Left 4 Dead 2

Left 4 Dead 2

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-Vex- Mar 22, 2023 @ 11:36pm
Will more maps be added in the future?
Last Stand came out of no where, so are they doing it again sometime? It was fun
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Showing 1-12 of 12 comments
RedReimu Mar 23, 2023 @ 2:41am 
No, they won’t sadly.
JAiZ Mar 23, 2023 @ 3:47am 
No updates are currently planned nor guaranteed, but if a new large-scale update gets greenlit, it would most likely include a campaign.
AJ Mar 23, 2023 @ 3:58am 
no more UPDATES GONE, REDUCED TO ATOMS.
Evil Mar 23, 2023 @ 7:08am 
Yes, but it's going to take a group of 20 people like 6 months to make one map.
JAiZ Mar 23, 2023 @ 7:36am 
Originally posted by Evil:
Yes, but it's going to take a group of 20 people like 6 months to make one map.
That would be pretty standard. Mapping in Source takes a really long time, and the effort exponentially increases for every additional gamemode that you want to include, not to mention the bugfixing that is guaranteed to come up.

Working on my own custom campaign for the past year, I've spent about a month's worth of time just fixing engine errors and bugs, and that's with an average of 8 hours a day dedicated to the project.
CAT_ATACK Mar 23, 2023 @ 7:44am 
To quote the halo MCC devs when asked a similar question:

"No Plans."

(Though everyone would love at least one or two more major updates to address the remaining QoL issues, as well as hopefully see the release of a particular official campaign involving a Dam.)
Evil Mar 23, 2023 @ 8:43am 
Originally posted by JAiZ:
That would be pretty standard. Mapping in Source takes a really long time, and the effort exponentially increases for every additional gamemode that you want to include, not to mention the bugfixing that is guaranteed to come up.

Working on my own custom campaign for the past year, I've spent about a month's worth of time just fixing engine errors and bugs, and that's with an average of 8 hours a day dedicated to the project.

Standard for who? It's never taken me remotely close to that length of time to finish something. Shoot, if I combined the build time of the 4 standard campaigns I released since tls I doubt it'd equal 6 months. And these consist of 24 maps.

Or all the stuff for Right 2 Live. All that content took me like 9 months to come up with, which includes me learning stuff I didn't know, making like 40 maps, making a new hub, and fleshing out like 30 game modes.

In the end all that stuff is irrelevant but honestly I just don't see how it would take a group of people that long to make one map while one person can produce 10x as much content in the same amount of time. I guess that's just how it goes sometimes.
Bsabbath325 Mar 23, 2023 @ 11:03am 
doubt, hammertool takes forever to build maps, sequel or remaster more likely with a new source 2 map editor

I would be down for new left 4 dead 2 dlc also though
Last edited by Bsabbath325; Mar 23, 2023 @ 11:04am
JAiZ Mar 23, 2023 @ 12:31pm 
Originally posted by Evil:
Originally posted by JAiZ:
That would be pretty standard. Mapping in Source takes a really long time, and the effort exponentially increases for every additional gamemode that you want to include, not to mention the bugfixing that is guaranteed to come up.

Working on my own custom campaign for the past year, I've spent about a month's worth of time just fixing engine errors and bugs, and that's with an average of 8 hours a day dedicated to the project.

Standard for who? It's never taken me remotely close to that length of time to finish something. Shoot, if I combined the build time of the 4 standard campaigns I released since tls I doubt it'd equal 6 months. And these consist of 24 maps.

Or all the stuff for Right 2 Live. All that content took me like 9 months to come up with, which includes me learning stuff I didn't know, making like 40 maps, making a new hub, and fleshing out like 30 game modes.

In the end all that stuff is irrelevant but honestly I just don't see how it would take a group of people that long to make one map while one person can produce 10x as much content in the same amount of time. I guess that's just how it goes sometimes.
The difference is the quality.

A full-fledged campaign that's up to Valve's standard is going to take a lot of time, the workshop on the other hand has a vastly lower standard for quality. Making a map doesn't take long, making a good map does.
I'm not playing through your campaigns since I don't have the time, but the previews don't really make them look anything like the official maps, so I'll just ask instead:
Are they properly optimized?
Are they balanced for Expert difficulty?
Are they balanced for Versus?
Are they balanced for Survival and Scavenge?
Do they properly support mutations?
Did you get experienced players to thoroughly test each of those gamemodes?
Are there any softlocks or stuckspots?
Is the navmesh designed properly or just autogenerated?
How thoroughly was each map playtested?
Those are some of the things you don't have to worry about for a workshop upload, but will significantly increase the quality of the end result and are therefore absolute necessities for anything that should be an official map.
Just look at how many custom campaigns have absolutely terrible balancing for Expert and Versus, I can't even list a single workshop survival map that isn't either unplayable or just downright badly designed.

Meanwhile look at something like Dark Carnival Remix, which I believe was in development for 7 years. It would be nowhere near as good if it was rushed out within a few months.
Hell, even the 20-ish survival maps that were added with TLS took 10 months of almost full-time work to properly test and fix, and we still had to scrap some of them due to time constraints - that was with over 10 active testers spending up to 8 hours every day with quality assurance.

You can neglect most of the aforementioned effort for a workshop map - it won't be particularily good, but it will be playable - but an official map will need more than just the bare minimum.
Look at Valve themself, they made 24 maps within a year, and they're a massive company with multiple level designers working full-time. You're essentially implying that you are better than Valve and that your maps are just as good as theirs.
Last edited by JAiZ; Mar 24, 2023 @ 1:30am
Tsuey Mar 23, 2023 @ 5:06pm 
Originally posted by Evil:
Originally posted by JAiZ:
That would be pretty standard. Mapping in Source takes a really long time, and the effort exponentially increases for every additional gamemode that you want to include, not to mention the bugfixing that is guaranteed to come up.

Working on my own custom campaign for the past year, I've spent about a month's worth of time just fixing engine errors and bugs, and that's with an average of 8 hours a day dedicated to the project.

Standard for who? It's never taken me remotely close to that length of time to finish something. Shoot, if I combined the build time of the 4 standard campaigns I released since tls I doubt it'd equal 6 months. And these consist of 24 maps.

Or all the stuff for Right 2 Live. All that content took me like 9 months to come up with, which includes me learning stuff I didn't know, making like 40 maps, making a new hub, and fleshing out like 30 game modes.

In the end all that stuff is irrelevant but honestly I just don't see how it would take a group of people that long to make one map while one person can produce 10x as much content in the same amount of time. I guess that's just how it goes sometimes.

Target audience is the bigger factor, especially when we're talking about fun unique themes like your work. Regarding this entire thread, it's also a matter of timing.

There's no guarantee of any future updates, nor is it a given that myself, Rayman1103, JAiZ, or anyone involved with TLS would even be involved. Valve likes to experiment. We all just do what we can, in a very open-ended time range -- way more time than should be necessary to create anything -- waiting until the timing is right.

Valve's focus has been CS2 for years... this summer, we'll see from there.

Originally posted by CAT_ATACK:
To quote the halo MCC devs when asked a similar question:

"No Plans."

That is Valve's plan, but we're talking about Valve here... having "no plan" doubles as "the plan"... things are open-ended.
Golden Freakmann Mar 23, 2023 @ 11:32pm 
I doubt it unfortunately. The reason why last stand update was even a thing is that:

1.) it was the only l4d1 map that was never ported to l4d2. Technically it's a survival-only map but when it got ported to 2, it finally got its own campaign chapters.

2.) last stand update was mostly done by the people from community. As far as my understanding goes, only thing that valve did was to have it being updated to the game officially.

Even if there will be another major update, chances are, it's going to be another one made by community people. Game is pretty old by now and valve is mostly focusing on new things as the day goes on so it's pretty unlikely that game will receive major updates by valve themselves.
JAiZ Mar 24, 2023 @ 1:36am 
Originally posted by Golden Freakmann:
I doubt it unfortunately. The reason why last stand update was even a thing is that:

1.) it was the only l4d1 map that was never ported to l4d2. Technically it's a survival-only map but when it got ported to 2, it finally got its own campaign chapters.

2.) last stand update was mostly done by the people from community. As far as my understanding goes, only thing that valve did was to have it being updated to the game officially.

Even if there will be another major update, chances are, it's going to be another one made by community people. Game is pretty old by now and valve is mostly focusing on new things as the day goes on so it's pretty unlikely that game will receive major updates by valve themselves.
There's also the fact that the original update pitch was fairly small; It was going to exclusively port over the missing survival maps, and nothing more.
Since Valve was busy with HL:A the original release date was pushed back, which gave us more time to refine existing content as well as include more things in the plans, and since there were a few such delays, we were able to continually expand the scope of the update from just the survival maps, to also including bugfixes, to also including melees, to also including gamemode-specific improvements, to also including the campaign, and so on.
It quickly went from less than 4 people doing a few tidbits on their own to a large team with various different expertises actively collaborating together on lots of different aspects.
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Date Posted: Mar 22, 2023 @ 11:36pm
Posts: 12