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I’m eager to go back to this map, because it was actually a ton of fun discovering everything - think of the Roku RE maps or the Silent Hill 3 map from my previous article except one, closed environment. What made this the nail in the coffin was that the map doesn’t feature safe rooms so you basically have to memorize the puzzle, execute perfectly and help you get a little further before dying again. I didn’t actually beat this map yet because I got stuck grabbing the ledge in what’s probably the one part of the map that you can’t return to. It’s a hard start but once you figure out the puzzles which are mostly keys and objects, you’ll get to shmoving.
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You start off with just pistols, one shotgun and like nothing else for awhile. Yep, it’s the Croft manor from Tomb Raider and it’s just as chunky as you remember it in the PS1 games (which isn’t a bad thing.) The theme of this article, apparently, is acceptance, as this map is another one that can frustrate you at first. From a theoretical plane of existence, I dig these maps. The thread that all these maps share, however, is that they take existing mechanics and just kind of push them to their limits. shenmejb 1 & 2 are both super fun if you can appreciate the I Want To Be The Guy style trickery. There are some more maps like this, Haha comes to mind which is more playable but less convention breaking. Or the designer is true to his word and ‘Maybe the authors only want to retaliate against society’.
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The Hehe series sucks, but like - they’re suppose to suck (I think.) Every single map in this campaign and the foreseeable rest of the series can be thought of as unbalanced and frustrating in a manner that’s suppose to make you look at the game differently.
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If you’re looking for unfair, however… Hehe8 – Courtesy of My partner and I beat this with two AI and we definitely died a few times in each map - that being said, we were playing with pretty bad lag and I wouldn’t say that any parts are unfair. Think Dark Souls in Siberia with very, very long stretches of map without safe rooms. Later maps are more escaping the ruins and they have a mix of military technology and arcane architecture leading to the last map where you must escape via a path demolished by a friendly tank that guides you. Stair cases lead to crumbled drop offs, sometimes you’ll be running on a ledge to get pasted zombies or risk falling down to an earlier section of the maps. By the second or third chapter, you’re weaving in and out of corridors through this very elaborate and complex structure.
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Getting to it, Absolute Zero starts you off in an Russian arctic military base but I that’s just a ploy to get you to go deep underground to visit the heart of some ancient ruins. That being said, I think this map isn’t the best I’ve ever played gameplay wise, but it is the one that I think about most often when trying to articulate my desires as a player.
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So this entry might be controversial to some in the L4D2 modding scene because either the lead designer or one of the contributors stole assets from other mods to put into this. Still, it’s the modding community that truly keeps me satiated. It seems like every time I play through a new campaign, I pick up some new optimization like ‘parrying’ the Hunter just before it strikes or straight up killing the AI if they’re almost dead before entering a Safe Room. Sixty hours of gameplay later and my opinion of the Left 4 Dead series has gone from pretty good to holy moly this is my favorite casual multiplayer game! Seriously, this game is a perfect example of easy to learn, difficult to master.