Dead Air now available in L4D2

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Boss Llama
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Re: Dead Air now available in L4D2

Post by Boss Llama » Sat Jul 23, 2011 5:44 pm

The finale is still in beta mode, and has the interesting quirk that points on the final level are still given out by geographic progress, rather than filling the plane. The result is that teams have something like 786/800 points before throwing the switch, and get the last 14 points when the climb on the plane :-P Obviously that'll get changed, but it's amusing for now. Overall, I do quite like the campaign. It was challenging without being obnoxious, allowed for different play styles, and didn't lose any of the charms that made it the best of the original L4D maps. When they get it polished up, it'll probably be up there with Dark Carnival for me as one of my favorite maps to play.
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Re: Dead Air now available in L4D2

Post by Rockinxr » Sat Jul 23, 2011 6:08 pm

sad cause i dont have l4d2 on steam
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Re: Dead Air now available in L4D2

Post by l3eeron » Sat Jul 23, 2011 6:44 pm

I'm lovin' it. :D

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Re: Dead Air now available in L4D2

Post by John Doe » Sat Jul 23, 2011 7:20 pm

I was rather disappointed by it for some reason. Ill have to run it again and see what I think.

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Re: Dead Air now available in L4D2

Post by metacide » Mon Jul 25, 2011 9:43 am

I like the map in general, the ledges on the roof are *just* high enough that you can't be charged straight off of them, though if you get a good angle you can clip over it.

The finale definitely needs some work, apart from the scoring issue there is a pathing issue. The infected arent able to get to you if you stand on top of the roof of the ... moving truck? (The truck behind the gas pumping truck.)
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Re: Dead Air now available in L4D2

Post by Boss Llama » Mon Jul 25, 2011 9:45 am

That one's a catering truck, I believe, but yeah - what he said.

Oddly, both the times I've played it in versus, a tank has spawned immediately at the start of the first level, while some teammates are practically still in the initial spawn room. They really need to add code to prevent this - it's just plain annoying (not just on this map, on all maps!)
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