Left 4 Dead 2

Left 4 Dead 2

564 ratings
Buried Deep
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Game Content: Campaigns
Game Modes: Co-op, Versus
File Size
Posted
Updated
385.448 MB
Nov 1 @ 3:18pm
Nov 21 @ 11:58am
8 Change Notes ( view )

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Buried Deep

Description
An underground military complex where the survivors were resting was overrun, the only way out is opening a path through the infected.

Features:
1. 5 Long Maps
2. Heavy atmosphere for the most part
3. Also heavy action for certain events
4. Custom music (See bottom paragraph)
5. References to movies, series or other games
6. Le classic easter eggs
7. Aside from custom decals and sounds, everything else was made with vanilla assets.

Story:
This campaign is set in an alternate timeline where the APC that rescues the survivors in Blood Harvest takes them to a vast underground Military Research Complex located somewhere beneath the wild mountains of West Virginia. In there, the survivors had 3 days of peace before the infected managed to break through the entire complex. Escaping from the initial invasion wave, the survivors managed to reach some maintenance rooms where they could hide until the outbreak calmed down, where the campaign starts.




This campaign is inspired by alot of things that influenced my level design skills for the past 12 years, this includes other campaigns such as Dark Wood and The Bloody Moors, so expect some heavy atmosphere maps but also some bursts of action in specific events. For a first run i recommend going in Easy or Normal difficulties first since i balanced the campaign for Normal. Advanced and Expert is untested by me, but it is totally doable with certain strategies and coordinated teamwork.

Most of the custom music used comes from Hellgate London, except for the mega events of the third and fourth map, and the outro music, those respectively are:
Elevator Event: (Bloodshot OST) Steve Jablonsky - The Tunnel
Gates Event: (The Maze Runner Scorch Trials OST) Joe Paesano - Lights
Outro: Nine Inch Nails - Only (Triptych remix by MoozE)

If you want to toss a coin to your witcher, i have a ko-fi: https://ko-fi.com/zanieon
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165 Comments
Zanieon  [author] 7 hours ago 
@RF A suggested me to use HasPlayerControlledZombies() instead so regardless mutation or game mode, it will consider versus as long as it has player-controlled SI.

@Ranger.Jus Are you sure? There are exactly 16 Gas Cans in the finale area, 4 right nearby the door where you start, 3 in the Cabin, 3 in the Garage, 2 in Silos, 2 in Water Tower and 2 in the Bonfire. Unless a boomer exploded and threw them outside the playable area, there's no problem i can recall with the gas cans.
Ranger.Jus 8 hours ago 
There was a bug in the rescue of the last level. 16 gas cans could not be collected normally to get out of the truck.Overall, this map is interesting. 9/10 :lunar2019smilingpig:
R󠀡F Nov 23 @ 7:59am 
FYI, instead of using "GetGameMode", use "GetGameModeBase" which makes the function work on the mutations using that base mode aswell.
This campaign took us 2 hours. 8/10
Carina Nov 22 @ 7:24pm 
@Zanieon Thank you! (May be just because i did not try that much so i got same problem every time)
Zanieon  [author] Nov 22 @ 7:06pm 
@Carina, usually if the left wall closes, and the second right wall does too after the M60 pickup place, then the fence at the very end should open as well, if it didn't then yes it might be a bug, though restarting chapter should give different paths again, so it is not really that much gamebreaking, i'll look into this for next weekend update.
Carina Nov 22 @ 6:10pm 
In the Chapter 4, the place in the maze-like area where there will be randomly path open (area with a big 5 on the wall, and you can pick a M60 or grenade launcher there), i always got left one open and then it force me go to the right path, and then all paths are blocked. Is this some wrong with my game or a potential bug?
Besides this, truly an EXCELLENT work! Thank you!
R󠀡F Nov 22 @ 1:54pm 
Turns it out it was the mod i installed last night... Literally every mod causes this game to freak out..
Zanieon  [author] Nov 22 @ 10:49am 
And i currently forgot to leave the Pillar Men music as wav and converted into mp3 together with the other non-looping stuff, and that music plays in the music channel of the game which is probably what is crashing you.
Zanieon  [author] Nov 22 @ 10:28am 
@RF Crashes are really random, or specific to the Pillar Men Room now? With the help of /dev/null i discovered that mp3 files playing in the audio channel of the game instantly crashes Linux users.