Left 4 Dead 2

Left 4 Dead 2

239 ratings
Dark Amusement Campaign
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Game Content: Campaigns
Game Modes: Co-op, Versus
File Size
Posted
Updated
189.100 MB
Jan 8, 2016 @ 4:54pm
Jan 9 @ 3:31pm
65 Change Notes ( view )

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Dark Amusement Campaign

Description
The survivors have escaped the Long Dead Road, and are headed to the military evacuation zone at Whispering Oaks Amusement park.

Description
Five map campaign that runs in Coop, Realism, and Versus.

This is my version of Whispering Oaks as a permanent amusement park. This campaign makes heavy use of randomized paths. If you do not enjoy pathfinding every time you play, this campaign may not be for you. The randomized paths are based on the difficulty you are playing on, the number of wipes you have had during the campaign, and may also be influenced by director anger.
Map names
  • atc3m1_highway
  • atc3m2_entrance
  • atc3m3_funhouse
  • atc3m4_glassmaze
  • atc3m5_screamingoak

Maze Warnings
  • Map 1 is just a walk until you reach the parking lot evacuation processing center. The path through the parking lot is heavily randomized. There are two ways to enter the parking lot. It is possible for one of them to be a dead end. It is possible for the dead end to be of different lengths. It is possible for the path to have other dead ends, that you may not realize are such. So you may need to backtrack to find the path forward in some cases.
  • Map 2 is a maze made out of multiple clearly defined sections: A hedge maze, a gift shop, maintenance tunnels, a concrete maze, and a fenced off area. The path available may have you going through various sections in different orders and in different directions. Some sections may be optional depending on the randomization. There may be shortcuts past some locations. The concrete maze is color coded to help players find their way. But it may still be confusing.
  • Map 3, the Funhouse, is randomized with five different paths. The paths do not depend on how many wipes you have had, and they are all approximately the same length. Events in the Funhouse may be randomized by difficulty and how many wipes you have had. If you do not enjoy the spinning horizontal barrels, or the oscillating horizontal barrel, there are paths to walk around them.
  • Map 4 is a maze through a house of glass. There is always a path to the exit which does not require breaking any glass. Don’t be shocked if the area I designed as a maze is confusing. I did try to color code the various areas, and provide landmarks in various ways. (Trust me it was much more confusing when all the walls were the same color for the entire level). There is a lot of randomization on this level, and it does consider how many times you have wiped, and will generally shorten if the survivors have been wiped out repeatedly. I did a lot of work on the remarkables to match the randomization, giving accurate suggestions.
  • Map 5 only has one path to the finale. But there are witches, tanks, and panic events which are randomized based on the number of wipes and director anger.
  • Map 5 is the finale, and it has randomized stages based on the difficulty you are playing on, and the number of wipes. The finale gets less complicated each time you wipe. The finale starts and ends with a gauntlet run. However the randomized stages may require pushing buttons, searching bodies, fighting tanks, or holding out against waves of infected. There are overlays in the upper right corner of the screen to help you understand what is expected of you, in addition to glowing objects, etc.

Randomization in Versus mode should result in both teams getting the same path. Scripts are set up to run differently for Versus mode than for campaign or realism mode.

Features
  • Custom Particle Effects. Mostly balloons.
  • Custom Witch and Special Infected Model/skins. Mostly Clowns. There is no point in using model replacement mods for tanks, witches and specials on this campaign, because the maps are not using the default models. On map 2 if you hit the test of strength with a melee weapon you may get to meet Mustachio and/or Almondo.
  • Custom models. Wall mounted toilets, shipping containers, etc.
  • Randomized Tank, Witch, and Special Infected models. You may see Tanks, Witches, and Infected with different appearances on the same map, because the models are being randomized.
  • Decaying Difficulty. The map tracks how many times you have wiped during the entire campaign. Each time you wipe, the number of witches and hazards will decrease on some of the maps, and the random paths that can be selected will generally decrease in length. You may not notice the difference from one wipe, but the map will trend towards being easier the more times you wipe.
  • Day Cycle witches. Map 1 and Map 2 are day maps with wandering witches. Map 3 and Map 4 are during sundown, so witches may be sitting or wandering. The sitting and wandering witches are randomized, so you may see one or the other, or both at the same time. Map 5 is a night map with sitting witches.
  • Physics experiments. The Funhouse map has a number of different implementations of how to build physical effects. There are technical limitations of L4D2 (like the need to pick up prone survivors, and the ability for infected to navigate over spinning surfaces) that need to be accounted for.
  • Mirrors. They aren't great because of the limits of the game engine. But they do exist. There are also some illusions of mirrors. Mirrors are of course made out of glass and break if you hit them.
  • Every time you break 10 glass panels (including mirrors and windows) in the glass maze, you trigger an alarm that summons a horde.
  • Each map has a custom soundscape, so there are localized noises relative to objects and locations in each level.
  • Each map has custom remarkables. Meaning I made talker scripts, and specifically chose each voice line that is used for each remarkable on the map. There is also a custom intro with custom dialog tree options.
  • Each map is close to the entity limit. I can’t add more to them and still have them function in versus mode.
  • Mutations that work on any campaign should work on this campaign.
  • A gnome can be acquired on Map 2 the same way you get the gnome in Dark Carnival. The gnome can be deposited on Map 5 during the finale run to the helicopter. Hint: there is a way on Map 5 to avoid carrying the gnome for most of the level.

Technical
You must have all required files in order to play. I’m using a lot of custom files. Custom models, textures, tanks, witches, and special infected are in separate folders for a variety of technical reasons. You only need one copy of a file even if it is referenced by multiple campaigns.

This campaign and custom scripts it uses take advantage of hooks added in The Last Stand Update, specifically GetDifficulty() and GetMissionWipes(). This allows randomization based on the difficulty that is being played, as well as how many times the survivors have been wiped out during a given run of the campaign. The campaign will get easier if the survivors are wiped out repeatedly.

The Game Engine is Old and has Limits
I strongly advise you to play this campaign with no mods active. Especially if you are local hosting and you are the host. If the host crashes everyone crashes. If you want to experiment with mods, to see if specific mod(s) won’t crash, don’t be the host (unless you are playing single player).

There are multiple limits the game engine has in terms of entities, polygons, memory, etc. My custom campaigns are often using up the majority of those resources just to run.

If you run a number of mods, or a single poorly optimized mod, you may push the game engine past its hard-coded limits, and it will crash. This is not my map crashing because of something I did. This is the game engine crashing because of the mods you chose to activate.

Don’t complain to me about crashes caused by you not heeding my advice.
45 Comments
刚买游戏的萌新 May 5 @ 12:18am 
需要订阅全部内容包括特感mod不然特感会变成error
May 2 @ 6:48pm 
50min 5/5
rektz Apr 27 @ 2:46am 
This map needs an epilepsy warning. The fun house gave me an aneurysm or something
☩COBRA☩ Apr 26 @ 3:05pm 
There are models in this map , so if your game crashed just stop some of your adds
☩COBRA☩ Apr 26 @ 3:00pm 
It's a good map but about 85% of the map is big maze , no crashes at all
BREaK Apr 14 @ 6:52am 
if you want to be sick , this stupid game can make you feel like a piece of shit
panic disorder Apr 12 @ 1:08am 
Played with a friend, very promising start, but very hard to navigate maps, unsure where to go, mazes upon mazes without any clear direction, i understand the idea behind a "fun house" but instead of crazy/fun house it was stressful, too many witches, also strobes that could be problematic for epileptic players, Fun idea, not well executed. I WISH WE GOT TO RIDE THE ROLLER COASTER IN THE FINALE! that would have made up for all the crazy, confusing mazes. I applaud your creativity, however!
Ripoblus Mar 29 @ 4:27pm 
Very creative and unique map design!
Creator Mar 28 @ 9:34am 
It does not appear on my Campaign Addon menu
KILLER X Mar 20 @ 3:30am 
this map crash like five times. even i low down settings cannot work.