Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






Let's break down the suggestions you submitted:
1. Should be an easy fix. I'll be sure to check that out.
2. I saw it is possible to have bots ignore fall damage in Roku's RE3 campaign, I just never got to this. It's a valid suggestion, I'll be sure to implement this in the next update.
3. This one is very hard to decide and I wish we had polls for this on Steam. The 7th chapter is arguably the hardest one in the whole campaign. New players will be frustrated regardless. I wouldn't really want to tone down the challenge. You don't get chargers there every time. I think a hint about being more careful would do better.
If you got more suggestions feel free to submit them
1. Alessa's portrait in the hospital has a misaligned texture. You should be able to center it in Hammer.
2. You can stop bots from killing themselves on ladders by adding triggers nearby with the following output:
OnStartTouch > !activator > IgnoreFallDamageWithoutReset > 5
Disabling ledge hang (swap in DisableLedgeHang for the input) is also helpful for tall ladders. These two outputs are red in Hammer but they work in-game — even Valve uses them.
3. Would you consider adding invisible walls in the second half of Other Church to keep players from falling to their deaths? For such a long chapter, being instantly killed near the end always sucks. I understand if that strays too far from Leafo's vision, but in fairness those maps were designed before Chargers existed — therefore, I'd argue the map is more difficult than intended.
@Trof053 - Glad you enjoyed it, I did, too.
Now I wonder, how many people have actually played other versions of this campaign, and then expressed their discontent about the quality of the campaign in the comment section here.
To me, this map is a piece of rubbish. It has no feeling of L4D2, and I don't see any features of Silent Hill.
When I start Chapter 6, the doors try to close behind me, but they don't lock, the wall blocks away the staircase so I can't progress either, but I do believe it is because of just some compatibility issues, that being that I play completely alone (no bots whatsoever, little atmospheric horror thing to match the Silent Hill vibe), I don't really see that as a big issue however I run through the 5th chapter pretty quick, thanks for the support though
1 - Chapter 6 starts in the elevator, it shakes a bit and then the control panel blinks ON with a blue outline, allowing you to use it to open the elevator door.
2 - You can hear a sporadic clicking in the background, like something is trying to close but can't.
3 - You can open and go through the brown double doors on the left, just outside the elevator, and that they are not locked and do not lock again behind you once you're through.
4 - You can open the next set of brown double doors in the corridor beyond, after turning right, and again they don't lock or close behind you.
5 - When your entire team goes halfway down the first set of stairs a wall appears behind you, at the top, preventing you from going back.
Please let me know that all of these are true, and if you can take screenshots or even upload a small gameplay video to MediaFire or something I'd be happy to take a look at it. Thanks.
Thanks for your feedback, it's nice when people go into detail instead of just saying good or bad. The encounters you mention represent boss fights from Silent Hill, as you probably know. They're therefore not put in to troll the player, but rather because L4D2 obviously can't import the SH bosses and needs to use equivalents instead, which means either tanks or witches. Other Church can be even worse than you mention because of the fact that at least one wandering tank will likely spawn, in addition to the two scripted ones. Despite all that, Other Church is one of the highlights for me, a chapter which you have to spend all the previous chapters building up to (as I describe in my guide), and if you have therefore collected all the best gear and kept your team healthy it becomes far more enjoyable, but never not challenging.
In summary, this campaign IS worth playing, I recommend playing it. (Perhaps consider increasing your flashlights' fov when playing the darker maps)
If you are playing expert (realism, not realism, or any altered rule set that will increase difficulty), exercise EXTREME patience on the "other church" map, or you may end up frustrated.
Good mod :)