you stated that you were going to tinker with it some. I'm just curious because when you have the small fixes and stuff in, I can see Valve perhaps featuring this campaign.

Dr.Boo.j2
09-22-2010, 12:51 PM
DR Boo ...

Any timetable for when your updates to this map will be implemented? Originally I believe you mentioned a couple of weeks but then you stated that you were going to tinker with it some. I'm just curious because when you have the small fixes and stuff in, I can see Valve perhaps featuring this campaign.
I'm guessing this weekend or early next week. I got a lot of feedback and a lot of things to fix. I just want to make sure I bring out a second version that is close to final.

engineer123
09-22-2010, 01:11 PM
DR Boo ...
I'm just curious because when you have the small fixes and stuff in, I can see Valve perhaps featuring this campaign.

^^guessing it too. After the next update there's probably no way around "Haunted Forest" for Valve. It's one of the best and most completed custom campaigns including versus.

Dr.Boo.j2
09-23-2010, 11:50 AM
So the next version should be ready really really soon. I've implemented a bunch of changes but I'll post the full changelog once it's released. I tried to make the campaign a little more polished because IMO the first beta wasn't as polished as I wanted it to be.
The only thing I have to add now is an intro because people seem to love those. And I need to do something about the crappy outtro.

Other than that, I've done some changes, mostly the stuff people reported and I added a radio that makes the survivors "call" Virgil at the start of the finale. This is because a lot of people didn't like the lack of that in the current version and some people didn't know it was actually the finale. With this radio, that problem is now resolved.

I'm guessing this weekend, it'll be done.
After this second version, I might (do note I said "might" and not "will") squeeze in a 4th map in the mansion for the third (and hopefully final) version. But that's not sure yet.

Drowning Witch
09-23-2010, 12:03 PM
can't wait for the new version :)

Dr.Boo.j2
09-27-2010, 01:23 AM
I wasn't able to recompile the maps this weekend. Making a working intro took more time than I expected (never made one before). And it's not optimal: the camera briefly shakes a couple of times during the intro. It makes it not perfect but I think I can live with it.
I'm gonna try to release the next version within this week but on the other hand, I don't know if it's such a good idea so close to The Sacrifice: the release of Haunted Forest would be entirely overshadowed by it.

KieranMitchell
09-27-2010, 01:45 AM
I wasn't able to recompile the maps this weekend. Making a working intro took more time than I expected (never made one before). And it's not optimal: the camera briefly shakes a couple of times during the intro. It makes it not perfect but I think I can live with it.
I'm gonna try to release the next version within this week but on the other hand, I don't know if it's such a good idea so close to The Sacrifice: the release of Haunted Forest would be entirely overshadowed by it.

Wait for a few weeks until after the Sacrifice is released, perhaps you can use something from it. Maybe the new type of finale as an event, that will shut up those that say your campaign doesn't have enough of them.

engineer123
09-27-2010, 03:17 AM
I wasn't able to recompile the maps this weekend. Making a working intro took more time than I expected (never made one before). And it's not optimal: the camera briefly shakes a couple of times during the intro. It makes it not perfect but I think I can live with it.
I'm gonna try to release the next version within this week but on the other hand, I don't know if it's such a good idea so close to The Sacrifice: the release of Haunted Forest would be entirely overshadowed by it.

I think it'd be good before Sacrifice update e.g. this weekend or, say, 2 or 3 weeks after Sacrifice update. Indeed I also think that it doesn't make much sense to release during the 1st week of the Sacrifice update. But apart from that point of time, I'm sure that your campaign is already strongly considered to be featured in the future by Valve.

Dr.Boo.j2
09-27-2010, 03:20 AM
I think it'd be good before Sacrifice update e.g. this weekend or, say, 2 or 3 weeks after Sacrifice update. Indeed I also think that it doesn't make much sense to release during the 1st week of the Sacrifice update. But apart from that point of time, I'm sure that your campaign is already strongly considered to be featured in the future by Valve.
Here's what I'm gonna do: release an update this week. It should address most of the issues mentioned by all of you.
Then, once The Sacrifice is out, I'll work on the final version, perhaps add in some of the new assets that come with The Sacrifice and if I feel really crazy, I'll squeeze in a 4th map in The Mansion.
I'm gonna compile tonight and hopefully bring out an update before wednesday or so.

Thanks for the suggestions.

KieranMitchell
09-27-2010, 05:02 AM
Here's what I'm gonna do: release an update this week. It should address most of the issues mentioned by all of you.
Then, once The Sacrifice is out, I'll work on the final version, perhaps add in some of the new assets that come with The Sacrifice and if I feel really crazy, I'll squeeze in a 4th map in The Mansion.
I'm gonna compile tonight and hopefully bring out an update before wednesday or so.

Thanks for the suggestions.

IF you feel really crazy? Dude, you were born a few sandwiches short of a picnic, how else do you explain Ultra Massacre? :p

Dr.Boo.j2
09-27-2010, 05:37 AM
IF you feel really crazy? Dude, you were born a few sandwiches short of a picnic, how else do you explain Ultra Massacre? :p
Someone asked me if I was stoned or drunk when I made Ultra-Massacre. Since I never took drugs and I drink perhaps one or two cocktails per week, I said I was neither. So we both concluded that I was completely insane and that I had far too much imagination.

How else do you explain those silly ghosts in Haunted Forest and how else do you explain my map bohhh for CS:S?

By the way, I have an IQ above average. So I'm crazy, but not stupid ;)

KieranMitchell
09-27-2010, 07:29 AM
Someone asked me if I was stoned or drunk when I made Ultra-Massacre. Since I never took drugs and I drink perhaps one or two cocktails per week, I said I was neither. So we both concluded that I was completely insane and that I had far too much imagination.

How else do you explain those silly ghosts in Haunted Forest and how else do you explain my map bohhh for CS:S?

By the way, I have an IQ above average. So I'm crazy, but not stupid ;)

When I saw those ghosts I thought you were captain Spaulding (see House of 1000 Corpses/Devil's Rejects). Thats how I explained it away. Then you said "neither" whereas I assumed "both", and then I realized something else fishy is going on here. You n me, kindred spirits. A toast!!

Dr.Boo.j2
09-27-2010, 02:50 PM
When I saw those ghosts I thought you were captain Spaulding (see House of 1000 Corpses/Devil's Rejects). Thats how I explained it away. Then you said "neither" whereas I assumed "both", and then I realized something else fishy is going on here. You n me, kindred spirits. A toast!!
A toast to our insanity!

By the way, I added some attention-grabbers for the ladders in the finale and during the crescendo event of map 2. Should make players notice the ladders a bit faster:
http://img832.imageshack.us/img832/1491/hf03escape0016.jpg

sgtsixpack
09-27-2010, 03:10 PM
A toast to our insanity!

By the way, I added some attention-grabbers for the ladders in the finale and during the crescendo event of map 2. Should make players notice the ladders a bit faster:
http://img832.imageshack.us/img832/1491/hf03escape0016.jpg

I've played your campaign. I probably don't need to mention the missing fireplace texture or the sometimes out of scale steps. The final is hard but for me this adds replay value.

In reference to your screenshot about the hard to detect ladders. They are recessed, shouldn't they be protruding to catch attention? Also your screenshot is very dark and I can't tell what improvement you are pointing out but I have heard that you are supposed to make vital areas a little brighter than the surrounding area. Referring back to your screenshot, you have utterly failed to make the ladder brighter than the surrounding area.

It seems like an easy fix, maybe a nice cinematic spotlight to make it obvious where the ladder is.

Dr.Boo.j2
09-29-2010, 03:13 PM
Yeah there are a couple of other things I could do with those ladders.
On the other hand, I don't have to babysit the Survivors neither. If they see a bright orange light, it should give them a clue that there is where they must look.
And the screenshot is darker than it is in game.

I was planning to release an update this week, but with the vast amount of work I've had at the office this week, I won't be able to make it. And since I don't wanna rush things, I'll probably only release the next version till after The Sacrifice. Releasing it just before it would be kinda stupid since The Sacrifice would (rightfully so) totally overshadow Haunted Forest.

Lildaani
10-02-2010, 10:12 PM
Sorry if this has been mentioned before, but my friends and I encountered a bug earlier tonight when we played vs- at the well on the first map, the survivors abruptly became completely invincible. One person had fallen off the bridge and we got the other three pinned only to realize that no one was taking damage at all. Had to unpin them to advance.

Same thing happened when we were survivor, minus the person falling off the bridge.

After playing it on versus for the first time, I encourage you to split the third map into two parts and expand the mansion part if possible, just because the survivors didn't and probably would only rarely make it to the mansion and the mansion as a map by itself would be rather short.

If you decide not to do that, though, it wouldn't ruin the campaign or anything. Still really great!

Dr.Boo.j2
10-03-2010, 10:02 AM
Sorry if this has been mentioned before, but my friends and I encountered a bug earlier tonight when we played vs- at the well on the first map, the survivors abruptly became completely invincible. One person had fallen off the bridge and we got the other three pinned only to realize that no one was taking damage at all. Had to unpin them to advance.
Yeah I know about that one. I set up a trigger that cancels fall damage in the well because the bots often fell down and the trigger would prevent them from dying by falling.
Unfortunately, I set up the trigger wrongly and it does the exact opposite: it cancells all damage except fall damage.

But that'll be fixed in the next version.

Dr.Boo.j2
10-07-2010, 01:26 AM
Some people reported crashes to me at the very beginning of the first map. The game would just freeze and crash to Windows.
This is happening since The Sacrifice's release. Can anyone confirm this or let me know it's still working fine for them (assumling you have The Sacrifice downloaded)

Thanks.

Lildaani
10-07-2010, 01:34 AM
Confirmed. Just tried to load in single player, L4D2 closed when the loading bar filled. (I have The Sacrifice, obviously.)

Seems to me that new DLC usually messes up all add-ons for a while though.

Edit: I just got the same result trying to load a different custom campaign (Death Aboard 2) though it didn't even make it to a full loading bar. I'd say Valve broke it good.

Dr.Boo.j2
10-07-2010, 02:21 AM
Confirmed. Just tried to load in single player, L4D2 closed when the loading bar filled. (I have The Sacrifice, obviously.)

Seems to me that new DLC usually messes up all add-ons for a while though.

Edit: I just got the same result trying to load a different custom campaign (Death Aboard 2) though it didn't even make it to a full loading bar. I'd say Valve broke it good.
That's annoying... I made a VPK yesterday with the next version of my campaign and that one worked fine for me.
This could mean that VPK's created before The Sacrifice are bugged, VPK's created after the Sacrifice are fine. I don't know for sure though.
I might have to speed up the release of beta 2 if my theory's correct.

KieranMitchell
10-07-2010, 03:03 AM
Seems to happen sometimes after a huge update. Just recompile the vpk, that usually does it for me. Of course to me that only happened with skins that used to work before the update, and afterwards they didnt. But theyre all vpk addons, so the same fix must apply.

engineer123
10-08-2010, 07:16 AM
Hi Boo,

I made a couple of tests in refer to the addon topic:
Haunted Forest on Local, worked without problem
on a bestavailable ded server, worked to my surprise, thought they were "deactivated" atm,

but: missing models, floating vegetation, happened on the dedicated server, map 1 the big stone bridge: the border walls are invisible but they are still solid; shortly after around the well, when you turn around a bit, you see the vegetation appear and disapper, no joke

Thought I post it here, maybe it helps Valve in finding out why the update causes bugs in addon.

one more: I have the addon support tool already uninstalled like Valve stated, that it's no more needed.

Dr.Boo.j2
10-16-2010, 01:19 PM
Beta 2 released!
Make sure you delete the Haunted Forest VPK you currently have and replace it with the new version.
Server owners who have this map on their servers: make sure you upgrade the version too or people won't be able to connect.

It's still beta because there are some things I still want to tweak. Like the outtro that still sucks.
And some people tell me there are not enough ladders... I don't really see any areas that need more. Can anyone give me a screenshot of where there should be an extra ladder? Would be nice.

The spawn bug on map 3 should be fixed but since I never had the bug myself, I'd need someone to confirm the bug is gone.

Other than that, here's the changelog of L4DMaps:

- Added an intro
- Decreased item density
- Increased amount if gascans, propane tanks and oxygen tanks
- Increased melee weapon frequency
- Fixed Versus score distribution
- Fixed bug where boarded up doors were breakable
- Fixed bug where some furniture was breakable
- Fixed the missing fireplace texture bug
- Ladders during event and finale are now more clearly marked
- Added optional crescendo event in The Mansion
- Fixed bug on map 2 where you could walk where you weren't supposed to
- Fixed bug on map 1 where survivors didn't take damage in the sewer
- Added more ghosts
- Added some more survivor speech
- Added some lights here and there to make the path more obvious
- Balanced the finale a bit
- Various small changes
- Added props near the death pits on the Finale to make it harder to deathcharge/smoke

And here is the map:
http://www.l4dmaps.com/details.php?file=6923

There is still the Steam Group too:
http://steamcommunity.com/groups/hauntedforest

Stagger Lee
10-16-2010, 01:41 PM
Thanks Boo!

As far as "more ladders" goes... I see places in ALL campaigns where more ladders would be nice. Valve is the worst about it although they were pretty good about it in "The Sacrifice".

The more ladders a campaign has, the more inventive a attack can be. If a team of Survivors are moving pretty quick, then sometimes a infected player may blow off a attack spot because he has to go down here, climb up there, run back this way to spawn and attack. If there was a ladder right there where he spawned in, he could get in position quicker.

I'm looking forward to a Realism VS game with my friends. Hopefully some servers will be updating this pretty quickly.

Thanks Dr.!!

Dr.Boo.j2
10-16-2010, 05:03 PM
I've had someone report a problem with the new version: aparently on map 3 (finale), no zombie attacked him and he could simply walk to the boat without any resistance. And the Tank attacked from behind. Can anyone else please check try out if it's true? If what he says is true, I really need to release a quickfix tomorrow...

Lildaani
10-16-2010, 08:42 PM
Just played the new version in single player. The finale acted fine, plenty of attacking zombies and the Tank spawned in front of me. Will try to play it on coop/versus later.

I liked the new sounds you added and the new use of dialogue. The added ghosts were awesome. Loved the new piano crescendo!

I hate to criticize but the new intro felt like a waste of time. The zoom in is choppy, the survivors don't say anything, and you're sitting there for a few seconds looking at basically nothing useful.

I'd encourage you to add even more dialogue, especially to the intro, (I even have some lines to suggest if you need ideas there - the helicopter crash lines are overused in custom campaigns) but I don't know how much work it is to add the triggers for the voice clips or whatever it is you do. Know nothing about mapping.

If it's not too much work, then it'd be awesome if you could have the survivors react to some of the sounds you use. like "What the hell is that?" sort lines (from Dead Center when they're hearing their first specials) when the girl screams in the well? Or "Did you guys see that?"(lines from the Passing, when the midnight riders bus goes by) on... any of the ghost appearances.

I'm a big fan of dialogue. It makes things more interesting. Can't have too much, in my opinion. People always miss half of it one way or another anyway.

Edit: Tried it on co-op earlier, still no problem with the finale.

Dr.Boo.j2
10-17-2010, 08:52 AM
I'd encourage you to add even more dialogue, especially to the intro, (I even have some lines to suggest if you need ideas there - the helicopter crash lines are overused in custom campaigns) but I don't know how much work it is to add the triggers for the voice clips or whatever it is you do. Know nothing about mapping.
It's very simple actually. But I just don't know what clips there all are to form a logical and relevant conversation.

Lildaani
10-18-2010, 12:25 AM
Well it's hard to have a relevant conversation with specifics, but you can use the idea that they got lost somewhere without explaining how. Something like:


Worldc3m110 “I’m just asking, but are sure this is the best route?” (Rochelle)
No02 “Nope.” (Nick)
No02 “Uh-uh.” (Ellis)
Reactionnegative03 “Ohh … this is bad.”(Rochelle)
Moveon04 “We gonna put up tents an’ ♥♥♥♥, or keep moving?” (Coach)
Worldc1m2b19 “Sure, why not.” (Nick)
Leadon02 “Hell yeah, where we goin’?” (Ellis)

or

Worldc3m2b04 “Anyone … know where we are?” (Rochelle)
No02 “Nope.” (Nick)
No06 “Nope.” (Coach)
Moveon06 “You reckon we should move out now?” / Worldc3m165 “Anyone want to pick a way to go?” (Ellis) [can't decide which of these two would fit better]
Worldc1m1b66 “We’re pretty screwed.” (Nick)
Moveon10 “Alright, let’s roll.” (Coach)
Followme06 “Y’all stay close.” (Coach)

If you want more dialogue suggestions, just ask. I don't want to overwhelm you with "This line could be good.. oh or that one!"

Oh, and my friends and I plan to test out versus on the new version Tuesday, I'll update you if there's any problems.

AlexArkham
10-18-2010, 02:15 AM
Played it and I liked it.

I like what you've done with the map especially the high spots where Zombies can come down at you; thats really great. I did get a little lost when the paths start to open up at the end of chapter 1, but I found my way eventually. I liked the Mansion level, but it was a bit rough around the edge in terms of design and glitches and I didn't like the constant horde that I got at the end of that. ( I dont know if that was intentional or not ). I really loved the finale, and thought it was genius. Overall, very good!

Dr.Boo.j2
10-27-2010, 07:10 AM
Le Bumpe.
No seriously, some updates for those who still give a s--- about this campaign.

- Some people report a problem with the finale: no zombies spawn and the Tank either doesn't spawn or spwns BEHIND the survivors. It works fine for most people but doesn't for several others. This might be a problem with mods or plugins that the server's running. I didn't change anything about the nav or map of the finale.

- The complaint I still get the most is that many people still seem to have difficulties finding out what direction to go. So for the next version, I'll probably add in a few more things that give an indication as to where to go. However: It would help if I could get some screenshots of areas that people easily get lost in.

- One player (Engineer) reported the Crescendo Event on map 2 (the one with the laser that activates the alarm) being too easy since the update. Aparently, zombies would only start swarming you when you're already close to the button to turn the alarm off. Since I also didn't change anything about this area, I suppose it might have something to do with The Sacrifice.
I'll look into this though.

- I'm also gonna add in more speech. Especially during the intro (thx for your suggestions Lildaani) and during the finale.

- Any other suggestions? Let me know!

Thanks all

Stagger Lee
10-27-2010, 07:28 AM
Le Bumpe.
No seriously, some updates for those who still give a s--- about this campaign.

- Some people report a problem with the finale: no zombies spawn and the Tank either doesn't spawn or spwns BEHIND the survivors. It works fine for most people but doesn't for several others. This might be a problem with mods or plugins that the server's running. I didn't change anything about the nav or map of the finale.

- The complaint I still get the most is that many people still seem to have difficulties finding out what direction to go. So for the next version, I'll probably add in a few more things that give an indication as to where to go. However: It would help if I could get some screenshots of areas that people easily get lost in.

- One player (Engineer) reported the Crescendo Event on map 2 (the one with the laser that activates the alarm) being too easy since the update. Aparently, zombies would only start swarming you when you're already close to the button to turn the alarm off. Since I also didn't change anything about this area, I suppose it might have something to do with The Sacrifice.
I'll look into this though.

- I'm also gonna add in more speech. Especially during the intro (thx for your suggestions Lildaani) and during the finale.

- Any other suggestions? Let me know!

Thanks all


The only people who "don't know where to go" are people trying to give you a review after their first play-thru. Anyone going through it more than once should have no trouble providing they aren't brain dead. Personnaly, I like campaigns that require one to explore a bit to find the way, much as you'd have to do in real life.

That said, the only places people don't have a trail of bread crumbs to follow are in the woods coming out of the first tunnel where you have a small valley and can percievably go left or right (you go right) and inside the haunted mansion with the many hallways and rooms.

I'd leave it as it is if it were my campaign. It isn't though so if you feel it needs to be dumbed down, get silly with it. Put signs out there that say "THIS WAY"... or even put a trail of bread crumbs ala Hansel and Gretal from safe house to safehouse. You can even add discarded bread wrappers all over the place.

RugbyOddjob
10-27-2010, 07:32 AM
This is an awesome set of maps and everybody should download it and play until their eyes bleed.

I have spoken ;)

Dr.Boo.j2
10-28-2010, 03:35 AM
The only people who "don't know where to go" are people trying to give you a review after their first play-thru. Anyone going through it more than once should have no trouble providing they aren't brain dead. Personnaly, I like campaigns that require one to explore a bit to find the way, much as you'd have to do in real life.

That said, the only places people don't have a trail of bread crumbs to follow are in the woods coming out of the first tunnel where you have a small valley and can percievably go left or right (you go right) and inside the haunted mansion with the many hallways and rooms.

I'd leave it as it is if it were my campaign. It isn't though so if you feel it needs to be dumbed down, get silly with it. Put signs out there that say "THIS WAY"... or even put a trail of bread crumbs ala Hansel and Gretal from safe house to safehouse. You can even add discarded bread wrappers all over the place.
You got a very good point there. I think it's fun to explore a bit to find out where to go. it only gets frustrating when you search for more than 30minutes which way to go. But I don't think that problem occurs on my campaign right?
Still planning to release an update in the future with some other stuff I'll fix and improve though.

Stagger Lee
10-28-2010, 04:36 AM
You got a very good point there. I think it's fun to explore a bit to find out where to go. it only gets frustrating when you search for more than 30minutes which way to go. But I don't think that problem occurs on my campaign right?
Still planning to release an update in the future with some other stuff I'll fix and improve though.


The only thing I would consider changing at all would be splitting map 2 in half thus adding a level to it. In Realism VS no one hardly ever actually makes it to the Mansion. Since we don't play vanilla VS, we have some of my friends who have never even seen the mansion yet. This whole campaign is brutal in Realism VS unless your whole team is good. (We do all friends game and go random... Some of our friends just aren't very good. Fun to be around but hard to get far with them.)

Most people play vanilla VS though and we had no problem getting through the maps in vanilla so leaving it as it is would also be fine. The time we went through in vanilla we didn't even have full teams on each side.

JohannasGarden
10-28-2010, 05:11 AM
Le Bumpe.

- The complaint I still get the most is that many people still seem to have difficulties finding out what direction to go. So for the next version, I'll probably add in a few more things that give an indication as to where to go. However: It would help if I could get some screenshots of areas that people easily get lost in.


Thanks all

I get lost a lot on any map, and we do get confused more often on this one, but I don't think that's a bad thing.

I mostly get lost outside in the early parts. I will try and play again tonight, although believe the same thinking thing I have that makes it easy for me to get lost when others say "obviously it's going to be this way" make it harder for me to describe locations from memory, I think.

I just think that custom maps have a couple of audiences--those who will play it many times and those who will do it once or twice. Having some choice, ways to get lost (I prefer alternate routes rather than long, dead end paths), makes it more fun for replay, I think. It also feels more realistic.

I mean, the obvious (to me) solution to maps where you get lost is to set your difficulty lower so you can get through it all even if you get caught a few times OR to choose to keep it tough knowing it may be awhile before you see everything.

Before the recent update I noticed some pretty great inconsistency on the number of zombies that spawned on that gauntlet you mentioned. I played last week and we just got swarmed with horde after horde one time, died, came back and hardly had any zombies until we neared the end. So it *could* be an older problem that people just weren't experiencing every time.

Your maps are awesome!

GLaw
10-28-2010, 06:35 AM
Congrats Boo on the Valve recognition. New version is great. I have not noticed any issues other than bad stutter during the intro. I've only had a chance to play it once though..

Dr.Boo.j2
11-03-2010, 11:08 AM
I got some feedback from Chet. The main comments he had were that he thought the campaign was too dark in some places.
The problem with this is that I know the campaign by heart by now and that I don't really notice dark spots because of this. I could run through it with my eyes closed.
So can anyone give me some ideas of areas that could use some extra light? I'd like to make it so the player doesn't have to navigate through endless darkness but has some lit up areas for a change and for a "relief" for their eyes.

The Tinker
11-03-2010, 11:15 AM
Extra lights? I'd say that those are mostly the places where we're surrounded by forests. And the cemetary at the end. At HF2, the tonnel where you have to go after you exit what-looks-like-a-church may need some lights - the pointing arrow can hardly be seen.

RastaManPL
11-03-2010, 11:42 AM
I've played it and i can say it's one of the best custom campagains in L4D 2.

Stagger Lee
11-03-2010, 12:08 PM
No offense meant to Chet but they are the ones who make many maps too bright. I'm not talking about daylight maps either, I'm talking about maps that are supposed to be at night.

Your map is hard. Your map is dark. Your map doesn't explicitly say "GO THIS WAY" in a couple of places.

These aren't knocks, these are features.

Drowning Witch
11-03-2010, 12:59 PM
No offense meant to Chet but they are the ones who make many maps too bright. I'm not talking about daylight maps either, I'm talking about maps that are supposed to be at night.

Your map is hard. Your map is dark. Your map doesn't explicitly say "GO THIS WAY" in a couple of places.

These aren't knocks, these are features.

thats why the map is good. in realismvs its a blast. gotta upload the new version on my server one of these days.

Dr.Boo.j2
11-03-2010, 03:03 PM
Hmmm, I'm gonna have to think about this. It's not easy to find a good balance between darkness and light.
It's true that darkness is much scarier if there is a big contrast between dark and well lit areas but on the other hand, I still want to keep the dark and gritty atmosphere for the campaign.

This is a tough one.

I want to make this campaign my "baby" (ok that sounds weird...) that I keep updating to make it as "perfect" as I can (yes I realize perfection is impossible, but you see what I mean) but it's not easy to keep good balance between contra and pro arguments.

engineer123
11-03-2010, 11:51 PM
some thoughts: Maybe Chet means "too dark" in comparison to the original ones like Dark Carnival, then yes, dark carnival is dark but not near pitch black. DaC is brighter than HF because of the "environment" lighting not because of single lighting sources like street lights.
Now I don't consider HF pitch black either, it's just significantly darker than DaC. So IF you want it brighter you could make the whole environment brighter or put quite a lot of single light sources in. In my view there isn't the need for HF to be brighter in general, I'd prefer some more single light sources though. I mean you could mess around with the lighting options a bit and see what fits HF best.

jesse_lee
11-04-2010, 02:30 AM
I got some feedback from Chet. The main comments he had were that he thought the campaign was too dark in some places.
The problem with this is that I know the campaign by heart by now and that I don't really notice dark spots because of this. I could run through it with my eyes closed.
So can anyone give me some ideas of areas that could use some extra light? I'd like to make it so the player doesn't have to navigate through endless darkness but has some lit up areas for a change and for a "relief" for their eyes.

No offense meant to Chet but they are the ones who make many maps too bright. I'm not talking about daylight maps either, I'm talking about maps that are supposed to be at night.

Your map is hard. Your map is dark. Your map doesn't explicitly say "GO THIS WAY" in a couple of places.

These aren't knocks, these are features.

As stagger said, this is coming from mappers who changed the whole setting of L4D and made it a lot brighter. You have a flashlight for a reason, to see in the dark, which your maps that consist of night time are, and it's enjoyable. Think about how Turtle Rock had designed their maps darker, then when Valve took over the maps suddenly brightened up. Take a look at the old beta footage, even the L4D1 maps were brightened up by Valve, yet there are still lots of people out there wanting to play beta versions of the maps for the atmosphere. You're doing the right thing, and the only suggestion I would say, is more maps! But seriously, if you need to help people, do take a not from the dev's and use subtle influences to help people, such as a car with headlights pointing where to go, or lights on in a house that's in the direction. Signs = too obvious, but subtle hints are good. They can provide the light sources in Chet's "dark areas" too, although I didn't notice any dark areas personally, maybe he's just afraid of the boogeytank.

Adam3k3
11-04-2010, 04:36 AM
Will download!

Croben
11-04-2010, 04:41 AM
I do believe what Chet is saying, is you need to put some visual clues on the path. things like, lit signs, lights, warmly colored areas. but not so much that the map vomits gamma in your eyes. but subtle clues that you would be attracted to. Listen to the L4D1 commentary, I believe they said they added visual clues to guide players?

Also, still awesome!

EDIT: for instance, i believe map 2, where you go down into the sewers. you could use a light from the wall, or shed nearby to clue players in on its existence. I almost got lost there. D:

but then i figured it out :D

Stagger Lee
11-04-2010, 05:12 AM
Croben

"I almost got lost there. D:
but then i figured it out"

This is why it really doesn't need these extra things. Maybe it almost needs extra clues. Almost.

JohannasGarden
11-04-2010, 06:50 AM
I think that the audience for custom campaigns mostly consists of people who have played the Valve campaigns many, many times, so it's a bit of a different group of people. Well, custom campaign players still complain about getting lost--the burgeoning arrows in the house in I Hate Mountains makes that clear, but I think that a lot of us like a bit of too dark in places and possible to get lost. I don't remember any places that I really thought were too dark. The dark places were places that should be dark.

I've never played this in Versus, so I hope to do that some this weekend. There are enough campaign games going that I bet it would be possible to get public versus games going.

Dr.Boo.j2
11-04-2010, 09:57 AM
I don't think that Chet means I have to lighten up the whole campaign by brightening the environemental light.
What he meant, I think, is that I should avoid long stretches of uninterrupted darkness and should include enough litten up areas to give the player some "relief".
He did say that just a few small changes would already go a long way.

Now you guys make me hesitate: should I just let it be like the players sem to prefer or should I follow the developer's advice? I'm probably going to take a way in-between to make both parties happier.
And if I see people really dislike the small changes, i'll just revert it back. As I said, I plan to continue updating this campaign since I really want it to be good and enjoyable and I always listen to the fans :)

Stagger Lee
11-04-2010, 10:01 AM
I don't think that Chet means I have to lighten up the whole campaign by brightening the environemental light.
What he meant, I think, is that I should avoid long stretches of uninterrupted darkness and should include enough litten up areas to give the player some "relief".
He did say that just a few small changes would already go a long way.

Now you guys make me hesitate: should I just let it be like the players sem to prefer or should I follow the developer's advice? I'm probably going to take a way in-between to make both parties happier.
And if I see people really dislike the small changes, i'll just revert it back. As I said, I plan to continue updating this campaign since I really want it to be good and enjoyable and I always listen to the fans :)


This does put you in quite a quandary, I agree. It also creates a trap whereby you keep making updates to a campaign and people end up getting tired of re-DLing it and ultimately walk away. Very tricky stuff.

JohannasGarden
11-04-2010, 10:03 AM
I think that as long as the lighting change makes sense and doesn't seem contrived, it would be unlikely to bother me. I do not recall having an "It's been so dark for so long, I'm tired of this" reaction at all. Next time I play, I'll do some thinking about that, though.

JohannasGarden
11-04-2010, 10:05 AM
This does put you in quite a quandary, I agree. It also creates a trap whereby you keep making updates to a campaign and people end up getting tired of re-DLing it and ultimately walk away. Very tricky stuff.

This can kind of be a pain--because you and a friend will plan to play, friend starts lobby, everyone discovers they don't have the same version and can't play together. Sometimes the wait for someone to download kills the game for that night.

Dr.Boo.j2
11-04-2010, 12:21 PM
This does put you in quite a quandary, I agree. It also creates a trap whereby you keep making updates to a campaign and people end up getting tired of re-DLing it and ultimately walk away. Very tricky stuff.
You make an excellent point. I'll have to call it really final some day. Ah I wish custom campaign updates would be performed automatically like they do for Valve maps :)
Anyways, I'll be careful not to bring out a new version every week. This is why I'll really take my time to decide and experiment with this lighting stuff. I want this campaign to be something I can be proud of and thus make it as optimal as possible if you see what I mean.

Other thing I wanted to say: no matter what people say about the people on the Steam forums, I've gotten tons of contructive feedback from you guys which I do appreciate.

Dr.Boo.j2
11-22-2010, 10:00 AM
I got a problem here. I had a few reports of people saying no zombies spawned on the finale (or that they all spawned behind the survivors instead of in front)
I tried it out on a normal, vanilla server and it worked fine in Versus.
I tried on a Confogl server and there it was broken... so it's not the map that's the problem but it seems not to be compatible with Confogl (and other mods) or something. It's really annoying because I don't have the slightest clue what I should do to fix this...

JohannasGarden
11-28-2010, 10:02 PM
I got a problem here. I had a few reports of people saying no zombies spawned on the finale (or that they all spawned behind the survivors instead of in front)
I tried it out on a normal, vanilla server and it worked fine in Versus.
I tried on a Confogl server and there it was broken... so it's not the map that's the problem but it seems not to be compatible with Confogl (and other mods) or something. It's really annoying because I don't have the slightest clue what I should do to fix this...

That happened to us in campaign, and we got error messages, and fortunately a team member was smart enough to tell me to bring up my console and copy it, so I guess I'll send you a message. Let me know if you don't get it.

Dr.Boo.j2
11-29-2010, 12:23 AM
That happened to us in campaign, and we got error messages, and fortunately a team member was smart enough to tell me to bring up my console and copy it, so I guess I'll send you a message. Let me know if you don't get it.
Got your message. Thanks. I'll see if I can find the cause of the problem with it because it's still a mystery why this happens.

engineer123
11-29-2010, 12:56 PM
hi boo, if it helps you, the mapper "gemini saga" (heaven can wait 2, surrounded by the dead 2 etc.) has released an update for SBTD 2, changelog says among other points "fixed incompatibility with modded servers..."
maybe he has a good knowledge about this issue.

Dr.Boo.j2
11-29-2010, 02:55 PM
hi boo, if it helps you, the mapper "gemini saga" (heaven can wait 2, surrounded by the dead 2 etc.) has released an update for SBTD 2, changelog says among other points "fixed incompatibility with modded servers..."
maybe he has a good knowledge about this issue.
Might be a good idea to contact him. I also noticed the Survivors become mute after activating the finale. I'll see if I can fix that too. It's probably something wrong I did with the "HI VIRGIL!" triggers.
I'm gonna release another update for this campaign. I'm planning to try and fix this modded server compatibiility issue, the mute survivors issue, add some speech during the intro, make the outtro less crappy and see if there are a few areas that might need a little more light.

Dr.Boo.j2
12-02-2010, 10:07 AM
Some people who spoke to me about this campaign raised a big question and I'm really conflicted about what to do...

Should I make the part in the mansion longer and split it into a 4th map?

One part of me wants to do it, another part knows that it would involve a lot of work. I do want to make it as enjoyable as possible for everyone, so I'll let the community speak:
Yes, make the mansion longer but split it into a 4th map.
No, keep it the way it is.

Either way, I plan to still fix:
- Add speech during intro
- Check why survivors become mute during the finale
- Try and fix the problem where the finale screws up on most modded server (notably Confogl)
- Make the outtro less crappy
- Perhaps tweak the lighting a bit

Any comments or opinions? They're welcome.

Stagger Lee
12-02-2010, 10:12 AM
Some people who spoke to me about this campaign raised a big question and I'm really conflicted about what to do...

Should I make the part in the mansion longer and split it into a 4th map?

One part of me wants to do it, another part knows that it would involve a lot of work. I do want to make it as enjoyable as possible for everyone, so I'll let the community speak:
Yes, make the mansion longer but split it into a 4th map.
No, keep it the way it is.

Either way, I plan to still fix:
- Add speech during intro
- Check why survivors become mute during the finale
- Try and fix the problem where the finale screws up on most modded server (notably Confogl)
- Make the outtro less crappy
- Perhaps tweak the lighting a bit

Any comments or opinions? They're welcome.

I vote for making the mansion longer and splitting it. In Realism VS, the majority of the time no one makes it to the mansion at all. The only way we see the mansion is if we decide to play it in normal VS just for that reason of getting further in the map.

Stagger Lee
12-02-2010, 08:22 PM
Played this again tonight. I think a great place for a safe house to split the level up would be the last house before the infrared gate. Good infected teams usually have the survivors limping pretty well and missing a member or two in my experiences.

engineer123
12-02-2010, 11:57 PM
I'm for the longer mansion and splitting it.

Beside this, do you remember my points about the running gauntlet before the mansion? I'd find it important to have a fix for that. The hordes only begin when you enter the bigger hall room before the ladder. This was different to your very first release. In this one the hordes started shortly after passing the laser barrier which is for me more "logic" to a running gauntlet.

JustPlainJef
12-03-2010, 12:53 AM
I have to say make it longer. I know it's a lot of work, but it's really appreciated by us. This is one of my favorite maps.

One of the other map builders was talking of making a "Directors Cut" of thier map, maybe you can do the same thing. Keep the original, and make another with the extra map. Then everyone can be super mega happy.

Dr.Boo.j2
12-03-2010, 09:45 AM
Ok well I'm gonna go ahead and make it 4 maps. It's gonna be lots of work and I'm totally out of inspiration for the mansion but I'll see what I can do.
I'm thinking about splitting map 2 right after the crescendo event, just before entering the mansion.

Dr.Boo.j2
12-09-2010, 03:17 AM
So a small update for those who haven't forgotten about this campaign yet :)
I've started working on the next version, but it might take some time to be finished. Especially since I'm gonna want to thoroughly playtest this to make sure it's as polished as possible.
Here is some stuff I'm gonna fix or change:

- I'm gonna tweak the lighting a bit. Don't worry, I'm not gonna make the maps totally bright or something like that. I just need to make sure there is a better contrast between dark and lighten areas. Nothing really major.

- Add speech to the intro

- Try to fix the problem where Survivors stop talking during the finale (note: I did say try)

- Try to fix the problem where the finale would break on some modded servers, notably Confogl, causing no zombies to spawn. This is a hard one, because I have absolutely no idea why this happens. Some mods just seem to break the nav giving the infamous "nav flow is broken" error (I hate this bloody error. Every single muscle and nerve in my body hates nav errors...)

- Check why the crescendo event with the laser-tripped alarm seems to spawn hordes with such a delay. I might need to use another gauntlet script.

- More importantly: as I already said, I'm planning to expand the Mansion a bit and split the second map in two, turning this campaign into a 4-map campaign instead of only 3 maps.
I would like to thank my good friend Don King (2 Evil Eyes) for suggesting this.

That's all. Got no ETA, but I'm gonna work hard to finish this as soon as possible.
Thanks.

Stagger Lee
12-09-2010, 04:24 AM
I'm sure it will be great. It still is quite the fun campaign as it stands. We still play it, even played it last night. We tend to only play realism VS though and it is so rare for survivors to actually make it to the mansion in level two. It's pretty funny. It's called Haunted Mansion but most of our friends have never actually seen the mansion itself.

Thanks for your continued hard work and I'm sure I'm not alone in anticipating the next release and any new campaigns you may have rolling around in your head.

Dr.Boo.j2
12-20-2010, 06:58 AM
I'm sure it will be great. It still is quite the fun campaign as it stands. We still play it, even played it last night. We tend to only play realism VS though and it is so rare for survivors to actually make it to the mansion in level two. It's pretty funny. It's called Haunted Mansion but most of our friends have never actually seen the mansion itself.

Thanks for your continued hard work and I'm sure I'm not alone in anticipating the next release and any new campaigns you may have rolling around in your head.
Yeah that's one of the reasons why I split it. The mansion is a part I'm kinda proud of but I didn't realize barely any teams actually make it that far on Versus.
I'm adding a part to it so the mansion will be a bit longer, though don't expect an uberlong map neither.

Thanks for your interest and support guys.

KaYc0
12-20-2010, 09:31 AM
I really need to get a L4D pc game

Kool Mode D
12-20-2010, 11:19 AM
I finsihed this and I quite liked it. Some of those images in the mansion were disturbing but it's not a bad thing.

Dr.Boo.j2
01-10-2011, 01:41 AM
I'm in the process of adding a part to the Mansion. I have already split the second map in two parts.
However, a couple of opinions I'd like to hear

- Should I add another mandatory Panic event to the Mansion? There is already one at the piano, should I add a second one?
- Do people want an M60, Nade Launcher or Chainsaw?
- Many people say the finale is too hard. I know it's kinda overwhelming, but the map's contruction just makes it that way aparently. It's using the same script as on The Parish finale (and I gotta admit I didn't expect the map to turn out to be so hard)
So what do you suggest to make this map a little easier? More throwables? A chainsaw at the beginning and the middle of the tunnel? An M60 perhaps?

Thanks

misfit410
01-10-2011, 03:32 AM
We tried to get a versus game going a few weeks back, and two people who got it from the same place we did kept getting booted with an error about some missing sound files or something.. anyone have any ideas what they need to do to resolve this?

Stagger Lee
01-10-2011, 05:30 AM
I'm in the process of adding a part to the Mansion. I have already split the second map in two parts.
However, a couple of opinions I'd like to hear

- Should I add another mandatory Panic event to the Mansion? There is already one at the piano, should I add a second one?
- Do people want an M60, Nade Launcher or Chainsaw?
- Many people say the finale is too hard. I know it's kinda overwhelming, but the map's contruction just makes it that way aparently. It's using the same script as on The Parish finale (and I gotta admit I didn't expect the map to turn out to be so hard)
So what do you suggest to make this map a little easier? More throwables? A chainsaw at the beginning and the middle of the tunnel? An M60 perhaps?

Thanks


Don't make the finale easler. The map should be constructed based on someones 10th play thru, not their 1st or second.

If my friends and I can sometimes make it playing Realism VS, then I don't see a need to change it at all. It's a little hard and should stay that way.

Don't nerf maps, please.

Dr.Boo.j2
01-10-2011, 05:37 AM
Don't make the finale easler. The map should be constructed based on someones 10th play thru, not their 1st or second.

If my friends and I can sometimes make it playing Realism VS, then I don't see a need to change it at all. It's a little hard and should stay that way.

Don't nerf maps, please.
Yeah I didn't really want to nerf it, but as usual I'm always interested in the opinion of the players.
The Survivors aren't supposed to make it every time like it was a walk in the park anyways (especially since it's a walk in a graveyard ah ah ah ZOMG I'm so funny)
I'm probably gonna leave it as it is. I already made deathcharges a little less easy by adding some props in Versus only. I don't think it's needed to change more. A gauntlet finale is supposed to be hard.

However, splitting map 2 is a good idea right? The main reason is because most teams get wiped before they reach the mansion and most teams never actually see the mansion... so I thought I'd split it since map 2 is quite long anyways.

JohannasGarden
01-10-2011, 05:57 AM
I do think splitting it is a good idea. Since one of the main reasons for splitting is that versus teams don't make it to the mansion, I personally don't think it needs more in the way of panic. When I do it in campaign with new people, they want to split up and explore. In Versus, I think it's kind of nice to have a chapter that a tight Survivor team can make it through if the chapter is a fun one--and this is exactly the sort of chapter that merits it.

I guess what I mean is that panic events add interest, variety, and extra challenge. You don't need the panic event for interest and variety in that chapter. Of course, if a really awesome idea comes to you, then add it, but I don't think it needs one just so that it has one.

Stagger Lee
01-10-2011, 07:48 AM
Yes, splitting the level up is a great and needed idea.

We were just playing a realism VS match in this last night and it occurred to me that this campaign would look awesome in snow. I'm sure that isn't possible but just sayin'.

misfit410
01-10-2011, 09:18 AM
Any of you who play this in the US? I'd love to get in on some of these versus games, the only custom map I ever see played online is Left4Mario.

Dr.Boo.j2
01-11-2011, 02:02 AM
We were just playing a realism VS match in this last night and it occurred to me that this campaign would look awesome in snow. I'm sure that isn't possible but just sayin'.
It would only involve replacing the textures which can be done quite quickly, but it would be kinda silly: it has a lot of trees with leaves and no snow on them... would look kinda bizarre in a snowy landscape wouldn't it :-)

And thanks for the suggestions JohannasGarden.

Razor118171
01-27-2011, 11:35 PM
Downloaded and played it yesterday, and it seemed okay, though at the end the bots wouldnt get into the boat, was that a bug?

Dr.Boo.j2
02-22-2011, 06:51 AM
I'm still trying to figure out why on some servers, the flow seems to screw up on the finale causing no zombies to spawn and the Tank tos pawn behind you.
I have no idea what causes this. I don't even know where to start looking...
A well I'll see what I can do.
In the meanwhile I have some better news too: I haven't been able to map for a long time because of hectic times at work, but I've started working on it again. I have no idea when it will be ready, but I'm working hard so it shouldn't be too long.
I'm just hesitating between adding an optional Crescendo event to the Mansion with a big bad weapon (read: M60) as a reward, or make it mandatory, without the reward.

Stagger Lee
02-22-2011, 08:03 AM
I'm still trying to figure out why on some servers, the flow seems to screw up on the finale causing no zombies to spawn and the Tank tos pawn behind you.
I have no idea what causes this. I don't even know where to start looking...
A well I'll see what I can do.
In the meanwhile I have some better news too: I haven't been able to map for a long time because of hectic times at work, but I've started working on it again. I have no idea when it will be ready, but I'm working hard so it shouldn't be too long.
I'm just hesitating between adding an optional Crescendo event to the Mansion with a big bad weapon (read: M60) as a reward, or make it mandatory, without the reward.


I vote mandatory, no reward.

The M60 isn't all that and a bag of chips. As long as I have a hunting rifle or something, I will skip that crescendo event if that is all the event is for.

For$aKen
02-22-2011, 12:34 PM
That reminds me of... Why didnt they feature you in the new dlc again? Some mapper who actually puts out quality maps that are enjoyable in both, campaign and versus? And that since l4d1... -.-

Crescendo event with reward? Sounds good. Make it Health items... So people have to decide wether or not to do it and risk loosing all the health they might get, or make it through the event without loosing much and gaining some... just my two cents.

Urser
02-22-2011, 01:01 PM
I don't think there would be a situation where I would do a crescendo event just to get a powerful weapon. I would however take an optional crescendo if it offered me a shorter path to the saferoom.

For$aKen
02-22-2011, 03:17 PM
I don't think there would be a situation where I would do a crescendo event just to get a powerful weapon. I would however take an optional crescendo if it offered me a shorter path to the saferoom.

+ rep for great idea. I don't think I have seen this in any campaign yet. Probably something that ain't easily includeable in a mostly done map though.

Dr.Boo.j2
02-23-2011, 03:36 AM
+ rep for great idea. I don't think I have seen this in any campaign yet. Probably something that ain't easily includeable in a mostly done map though.
It's indeed a good idea. But it would involve seriously altering my map. And it's just not gonna feel right. It's gonna feel like something that I quickly put in there and that doesn't fit in the contruction of the mansion.
It's an idea I'll keep in mind for the next time I make a campaign though.

I'm probably just gonna go for the mandatory crescendo event, allbeit with a silly "story" behind it: something like play the haunted piano to magically open the locked haunted door or something like that.

E_Zeee
02-23-2011, 04:54 AM
I'm still trying to figure out why on some servers, the flow seems to screw up on the finale causing no zombies to spawn and the Tank tos pawn behind you.
I have no idea what causes this. I don't even know where to start looking...




My friends and I play this map (great map by the way) and get the flow is broken message, We tried to pinpoint when it happens, and so far when there is a mutation (co-op vs) involved it seems to happen. I don't think it happens during non mutation play.

Stagger Lee
02-23-2011, 05:25 AM
My friends and I play this map (great map by the way) and get the flow is broken message, We tried to pinpoint when it happens, and so far when there is a mutation (co-op vs) involved it seems to happen. I don't think it happens during non mutation play.


Yes it does. We play Realism VS in this campaign and it happens. If we restart the chapter it seems to be fine.

Dr.Boo.j2
02-23-2011, 05:37 AM
My friends and I play this map (great map by the way) and get the flow is broken message, We tried to pinpoint when it happens, and so far when there is a mutation (co-op vs) involved it seems to happen. I don't think it happens during non mutation play.
Thanks for the info. It's really strange because when I created a Versus game on my PC locally with a friend, it worked fine. If I did the same on our Server, which only has Cevo config installed), it gave the error.
I want to try it on the Valve servers and see what that gives. The problem is that I know what happens: for some dark reason, the director just reverses the nav flow making all the zombies+tank spawn far behind you. Which makes the finale pointless obviously.

WHY this happens... beats me.

Mambini
02-23-2011, 05:42 AM
Thanks for the info. It's really strange because when I created a Versus game on my PC locally with a friend, it worked fine. If I did the same on our Server, which only has Cevo config installed), it gave the error.
I want to try it on the Valve servers and see what that gives. The problem is that I know what happens: for some dark reason, the director just reverses the nav flow making all the zombies+tank spawn far behind you. Which makes the finale pointless obviously.

WHY this happens... beats me.

Since you tried in a config similar to ours (RVS! group) it can be related to these features of it:


srs_finaleghost_rangemod_enabled "1" // Turn the Range Mod Module on or off.

srs_finaleghost_rangemod_range "150.0" // How close to the Survivors are Infected allowed to spawn during Finale.

srs_infected_despawn "1" // Enable or Disable the Infected Despawner.

srs_infected_despawn_distance "700.0" // How far behind a Zombie has to be for removal, in Ingame Distance Units per Second.

srs_infected_despawn_min_advance "33.0" // How much distance in Ingame Distance Units per Second the Survivors must have advanced for Despawning to trigger.

srs_infected_despawn_min_lifetime "15.0" // How many seconds a Zombie should be alive for before it can be despawned.

srs_infected_despawn_near_safety "1000.0" // If the Survivors are this close to the Saferoom the Despawner stops working.

srs_infected_respawn "1" // Enable or Disable respawning of de-spawned Common Infected.


Probably one of those are messing with your cfg.

Dr.Boo.j2
02-23-2011, 05:55 AM
Since you tried in a config similar to ours (RVS! group) it can be related to these two features of it:


srs_finaleghost_rangemod_enabled "1" // Turn the Range Mod Module on or off.

srs_finaleghost_rangemod_range "150.0" // How close to the Survivors are Infected allowed to spawn during Finale.

srs_infected_despawn "1" // Enable or Disable the Infected Despawner.

srs_infected_despawn_distance "700.0" // How far behind a Zombie has to be for removal, in Ingame Distance Units per Second.

srs_infected_despawn_min_advance "33.0" // How much distance in Ingame Distance Units per Second the Survivors must have advanced for Despawning to trigger.

srs_infected_despawn_min_lifetime "15.0" // How many seconds a Zombie should be alive for before it can be despawned.

srs_infected_despawn_near_safety "1000.0" // If the Survivors are this close to the Saferoom the Despawner stops working.

srs_infected_respawn "1" // Enable or Disable respawning of de-spawned Common Infected.


Probably one of those are messing with your cfg.
This is very interesting stuff. At least I have a lead on where to start looking with these commands. No idea if testing these is gonna help, but I give you +rep for giving me this info anyways :)

Masterblaster73
02-23-2011, 05:56 AM
You should probably remove "!! Be warned, you need L4D Addon Support for this campaign to work! (in Steam: Tools tab-->download Addon Support)" from the main page.

Dr.Boo.j2
02-23-2011, 06:43 AM
You should probably remove "!! Be warned, you need L4D Addon Support for this campaign to work! (in Steam: Tools tab-->download Addon Support)" from the main page.
Good point. I'll have to do that with the next release.

gatherto
02-23-2011, 07:42 AM
I don't think there would be a situation where I would do a crescendo event just to get a powerful weapon. I would however take an optional crescendo if it offered me a shorter path to the saferoom.

i dunno
i wouldnt in vs, definitely, but for an early ak + laser sights id definitely do a crescendo

Dr.Boo.j2
02-25-2011, 02:55 AM
i dunno
i wouldnt in vs, definitely, but for an early ak + laser sights id definitely do a crescendo
Well sucks to be me, because it would be somewhere halfway the map :D
I'm just gonna drop the idea to make it optional and make it mandatory.
However, I am adding a dynamic path though like on the other maps.

Dr.Boo.j2
03-14-2011, 05:54 AM
The splitting of the map is nearly complete. I just need to take care of a few more things, recompile, remake the nav files (ARGH I hate nav'ing!) and it'll be all set.
However, since I have an extra saferoom now, I'd need some ideas of silly saferoom grafitti.
And to be honest, I suck at making these. I have a few as a nod to my fellow WoW guildies, but for the rest I don't have any ideas.

So if anyone here as ideas of silly quotes, post them up. I'll add your names to the wall as well :)
Just keep in mind that there are certain rules bound to it:
- Profanity is ok as long as the word is already used by the characters too (sh-t is ok, f-ck is not)
- No racist, sexist or hateful remarks obviously
- Keep it short
- Make it funny
- No references to the cake being a lie (it's unoriginal)
- No dibs on Rochelle

Bond24
03-14-2011, 06:51 PM
Well here are some ideas for the safe room

How do Magnets Work?
Beware The Weeping Angels
Whats Brown and Sticky...a Stick!
Two Klobbs Dont make a Right (a refrence to Goldeneye Source Achievement)

some perhaps Posters of Previous Campagins would be cool

also i had some ideas for a Night terrors sequel-

* Outpost 31 from The Thing (Frozen Artic Wasteland)
* The Facility backzone from Goldeneye 64 (good place for a survival map)
* The Pillar of Autumm from Halo
* A Graveyard where the surviours are aided by Bill to get to the saferoom
* The Evil Dead Cabin with a cameo from Bruce Campbell

Dr.Boo.j2
03-28-2011, 12:16 AM
Smallish update even though everyone is now, rightfully so, focussed on Cold Stream: the splitting of map 2 is done. The only thing left to do now, is set up a crescendo in the Mansion, tweak the lighting mainly on map 1 and redo the nav for both middle maps (I hate nav'ing)
Yes I know this is insignificant with Cold Stream and all which is normal since it IS a good campaign but I just thought I'd keep you informed anyways.

Stagger Lee
03-28-2011, 04:30 AM
"See ghosts? Dammit, I thought you said "free toast". I'm outta' here."

Dr.Boo.j2
03-28-2011, 04:54 AM
lol! Nice idea.
I'll also have some sort of reference towards my fellow guildies of WoW :)

Dr.Boo.j2
04-05-2011, 02:44 AM
Okay, all maps have been recompiled and seem to work fine. I still need to do the nav'ing and I hate that. The main changes are:
- Splitting of map 2
- Expansion of the Mansion
- Adjusted lighting
- Possible fix for when the finale breaks and doesn't generate any zombies (but not sure if this works)

It'll probably be out in a week or two.

Thingy Person
04-05-2011, 03:04 AM
Welp, another featured custom campaign that's gonna be absolete =P

Dr.Boo.j2
04-05-2011, 03:34 AM
Welp, another featured custom campaign that's gonna be absolete =P
What do you mean? Chet told us (people whose maps got featured) to tell him when you release another version so that he can update the Valve servers.
And so far, I think he has done that for all updates of the featured campaigns.

Pylons
04-05-2011, 03:36 AM
Okay, all maps have been recompiled and seem to work fine. I still need to do the nav'ing and I hate that. The main changes are:
- Splitting of map 2
- Expansion of the Mansion
- Adjusted lighting
- Possible fix for when the finale breaks and doesn't generate any zombies (but not sure if this works)

It'll probably be out in a week or two.

Nice, I'm looking forward to it. I've never tried this map but I've been hearing great things.

NickSt
04-05-2011, 04:03 AM
"See ghosts? Dammit, I thought you said "free toast". I'm outta' here."

http://www.youtube.com/watch?v=avU5onrWfYo

:)

Dr.Boo.j2
04-05-2011, 05:40 AM
I've been hearing great things.
Really? That's nice to hear :)
I think most people will be relieved to hear that map 2 is split up. I seem to have understood that most Versus teams get wiped before reaching the mansion and that because of that, many people haven't even seen it.
So I followed the players' advice to simply split the map up and put the mansion in a map on it's own :)

Thingy Person
04-05-2011, 05:46 AM
What do you mean? Chet told us (people whose maps got featured) to tell him when you release another version so that he can update the Valve servers.
And so far, I think he has done that for all updates of the featured campaigns.

I just checked again for 2 Evil Eyes and Detour Ahead, and nope, can't find an official server. If what you say is correct, then someone should tell him that the campaigns were updated =P

Dr.Boo.j2
04-05-2011, 05:48 AM
I just checked again for 2 Evil Eyes and Detour Ahead, and nope, can't find an official server. If what you say is correct, then someone should tell him that the campaigns were updated =P
Really? I'll send a mail to Chet about this.
EDIT: Sent him a mail. I think it's the map author's task to inform Chet about new releases. I'll see what he says.
If needed, I'll contact my fellow mappers and tell them to keep Chet informed in the future because I don't think he has the time to personally check out L4DMaps.com every day for updates on every featured campaign does he :)

Dr.Boo.j2
04-11-2011, 05:02 AM
It's all done. All I have to do now, is remake the soundcache since there are a few new sounds in it, re-analyze the navs and then I'm done.
I should be able to release the last version somewhere this week. It'll be before this weekend. I hope people are gonna like the changes. Not that I changed a lot except for the map split, but ehhh... :)
O by the way: did you guys like the forced Tank spawn during the crescendo event on The Sacrifice?
And what do people think about two tanks on one map (but not both tanks at the same time of course)?

bblasphemous
04-13-2011, 10:52 AM
Really? I'll send a mail to Chet about this.
EDIT: Sent him a mail. I think it's the map author's task to inform Chet about new releases. I'll see what he says.
If needed, I'll contact my fellow mappers and tell them to keep Chet informed in the future because I don't think he has the time to personally check out L4DMaps.com every day for updates on every featured campaign does he :)

I emailed him, messaged him on steam, pm'ed him on these boards.

No response.

Stagger Lee
04-13-2011, 11:47 AM
It's all done. All I have to do now, is remake the soundcache since there are a few new sounds in it, re-analyze the navs and then I'm done.
I should be able to release the last version somewhere this week. It'll be before this weekend. I hope people are gonna like the changes. Not that I changed a lot except for the map split, but ehhh... :)
O by the way: did you guys like the forced Tank spawn during the crescendo event on The Sacrifice?
And what do people think about two tanks on one map (but not both tanks at the same time of course)?


2 Tanks in a level is a great idea. I'd prefer it to be random rather than static but but either is fine.

Dr.Boo.j2
04-14-2011, 01:17 AM
2 Tanks in a level is a great idea. I'd prefer it to be random rather than static but but either is fine.
Well one would be static during a crescendo (a la Sacrifice), the other would be randomly spawned by the Director.
The only catch is that I can't guarantee the Director won't spawn his random Tank at the exact same moment I spawn mine which wiull leave you with two Tanks to fight at the same time. On Expert, this is a killer.
Now the chance of this happening is fairly small, since the AI Director usually won't spawn a Tank during a crescendo event (or at least is unlikely to do so)

We'll see how it plays out. I packaged the vpk yesterday. All I have to do is give it to a few testplayers and if they don't encounter anything game-breaking, I can release it.
It's just too bad Chet won't reply to our mails. I really would like to have Haunted Forest on the Valve servers updated, along with the other featured campaigns.

I heard from Matt that he's extremely busy with Portal 2 at the moment so I guess it's just a matter of time before he checks all this L4D2 stuff I guess.
I'm gonna make a seperate thread towards all the authors of featured campaigns about this.

Keldorn
04-14-2011, 03:50 AM
You can mark large areas of the nav near the crescendo as "nothreat" to get rid of the random tank spawn in near your static tank spawn. I did this in my campaign precinct 84 to get rid of the tank around disco club in map 3. However that makes the likely hood of the tank and witch spawning less random as there is less places for it too spawn (I.e In my map there is always a predictable tank or witch spawning right after the crescendo in the same place)

Also there is a possible vscript way.

DirectorOptions <-
{

DisallowThreatType = ZOMBIE_TANK

}
which you have to call to the director with BeginScript at some distance from the area you dont want it to spawn to stop it from spawning the tank ahead of time.
Then afterwards call "endscript" to the director with a trigger to get rid of it.

Dr.Boo.j2
04-14-2011, 05:31 AM
You can mark large areas of the nav near the crescendo as "nothreat" to get rid of the random tank spawn in near your static tank spawn.
That's very insteresting. Didn't know that's what "NOTHREAT" was for.
Have some rep, mate

KingMe1220
04-14-2011, 08:01 PM
Awesome campaign.

You rock, dude.

Dr.Boo.j2
04-15-2011, 07:01 AM
Awesome campaign.

You rock, dude.
Thanks. I appreciate it :)

By the way, a few people reported the crescendo event with the lasers that trip the alarm to be too easy because zombies only spawned when you were near the button to turn the alarm back off.
I don't remember who reported this but I rewrote the script a little... and the main change is that now all zombies will always spawn in front of you and will start pouring out earlier.
Comparable with the crescendo event on Dark Carnival 4 except that the hordes contain a little less zombies.

But it's much harder now. On Normal, I had 80hp and only had 12hp left when I reached the button... I hope I didn't overdo it. The saferoom is right behind that event though so it's not too bad if it's hard I guess.

Other than that, I'm hoping to give a vpk tonight to a few good men who agreed to test it out before I bring the "official" release out so the real release is really close now. It's just a matter of testing.

It's also friday today and I love fridays.

RangersFC
04-18-2011, 09:55 AM
Any updates mate? I'm looking forward to it! :D

Dr.Boo.j2
04-18-2011, 11:16 AM
Yeah I got feedback from the playtesters and I'm implementing the changes at this moment. Should be ready within a few days (I hope).
Got some things to fix. Nothing really big, but it's a list I need to go through.

Sud
04-18-2011, 12:03 PM
you are probably doing yourself a disservice by testing this on normal, as normal is ridiculously easy and if you're having difficulty there it might speak more to your level of play rather than how hard the map is.

With that said, I've completed the map on expert realism with one friend and two bots, and one thing we agreed upon within minutes of playing the map is that it was not tested in that mode.

Essentially, there are some problems with the "cheapness" in which the commons can gain access to you. In the very first area they literally rain down on you as there appears to be a scripted horde (or we're unlucky as hell). The bots, of course, were cannon fodder to this setup, and the problem becomes worse as tanks and witches love to spawn in front of the tunnel. The tanks are beatable, even with the tier 1 and no molotov, albeit awkwardly as its hard to fight it in such an enclosed space without TKing people, but the witch is a real problem because she parks herself right in front of the tunnel with no bypass options. And realism witches aren't crownable. I would suggest no tanks or witches until the outside area and maybe widening up the initial area so that people are given a reasonable time to react to a horde and fight it, rather than having to backtrack to the start and huddle in a corner trying not to take too much damage. Cold stream got this idea right - there is enough time to react to commons, but enough brush and high ground to make their approach a surprise.

The cabin is pretty much a required stop in this mode, the magnum is crucial. Maybe including a single magnum at the start might be a good idea.

As you said, things became really easy past the lazer beams, we just rushed that through. Haven't tried it post-fix, though.

Definitely think the indoors were a lot easier than the outdoor areas. If possible, I would suggest upping the spawn rates of SI to compensate and add a little bit of an element of surprise to this area.

The finale picks up with the difficulty again with the sheer amount of commons and a enclosed space tank. This one is a little bit more manageable though due to the hallway he must come down and the presence of boxes you can use to juke him.

I was the only one to survive to make it onto the boat, by the by.

Anyhow good map, but needs attention to some of these details for the expert crowds. I'm not saying make it easier, just cut out some of the cheese.

Dr.Boo.j2
04-18-2011, 01:26 PM
Nice feedback there. Thanks for that.
A couple of things:

- There are no scripted hordes. The only scripted hordes, are the crescendo events like the one summoned when you kill the witch in the mineshaft on map 1 (like the bride witch in The Passing).
I guess you were unlucky there

- I don't wanna sound like an assh-le, but generally speaking, playing Expert with bots often results in fails on the bot's part :)

- I can understand the "cheapness" thing. Though I don't really see how I can fix that. I don't really want to totally change the map layout neither.

- I can indeed make it so that the Tank doesn't spawn in those close spaces. The problem with that is that on Versus, it probably will jarate the infected team off that the Tank never spawns in close areas (big open areas are harder to play as a Tank in)

- There are only 1 scripted Witch (map 1, in the mine like tunnel) and one scripted Tank (map 3, in the next version). You are right here though: when the Witch is just around the corner, it's hard to kill her without crowning. I can put her up further down the tunnel so you get a clean view from afar to kill her from a distance. Didn't think of the fact that in Realism, she's not crownable

- I can add a magnum at the start and perhaps remove the pistol then

- In the next version, the laser beams event is much harder. Well for the casual player it is. If you find the crescendo on map 4 of Dark Carnival hard, then this one should be hard for you too.
This map is splitted in the next version too: the mansion (indoor part) is now a seperate map and map 2 ends right after the laser event.

- There is already a script in place that increases the frequency of mob spawns and adds more wandering zombies in the indoor part (same script that applies to the mall map on Dead Center)
I'll see if I can find a script that increases SI rates too.

Thanks for the feedback

Sud
04-19-2011, 09:20 PM
- I don't wanna sound like an assh-le, but generally speaking, playing Expert with bots often results in fails on the bot's part :)

Right, though I wasn't measuring it on that scale. I've finished all the campaigns single player on expert realism or expert, and am comparing the average capabilities of the bots in a normal campaign to those in Haunted Forest. The bots, while generally bad, are absolute storming normandy league cannon fodder in HF.

- I can understand the "cheapness" thing. Though I don't really see how I can fix that. I don't really want to totally change the map layout neither.

Not being very into the technical aspects of mapping, perhaps there are ways you can dilute the horde, or perhaps slow its advance so that a player can hear/see it coming. An example of changing the map to fix it would be something like widening the lanes to roughly the size of cold stream, something that may constitute pretty big changes to the map layout.

Perhaps a better way to go might be to add some obstacles that block commons and slow their advance, but give them cover and serve mainly as a way to indicate to players that something is incoming based on sound. Boulders or debris, that players cannot penetrate with their guns might be an idea. The main idea here being to somehow prevent freshly spawned commons from raining down on top of players.

- I can indeed make it so that the Tank doesn't spawn in those close spaces. The problem with that is that on Versus, it probably will jarate the infected team off that the Tank never spawns in close areas (big open areas are harder to play as a Tank in)

Well to use an extreme example, an immediate tank in versus in that starting area is pretty much a guaranteed wipe for the survivor team on a decent boom. An even bigger problem can also be that the tank spawns are unfair - tank spawns often differ slightly in where they start, and even in official valve maps one team can have a definite advantage on where a tank starts if it comes sooner/later than the other. Using the extreme example again, it would be pretty horrible for your team if the enemies get their tank in that tight spot, and then yours comes way out in the open.

Part of the tank metagame also is the location of the fight itself. Survivors will always run back if the option exists to a superior place to engage the tank. As a map creator, what you want to do to try to keep this tactic as neutral as possible is not create too many terrain options where one side is hugely favored over the other (ie. too tight favors the tank too much, too many obstacles [such as the barns in dark carnival] favors the survivors too much). Generally from my observation the most fair areas are places where the survivors can move about a bit, but the tank can take cover, hang back and throw rocks, and move in when a good SI attack happens. Some of the most entertaining tank plays in the L4D1 competitive scene come from situations like this.

- There are only 1 scripted Witch (map 1, in the mine like tunnel) and one scripted Tank (map 3, in the next version). You are right here though: when the Witch is just around the corner, it's hard to kill her without crowning. I can put her up further down the tunnel so you get a clean view from afar to kill her from a distance. Didn't think of the fact that in Realism, she's not crownable

Yeah that is a good idea. Basically, minus crowning, your options with the realism witch is a molotov+kite/burndown, or sniper headshot + burndown or just plain burndown. A witch down a medium sized tunnel is a pretty fair obstacle.

- I can add a magnum at the start and perhaps remove the pistol then

Pretty good idea, having at least 1 magnum makes a realism game much more enjoyable, though it's debatable if the magnum 1 hit kill on commons is "fair", but that's up to you to decide. Mainly pointing out that the detour to the house is pretty required though for that magic magnum.

- In the next version, the laser beams event is much harder. Well for the casual player it is. If you find the crescendo on map 4 of Dark Carnival hard, then this one should be hard for you too.

Perfect, one thing I do like about that crescendo (even though the spawning is kind of annoying), is the fact that it does require teamwork and smart use of throwables to complete without getting wrecked.

Thanks for the feedback

NP, if you need more info on the higher difficulty type stuff go ahead and let me know.

Dr.Boo.j2
04-20-2011, 12:55 AM
Something different: a bug that annoys the sh-t out of me, is the one where the survivors lose all speech once the finale is triggered.
I mean they no longer call for help when pinned by an infected, they no longer yell what bomb they toss and such. They just become entirely mute.
it's not a game-breaker but it annoys me. I want to fix it. Does anyone have an idea what causes this?

gonzo_og
04-20-2011, 04:56 AM
Great map! I wasn't expecting to be pleasantly surprised. Can't wait to try it in VS!

Keldorn
04-20-2011, 09:36 AM
Something different: a bug that annoys the sh-t out of me, is the one where the survivors lose all speech once the finale is triggered.
I mean they no longer call for help when pinned by an infected, they no longer yell what bomb they toss and such. They just become entirely mute.
it's not a game-breaker but it annoys me. I want to fix it. Does anyone have an idea what causes this?

Thats like how Coach and Ellis become mutes when Nick is dead.
Have you checked the console? Because when Nick is dead I see an message about a sytnax error in the soundscripts that bugs out when nick is dead making 2 of the other characters mutes.

If its something like that, its probably out of your control. Those talker scripts are huge complex txt files, very prone to errors, I'm not surprised valve hasn't fix it yet.

Grunt7684
04-20-2011, 10:06 AM
Downloading it right now.

Does anyone know of map-packs that might be available via bittorrent?

Nigeki
04-20-2011, 12:06 PM
Dr.Boo this is an awesome map I just played and recorded it, once I upload it if you wish I can post the link on here so you can see. But I have a question, is the finale supposed to be filled with zombies? Because we hardly had anything, we did get a tank but otherwise it was pretty boring.

I have to admit I was freaking out, I was expecting complete obliteration right before the boat since we weren't getting anything. I mean health packs, bile jars (tons of them) but no zombies it was nerve racking.

I was so certain that a tank would land on the boat and sink it and we'd have to move more or something through an actual finale horde but nothing. I dunno if it's a bug we encountered or if you planned it that way but this is what happened.

I have to compliment you on how scary the mansion is when it's the middle of the night. I especially loved the couch, honestly I freaked out at that because it was so sudden :) Good job for that.

Overall it's an amazing map but I was really disapointed by the lack of a decent finale, I hope it was a bug or something like that. If not please give me the reason for so little zombies. (had about 15 zombies to kill in the finale that weren't specials)

Thanks for the awesome map :)

Dr.Boo.j2
04-20-2011, 12:15 PM
Dr.Boo this is an awesome map I just played and recorded it, once I upload it if you wish I can post the link on here so you can see. But I have a question, is the finale supposed to be filled with zombies? Because we hardly had anything, we did get a tank but otherwise it was pretty boring
Yeah, it's a bug. You're supposed to get swarmed. It's a bug that I *think* I have fixed in the next version.
Apparently, according to boogada (Detour Ahead) this bug can happen on gauntlet finales when someone activates the finale while there is still someone not close enough to the button (or still in the saferoom)
I made it so that it's impossible to activate the finale unless everyone's near the radio in the next version.

Lets hope that fixes it...

Nigeki
04-20-2011, 12:16 PM
Okay I'm glad it was a bug. Kind of made it for a boring ending but well I guess we'll redo it with the next version.

Also I forgot to say this in my previous post: The tree branches being white glitch, you could always say it's Ectoplasm XD it's a lazy way to cover yourself untill the next version

EDIT: In the finale there was a tank while we were on the container with health kits and guns and boomer biles. The tank came from the right balconee like structure (I don't know the english name to it, nor the french one for that matter) and when it got off it got stuck between container and the hole (looked like it was dancing) you'll be able to see once I post the videos though that part will only be posted in 2 weeks (not including this week)

景圣临
04-23-2011, 01:14 PM
Yeah, it's a bug. You're supposed to get swarmed. It's a bug that I *think* I have fixed in the next version.
Apparently, according to boogada (Detour Ahead) this bug can happen on gauntlet finales when someone activates the finale while there is still someone not close enough to the button (or still in the saferoom)
I made it so that it's impossible to activate the finale unless everyone's near the radio in the next version.

Lets hope that fixes it...

Sir, will you be fixing the audio in L4D1,2 Night Terror?

Thats my favorite campaign btw.

THX for making dis great campaign!

Dr.Boo.j2
04-23-2011, 01:38 PM
After many weeks of work (including a period of laziness from my part when I was submerged with work at the office...) I can finally release version 3.
If I get any bug reports of stuff like that, I'll still bring out a version 4 which will by then hopefully be final. I already consider this one somewhat final. I don't plan to update it any further unless I get complaints about some really game-altering bugs or problems.
The link is still the same:
http://www.l4dhf.com
which is simply a direct link to the L4Dmaps.com page.

I would like to thank the following persons who helped me with this version:
-Stagger Lee and his friends for being a playtester.
Everyone who wants to play some good Realism Versus in a friendly environement should defenitely check the RVS Steam Group (http://steamcommunity.com/groups/RealVS)
-Matthew Lourdelet AKA "Cold Stream and 2 Evil Eyes dude" for being another playtesters and giving me heaps of advice
- R.T. Frisk AKA "Suicide Blitz dude" for advice, creepy sounds and some optimization
- Boogada AKA "Detour Ahead dude" for helping me fix the finale bugs
- You all for playing the campaign and providing enough feedback for me to continue improving it

I suppose a whole lot of ye are too lazy to check the changelog on L4DMaps so here it is :)
- The Witch in the tunnel on map 1 is now placed differently so that she can more safely be killed without having to cr0wn her
- The campaign has been split into a 4-map campaign: the second map ends right after the laser-alarm crescendo and the Mansion is a seperate map.
- The Haunted Mansion's optional crescendo event was transformed into a mandatory one
- Nade launcher and M60 added, but you have to explore a bit to find them
- Lighting was tweaked
- Fixed a bug where Survivors stopped talking during the finale
- Added speech to the intro
- Made the outtro less sucky
- Expanded the Mansion a little
- Fixed some small bugs that most of you probably didn't even noticed in the first place but ehh...
- Added a dynamic path to the Mansion
- I might have fixed the bug where no zombies spawn during the finale. Do note I say "might" because it happened randomly and I can't confirm the fix eliminated it

That's about it. Obviouly, you have to delete the old version before running this one.
And Server Admins who have this campaign hosted: don't forget to update your server (and if you know other admins who have the campaign hosted, tell them too as I want the old version to disappear from the net asap)

And the steam group is still the same:
http://steamcommunity.com/groups/hauntedforest

Thanks all!

CaRnaGe30
04-23-2011, 04:16 PM
Hey Boo I did find something. Not very major but...

When you start in the mansion (map 3?), there is a room near the beginning that has couch...I saw it fall thru the floor. I can get you a screenshot later of the room am talking about if you request it (studying for a final exam).

I liked that you extended the Mansion part and what you did with the tank in said extended area. Very nice. I played the older version awhile back and it is a easy for the most part on Normal except for the finale...

Stagger Lee
04-24-2011, 10:37 AM
Bump for great justice...

Come on folks, this already great campaign just got even better. Pass it to your friends and have a game of Realism VS in this.

Thank you Dr. Boo for all of the work you did with this. It plays great.

Thingy Person
04-25-2011, 03:13 AM
So has Chet updated the campaigns that were uploaded to the official servers?

By the way, if anyone feels like helping, you can edit the wiki page (http://left4dead.wikia.com/wiki/Haunted_Forest) of this campaign (and especially the chapters).

RangersFC
04-25-2011, 03:44 AM
thanks dude, downloading now and so are some friends. Going to try it shortly - will report back!

Dr.Boo.j2
04-25-2011, 05:10 AM
So has Chet updated the campaigns that were uploaded to the official servers?

By the way, if anyone feels like helping, you can edit the wiki page (http://left4dead.wikia.com/wiki/Haunted_Forest) of this campaign (and especially the chapters).
Sent him a mail yesterday, no reply yet. Lets hope that, now that Portal 2 is released, he'll have more time to give L4D2 some attention.

r2k.Fire
04-25-2011, 05:16 AM
Hi there.

Ill down it now to load it on one of the r2k dedi servers. I hope this one is good to play versus. I have installed 10 differend custom made campaigns now, not one is bugfree or playable as versus. Ill let you kno soon. Servers in the Netherlands, installed on server nr 3) r2k. 94.213.91.236:27013, for thoose who use the ingame Find Servers (http://z6.invisionfree.com/R2KCLAN/index.php?showtopic=376).

cu in game,

Dr.Boo.j2
04-25-2011, 11:33 AM
Hi there.

Ill down it now to load it on one of the r2k dedi servers. I hope this one is good to play versus. I have installed 10 differend custom made campaigns now, not one is bugfree or playable as versus. Ill let you kno soon. Servers in the Netherlands, installed on server nr 3) r2k. 94.213.91.236:27013, for thoose who use the ingame Find Servers (http://z6.invisionfree.com/R2KCLAN/index.php?showtopic=376).

cu in game,
Ah, that's good news. I live in Belgium and it'd be nice to connect to a server nearby for a good ping.

It's nice to see servers admins adding my campaign to their servers and I'm very grateful for it, but I wish I could keep all of them informed of new versions. Because nothing's more annoying as having hundreds of servers hosting a campaign, but all having outdated versions :(

r2k.Fire
04-25-2011, 11:42 AM
Hey there,

Yea Belgium near ( old dutch province ) :D ! Installed it on seccond server after i did a walk true. My first ideas, Kinda dark, The moon dissapointed me a lill due i thought it was a grown up map. Want to play it versus now. Installed it now on 2 r2k servers to see next 4 months how often this is played. After that ill let you kno about ins and outs. For now looks pretty good. Thx for mapping, for the community. :)

Dr.Boo.j2
04-26-2011, 02:25 AM
Well, I got reply from Chet.
I told him Haunted Forest had a new version and asked him if he could update it on the Valve servers (also asked him if he could update 2EE and Detour Ahead on the same occasion since these also got new versions since then)
He replied:

Alexis,
we changed how the servers get updated with new content and it broke some of the custom content – I will be fixing it this week and will let people know when it Is all good.
thanks

There now we know that Chet hasn't forgotten about us :)
It'll be taken care of.

By the way:

Sir, will you be fixing the audio in L4D1,2 Night Terror?

I'll ask Nipper since he's the one who made the VPK. I do remember he said he was focussing on school now and will resume mapping once that's done with. I also remember he said "I'll fix Night Terror eventually"
So I can't guarantee he will, but I'll contact him again. It's been a while since I spoke to him.

RangersFC
05-02-2011, 09:02 AM
played this last night - really enjoyed it. couple of times 3 of us got to the safe room on black and white, but we needed no restarts. loved the mansion, great atmosphere throughout the map.

RangersFC
05-03-2011, 10:47 AM
Dr Boo, was there a recent update to the map or anything? I uploaded it to my custom server a few days ago. 4 of us played it on campaign mode, all was fine.

Last night we tried versus, but 2 people couldn't join due to this error message:

http://i.imgur.com/hP9IZ.jpg

We all definitely have the correct version of the map, and the correct version is on the server (we all played it fine the night before. Do you know what the problem might be?

Thanks

Ack13
05-03-2011, 08:51 PM
I'm having an issue where me and my wife can play and complete the first map just fine but upon starting the second map she either gets booted to main screen or the entire game crashes, we tried having her host the game directly on the second map but the same thing happens. I am able to play just fine and don't have any issues loading any map, any clue to what the problem may be?

Dr.Boo.j2
05-04-2011, 01:15 AM
Are both of you sure all players having this issue have the file named hauntedforest_v3.vpk? Any different name means it's not the right version.

Ack13
05-04-2011, 05:54 AM
Are both of you sure all players having this issue have the file named hauntedforest_v3.vpk? Any different name means it's not the right version.

I'll verify when I get home from work. Before playing I installed the updated file on both systems but on the second computer, I installed from a portable so perhaps there was corruption or as you suggested, the update didn't copy over correctly.

Besides this issue we are both liking the vibe and are stoked to complete the rest. =) good job on your hard work.

Ack13
05-04-2011, 10:03 AM
I verified that the correct version was installed in the correct place and it is. I then attempted to host a game on the second map, it appears to load but the second it's fully loaded and the game starts, the entire L4D2 hard crashes back to steam with no error messages.

I will attempt to re-download and install the vpk later today and if that doesn't work I will verify the actual game files. Is it at all possible that this could be hardware related? I should also mention that on the maps loading screen there are 2 small lines of what looks like video corruption but it is only on this second map and on no other official maps, which is also very strange.

I will be happy to test out any possible fixes to get this map working as we had a blast on the first section and want to complete this campaign.

Aetheus93
05-04-2011, 11:53 AM
I tested the map - fun piece of work, it is. The "ghosts" were a bit corny, but I still loved the effects. Keep up the good work!

RangersFC
05-04-2011, 12:45 PM
Well, we did yeah. In my addons folder it's named hauntedforest_v3. Same on the server. Like I said, some of us had played it the night before on Co-op with no issues. The next night one of the lads who had played Co-op the night before couldn't join the server with the issue in the image above - and when he checked his addons folder, the hauntedforest_v3.vpk was renamed to something like HAUNTE~1. kinda that old style spelling format windows used to have when a filename was over 8 letters long. weird...

have got him to rename it and we'll try it again, but just letting you know. this happened to 2 ppl in our group in different countries so it's pretty bizarre.

they both deffo have the correct v3 version.

RangersFC
05-04-2011, 12:49 PM
I verified that the correct version was installed in the correct place and it is. I then attempted to host a game on the second map, it appears to load but the second it's fully loaded and the game starts, the entire L4D2 hard crashes back to steam with no error messages.

One of our group also had something kinda similar, but it was at the start of the 1st map.

"Didn't have any issues the first time it was tested, but last night it kicked me off steam and my friends list disappeared for a good 5 minutes so I couldn't jump straight back in :confused: "

BTW I also removed it from my server and re-installed it again, to rule that out.

I assume all you have to do to install it on custom server is add the .vpk to addons folder and restart server anyway.

fpsbrian
05-04-2011, 01:03 PM
I didn't really read any of the posts, but I never look in the custom map section here...

I just downloaded and played it, and here is what I though.

The ghost idea is cool, but it seemed like there was too much of the flashing type. I liked the one on the bridge!

I loved the players voice lines.

I was a little confused on some areas on where to go?

The replay ability is great! I did get stuck in a few areas and had to wait to teleport (in fire, thanks teammates)

I give it a 9/10

Dr.Boo.j2
05-04-2011, 11:19 PM
The problem of the crash is strange. I know that Left 4 Dead sometimes does strange stuff when connecting to certain servers like the "enforcing consistency on file whatever.vpk" but I never had it happen with my campaign so far.
And the crash is strange too because not everyone suffers from it.

On a side note: I had a tetanus vaccine yesterday and today I feel like sh-t and have fever. Damn side effects.

Thingy Person
05-05-2011, 12:33 AM
You know what really sucks? TETANUS.

Dr.Boo.j2
05-05-2011, 04:57 AM
You know what really sucks? TETANUS.
That's true. I'd rather have these side effects every 10 years than tetanus itself. I mean, it has a similar effect to nerve gas except slower... no thanks.

Ack13
05-05-2011, 05:35 AM
I verified that the correct version was installed in the correct place and it is. I then attempted to host a game on the second map, it appears to load but the second it's fully loaded and the game starts, the entire L4D2 hard crashes back to steam with no error messages.

I will attempt to re-download and install the vpk later today and if that doesn't work I will verify the actual game files. Is it at all possible that this could be hardware related? I should also mention that on the maps loading screen there are 2 small lines of what looks like video corruption but it is only on this second map and on no other official maps, which is also very strange.

I will be happy to test out any possible fixes to get this map working as we had a blast on the first section and want to complete this campaign.

OK, Figured out the issue which was caused by a corrupt install. I installed from a portable USB hard drive connected via a low powered, piggy backed USB connection (shame on me). I then directly downloaded the file to side step using a portable and sure enough when I loaded the second map there were no lines of video corruption on the map intro screen and the level loaded just fine. I will report back how the rest of the map is in the next day or 2.

Crap dude...my last flu-shot game me a flu that lasted 2 days with a decent fever and everything, not to mention that my arm felt like a Tank pounded on it for a good minute or two. :P