Thursday, January 1, 2026

Top 25 Campaigns of 2025

Hey all, it's been a while. I've been kicking around the idea of making a ranking list of the top 25 custom campaigns of 2025. Throughout last year I've maintained a list of new campaigns as they've come out and made it a point to play as many of them as I could. Before I start the list proper, let me just say that I'm ranking these in terms of my perception of quality, replayability, and overall fun and enjoyment that I had playing them. I'm only ranking campaigns that are newly released in this year, so maps like Blue Heaven Short Version and State - 28 Days Later don't count, since they've been released in previous iterations before 2025. I didn't outright exclude orange maps or demo maps. Also, suffice it to say that this is just my subjective opinion, so don't be upset if your campaign didn't make it onto this list. Last year saw the release of about 200 new campaigns so there was a lot of competition. Now without further ado, this is my list of my favorite campaigns of 2025, ranked in order.

No. 25: Mandrill Madness! 

Author: TSP172 

This campaign, as far as I can tell, is based on a 3D map created by Allen Hastings on an Amiga computer in 1988 to test compression algorithms, the video of which has since become a meme. There is also a previously released survival map called Mandrill Maze (2013), also based on the meme, but it's not clear to me if Mandrill Madness is based on that map in any way. Mandrill Madness is very similar to Bazinga Chaos, another campaign by this author, so if you've played that you know what you're in for. This is a really creative map and definitely not the typical type of campaign as it features unique mechanics and events. It's pretty lengthy, too. The reason why it's lowest on the list is because of the third map. You're under pursuit by attack vehicles almost the entire time and they absolutely shred your health. You're supposed to take them out with the grenade launcher but the second you peek out from behind cover you've already lost about a third of your health. This was also a problem in Bazinga Chaos. Also the scavenge event in one of the early maps is quite difficult for no real reason. If these two changes were made, it would score a lot higher on this list.

 

No. 24: NEW YORK CAMPAIGN

Author: Yuu Sorata

This campaign is a remake of the first two maps of the first campaign in World War Z. I've played that campaign and I can tell how much effort was put into this remake, as it looks spot on. However, despite the crazy effort put into remaking the maps, the gameplay is fairly lacking. This is consistent throughout the entire campaign. It's really not clear what to do in map 2, as the elevator that you jump down isn't highlighted and afterward, there's a lot of waiting. The last map recreates the event where you find cases of supplies and bring them to the train but it's basically like any other scavenge. I really didn't have fun with it the first time, and don't even bother trying to solo it as the bots are brain-dead. If you're going to play this, I suggest only playing it with friends who have played World War Z. Otherwise, I honestly think it's skippable, however a lot of people apparently disagree with me. I don't see what they see in this campaign, as it's short and the events don't feel fun to me, but that's how it goes.

 

No. 23: Tower Raid

Author: Dr. Campaign

This might seem like an odd choice to put in this list here, as this giant sprawling campaign has a number of obvious and easily corrected errors. It doesn't look great, the environments are nowhere near realistic, and it's repetitive. However, there is still something fun about going through rather large, somewhat abstract areas. The gameplay is pretty fun overall and there are humorous touches here and there. It's not trying to be this great campaign, it's more like a big playground to just have fun in. If you look at it from that perspective, maybe it might make sense as to why it's on my list. I've found that campaigns like this work great for mutations, while campaigns that are more focused and are a lot closer to vanilla L4D2 maps don't.

 

No. 22: Air Conditioner 01

This campaign is a port of a Source mod of the air exchange, a cut locale from the Half-Life 2 beta (it eventually became Nova Prospekt). I haven't played the original mod but these maps probably work better as a HL2 mod than as a L4D2 campaign. The maps are well-made but they're a bit too big and open. It looks there are places where scripted events or puzzles just don't happen. That said, it's not like the maps are bad, it's just that the gameplay leaves a lot to be desired. The maps look good despite it not being a L4D2 location. Sometimes it's a little aimless, and maybe it's a little too easy, but it's all right.


No. 21: 地心引力/The Gravitation

 
Authors: bliss

This is the largest campaign on the list here, as this fits a rather new category of campaigns, sharing the same space as Buried Deep and E.Y.E. Divine Cybermancy. Basically campaigns that will take you probably over 2 hours in a casual playthrough. If any campaign would benefit from cuts, it would be this one. The events can also be brutal, and given how long the maps are, if you all go down, you're going through a long map again just to get back to the hard part. However, for me it was an enjoyable up until the finale. The finale area, which is a very long holdout, is large and pretty easy to defend from. There's also a bug where you can fall through the elevator just leading up to the finale spot, which hopefully gets rectified. If you're a fan of the Buried Deep type of map, especially if you're an Expert Realism player looking for a challenge, this one is definitely worth your time. The intensity might be too much for the average player's patience but I think that aside from some horde events being a little long and intense, it's enjoyable.


No. 20: An Alternative Perspective (Alpha 3.1)

Before my short review, let me say that this is still in beta (alpha?) so a lot of the issues could get fixed in the future. I think this is a really creative, fun, and original map. My friends pretty much hated it. I've played the campaign four times and I consistently have fun with it aside from the last map, where the scavenge event requires too many gas cans and you're under fire from NPC turrets. There's also very few, or perhaps no health items in the area, which makes it all the more difficult. The second map also isn't quite balanced yet, since the hordes are non-stop and it's not clear how you're supposed to reach the saw. However, the concepts are really cool, it just needs to be more balanced for accessibility.

 

No. 19: ProDEUS Requiem

This is a high-quality campaign with great effort put into visuals, but I'm not sure about the gameplay. The best word to describe this campaign is uneven. Overall most of it looks good, but there's no real sense of unity. Disparate parts don't fit together. It's clear just by playing it that the different maps were made by different people. The styles don't really gel together, and neither do the environments. In one map, a TF2 map (Odyssey) is worked into the geometry and it just feels out of place. It doesn't feel like there's really any point to it all except to say hey, we got a bunch of people together to contribute to a map. That's cool and all but I don't see what the payoff is if the gameplay is lacking. Directionality can be spotty sometimes and I feel like more effort when in to making the maps appear good than for replayability. Maybe someone can tell me why I'm wrong, though.

 

No. 18: 太原市/TaiyuanCity

Author  bliss

This is a very lengthy two-map campaign that takes place in China. Someone can correct me if I'm wrong, but I think this may have originated as a No More Room in Hell map first. I really enjoy this campaign but the first map really is too long, it's probably twice the length of Crash Course's second map. I'm impressed that L4D2 doesn't crash with it, but the hordes and holdouts (yes, plural) feel relentless. The last map is a gauntlet and I really enjoy gauntlets, but the hordes are again too aggressive and the fact that you have to deal with a partial holdout at the end after the huge ordeal that came before is exhausting. It is a very pretty campaign though, and maybe others would find it more enjoyable with a mutation like crouch-sprinters. The pacing would definitely benefit by breaking up the first map into two, and relaxing the intensity of the hordes during the gauntlet. 

 

No. 17: The Last Heaven 

Author: Vux

This campaign is like a standard vanilla L4D1 campaign, and it maintains a good balance without being too hard, up until the finale. The finale is pretty lengthy and the hordes can feel somewhat constant, I don't really know why the author chose to go that route. The environments are pretty nice looking and the only real issue I had was that sometimes the layouts and the geometry didn't feel like they made sense, almost like you're in a fever dream. But other than that it's perfectly serviceable and good for a vanilla-feeling campaign on the somewhat longer side.

 

No. 16: Marine Gray Color Remake( Campaign 2.0 )

Author: Sunny Moly

This campaign is super uneven. The first couple of maps aren't anything to write home about and feel unfinished to me. Even if it is finished, it probably feels that way because of all the gray dev textures everywhere, but the geometry too looks more like a blockout rather than a final art pass. All of that changes in the third map, the aquarium, which just looks great. That map is really where the campaign turns around and becomes really fun. I just think it's just great to fight specials in an environment with fish swimming around and lots of cool blue hues. The finale is just all right, the location isn't bad but it feels pretty standard and straightforward.

 

No. 15: 广西灵山 V1.0 Lingshan-Guangxi V1.0

This is an odd one to review because it might feature the most original mechanics in any campaign I've played this year (aside from boss battle maps like Photoshop Flowey). Each map has something quirky about it, whether it's physically picking up objects and bringing them somewhere, disarming landmines, solving plug puzzles, piloting a drone, calling in airstrikes through a tablet, and more. I have extremely mixed feelings on this campaign, though. I really enjoyed all the new scripted stuff and it must've taken an insane amount of work and testing to get it right, which, aside from the very disobedient drone, almost always seemed to work. That being said, the maps are very long and it's hard to think of a campaign that came out this year that's more exhausting (aside from boss battle maps like Photoshop Flowey). Now, the other reason why I have mixed feelings on this is because I'm specifically ranking V1.0 as the fifteenth spot. I have played newer versions and it seems like it removes a lot of the original scripting that made the campaign interesting in the first place. The worst thing that could be done to this campaign is remove all the unique stuff that I mentioned before, because then the campaign just becomes an absolute slog. I'll be honest, it's not really all that fun to do the same run-and-gun thing in this campaign because it doesn't feel like it's meant for that. So I'm disappointed that some things are removed. Thankfully I saved a copy of the first release, so if the author does strip the campaign of its original scripting, which I feel is probably kowtowing to bad players' complaints, I can come back to it. It's definitely a campaign that's not for everyone, but if you want to play something different while still in a realistic and well-made environment, give this one a try.

 

No. 14: Moscow

Author: Zelet

This campaign is fairly straightforward and vanilla style. The locations are relatively standard and while the visuals might overall not be the most impressive ever, it does has some memorable areas and events, and the gameplay always seems to be at the forefront. It's fun to run through and doesn't really dip in any spots. I wouldn't say it will solidify itself as one of the greats (it would need a lot more overhauling in the visuals department for that), but I wouldn't say it's an uneven campaign by any means. 

 

No. 13: 穗织(beta) (SuiZhi (beta))

Author: bliss

This campaign is really fun. It's bright, it's extremely detailed, it has a lot of unique models, and it's very focused and seems to put gameplay and visuals on equal footing. Very fun to play. Only thing is that while it does everything pretty much great, it's a little forgettable because it doesn't have like that one event or location that sticks in your mind. Maybe that's a good thing though, as it's something you can come back to and it can feel fresh.


No. 12: DIZTRITO (Perú)

Author: StivenMaster

This campaign takes place in Peru and paints quite the South American scene. It's very similar to Moscow in that the visuals and gameplay are pretty squarely balanced, but I think DIZTRITO (a play on the word "distrito" which means "district") wins out by having more memorable set pieces and locales. It's fairly vanilla-style and fits in with other campaigns like Escape from Malabar or Escape from Valencia. It's fun and has some good work put in, albeit nowhere near what you're going to see in Lima Infection.

 

No. 11: Lockdown: Chapter Two DLC

Author: a1ex MVP

The Lockdown series perplexes me. On the one hand, there's obviously a ton of work and attention to detail in them all and they all kind of feel like great campaigns. On the other hand, the directionality and geometry feels like it needed two or three more drafts before being turned into the maps. That is to say, conceptually the way things go together just honestly doesn't fit well at all. There is detail galore in these maps and the mapper seems to be going nuts with models. But when you look at it at the end of the day, none of it really feels like it can match some of the standards in most people's map rotations, like I Hate Mountains or Back to School for instance. I'm ranking it pretty highly here because the maps consistently look good but when you run through the campaign, the locations are just so tenuously strung together, a lot like The Last Heaven. It's a decently long vanilla-style campaign, and if you enjoy the other Lockdown maps, I don't see why you wouldn't enjoy this one, too. It's more of the same, and this finale is better than those of the other ones.

 

No. 10: Left 4 Dead 2 X The Walking Dead

This is a decently short campaign that recreates areas from Episode 1 of the TellTale game The Walking Dead. I think the author really was able to get these locations to fit in the L4D2 style very well. The whole campaign overall was quite nice, and it was enjoyable to revisit some familiar places. Maybe one bit of criticism is that it simultaneously feels a little long (holdouts, finding the key in one of the later maps) while also feeling short. I guess it's because the maps themselves aren't that big but they're kind of padded. The finale too could maybe use some work, as holding out on a narrow bridge is quite difficult. The only other thing was that it would be nice to add a new NPC instead of replacing Francis, like how JAiZ did it in Cold Front. Other than that, it's a bright and pretty map that I enjoyed playing.

 

No. 9: Neo Tokyo Kshatriya

Normally I don't really enjoy playing campaign ports from other games, however this one is really fun. I felt that the environments just gelled really well with L4D2 and I thought that the directionality was intuitive and nothing really lost in the port. The areas look great and the style is memorable. It doesn't really score high marks on originality but it's fun to go through and look around at some things you don't see often in campaigns.

 

No. 8: Infected Town Fixed (Infected Town 3/3) 

Look at this underdog showing up some other campaigns like ProDEUS Requiem! At first glance you might think this is completely out of place, or that this is some mistake. But no, my friends and I legitimately had a great time with Infected Town. It scores big for originality in the environments, and not just because of the custom textures. It somehow strikes this crazy balance between realism and abstraction that you don't see in a lot of campaigns. For instance, some stores may seem too big or empty but when you step outside it all somehow fits together nicely. I enjoyed the events, and I think the pacing is very well-balanced. The visuals aren't going to win any awards but if the aim was to make it feel like a place in the Philippines, mission accomplished. Overall we had great fun with it and even though it can look a bit silly sometimes, I think it wins a special place as an underdog that really carries it away with the great gameplay.


No. 7: The Real Orange Miracle

I believe this map is a textured version of a previous campaign released as an orange map. With textures it looks really good. Directionality is intuitive and it looks like a lot of care and attention to detail was put into designing a map with great balance. It doesn't feel heavy-handed though, it all feels like things naturally fall into place. Lighting is great, texturing is well-done, the events are fun, and it always feels satisfying to bash everything down a hallway with a shovel. What more could you want?

 

No. 6: Don't Hurt the Gnomes! 

Author:  唧唧歪歪

I enjoyed how this campaign really does its own thing with the gnome premise. On this surface this could really easily be a clone of Questionable Ethics or Glubtastic but it feels like it's setting out to do its own thing. There's a lot of detail and the maps are quite large and require effort on your part, but (aside from one instance) they never feel unfair. This campaign wins big with originality, although sometimes it can drag on for a bit. Still, this is a good campaign to shake things up if you don't want to always do vanilla-style campaigns all day.

 

No. 5: Taft Priority

This is another underdog win, although it's probably pretty plain to see if you look at some screenshots. Despite its brevity (the campaign is only three maps long), there is detail poured into every corner, and it really captures that feeling of urban decay in the immediate aftermath following a zombie infection breakout. The map layouts have intuitive directionality and feel incredibly realistic. A campaign like Taft Priority is a great example of what I'm talking about when I criticize layouts like in The Last Heaven or Lockdown Ch. 2 DLC, everything feels like it coheres naturally, and that's not an easy thing to create. Really the only thing holding this back is the sheer length of the finale, I feel like most people would say it's way too long. But the environments are gorgeous in their decay so it's still an enjoyable place to stay in even if it could be shortened.

 

No. 4: Vox Aeterna

Okay, we're getting down to the obvious winners of this year, the extremely good campaigns. I think this is the same or a similar team as that which worked on ProDEUS Requiem, but it feels much more organically connected and integrated. I dislike the re-use of a (CS:GO?) layout in one of the maps, which felt the most contrived and out of place. Otherwise it really has incredibly good and original visuals and streamlines and focuses on the gameplay. I don't know about the finale, it seems like it's better than that in ProDEUS Requiem but it also feels a little long while also potentially featuring some cheap deaths with the road in the middle. It's a small price to pay though for the rest of the campaign is pretty tight and well-designed.

 

No. 3: Atrocity Valley

Gamemaps Link:  

Atrocity Valley is a bit more uneven than Vox Aeterna but it has higher highs and lower lows than the aforementioned campaign. In particular the campaign shines in the middle and at the finale. The maps feature unique and memorable environments, which is surprising because it seems like it might be pretty standard. The campaign is quite long too, which in some ways is a double-edged sword when you kind of want to get to the end. The finale area looks downright incredible and watching the car soar in the air towards the camera is superb. This is definitely one that warrants multiple playthroughs.

 

No. 2: Lima Infection

If I'm not mistaken, this campaign had been in development over many years. I remember playing an early alpha of this a long time ago and thought that the only other content they were going to make for it was just skins. Needless to say, this campaign just floors all the previous maps on this list except for Vox Aeterna and Atrocity Valley with its visual setpieces. The lighting is great and the models are great. The gameplay is incredibly focused, well, up until one point: the mall. Once you get into the mall in map 3, I feel like it starts to become less focused as it suddenly opens up lets you wander around more aimlessly. The airport in map 4 is cool and gets back to ramping up the difficulty. But then you get to map 5 and there's a lot more meandering outside on the runway. The level of detail is still present, but I feel like the focus is a little hit or miss in maps 3 and 5. Contrast this with a campaign like Dead Air, which I'd say is focused all around. Still, comparisons with a vanilla L4D1 map are high praise for this campaign, and this is definitely worthy of keeping company with other fantastic South American maps like Cambalache and Cambalache 2.

 

Honorable Mention: Deadly New Year

People might be up in arms that I haven't yet mentioned Deadly New Year. To be honest, I didn't really have fun with it. The first map, while small, shows a decent enough design but the fact that it's just a scavenge is pretty horrible. The second map is probably the best and it's a lot of wandering. Plus you can just die unpredictably if you happen to fall through the thin ice. I didn't think that the last bit of the second map was that enjoyable, as you don't really do anything. The last map has some okay ideas but at the end of the day it's just fighting hordes, tanks, or witches. I liked the little cutscenes with the gnomes, so I thought that had quite a bit of work put into them, but otherwise the maps were just standard fare, even a little boring or bogged down in tedium in the case of the first map. Maybe the authors can make something I enjoy more next time, but aside from this playthrough, I don't see a need to revisit this one. 

(Another one you might think I forgot about was Whispers Beyond the Wind - Beta, because it got quite the reaction upon release. I didn't forget about this one, my friends and I just didn't have a fun time playing it and I didn't think it was that good, despite the visuals being admittedly pretty nice in places.)

 

No. 1: Early Days

This campaign is top tier. It fits right alongside some of my favorites, like Energy Crisis, Blackout Basement, SaltHell Park, and Prototype Mk. 3. It's vanilla-esque but it still does its own thing. It isn't pouring with extreme levels of unique models like Lima Infection but it is extremely detailed with regular models. It has a unique feel and atmosphere. And most importantly, it has equally high levels of visual presentation and gameplay focus. The maps are substantial but never go on for too long. The events are challenging but never feel insurmountable. There's such great balance here, I'm very impressed with the work that's done here. Contrast this with another campaign that came out this year: Death Corridors 2. That campaign is the most ugly copy-paste bullshit packed with non-stop special infected with zero regard for balance, fun, visual interest, realism, or respect for your time. Early Days does everything the opposite of that. It is extremely polished, it works great conceptually, it's realized beautifully, and is definitely worthy of being considered the best campaign to come out of 2025.

 

Most Anticipated for 2026: Amid the Ruins

 
Screenshots of the first and second maps of the Amid the Ruins alpha.

Now that I've put down my thoughts for my favorite campaigns of 2025, I thought I would share one last thing. I'm aware of several campaigns currently being worked on for L4D2, one of which was released in its alpha state for feedback back in August, then removed after a couple of weeks. This was Amid the Ruins, a campaign that, already from its alpha state, looked visually similar to some of Valve's maps, namely Swamp Fever. There were a couple maps to look at in the alpha, one being in the swamp and the other leading from farmland to a city. While there was clearly a lot of work to go, it definitely looked promising. I was glad to see a campaign that used the Swamp Fever assets and style and didn't suck. I don't really have anything tangible to go off of with any of the other campaigns whose development I'm aware of, so I can't really talk about them. However, I'm excited to see what more content will break out in 2026!

Thanks for reading!

Thursday, March 5, 2020

SaltHell Park



Title: SaltHell Park
Link: https://www.gamemaps.com/details/3418

https://steamcommunity.com/workshop/filedetails/?id=121225704
Author: Hypnocyst
Survivors: L4D2

Notes: N/A


SaltHell Park is a very substantial five-map campaign that, by the author's own note, takes place in the Victorian Saltwell Park in Gateshead, UK. The campaign is absolutely fantastic, with an uncommonly high level of detail, even among the best campaigns, and at all times feels like a real place, affords great gameplay, maintains the L4D2 feel, and is even well-optimized. SaltHell Park really feels like a passion project for the author, as an extremely high level of care is very apparent from the opening cutscene to the end. Even the way music transitions and easter eggs are hidden through the campaign speak to the author genuinely wanting to put out something of a high level of quality.


On my most recent playthrough of this campaign, I was happy to learn that there are also alternate paths, at least in the first map, of which I wasn't aware. The first map looks nice, if a bit desolate. One of the jarring things about the first map is a bit of a change in the color overtones, which can give a little bit of a disconnected feel as the color correction changes from location to location, but overall this isn't a big deal. The first map mostly deals with suburban homes and includes a sewer, until it eventually opens into a large parking space overtaken by the military. The dispersal of weapons, items, and ammo is just right here, forcing players to rely equally on primary and secondary weapons, but providing just enough items here and there to keep things fun. I'm not totally sure how I feel about the alarm house (it feels a little weak), but having that be the weakest part of the campaign isn't really a mark off, and it only means it can get better.


The second map leads into the park proper, and there seems to be equal parts with grassy areas and large industrial structures, including huge crates and a crane, and an exciting gauntlet event when opening up a couple of large gates. I'm not sure what any of the machinery is for, but oddly enough, the level design is so compelling that it doesn't really call attention to itself while you're playing. There's a great match between the level of detail in the park and streamlined gameplay. Again, resource distribution feels constantly fair and might even be a bit more lax than it could be, but in either case it doesn't get any complaints from me. The gauntlet event at the end is quite intense and is something I look forward to when starting the map.


The third map has a lot of variety as it takes players through various courtyards and a boat ride. Unfortunately this is where I see most players have commented on crashing. It seems due to a memory page pool problem, and since the problem is so consistent with where it takes place, it seems that, even if it was never a problem for me, maybe this could've been resolved for a few other people. In any case, the level of detail is consistently great here are there's a mix between some suburban and forested areas in a convincing combination here. The boat ride is nice, although probably not necessarily needed for gameplay purposes. It's probably true to real life, so in any case it has that going for it. A downed plane makes an appearance, as does some gauntlet running, and it's sort of on the gauntlet here that I scratch my head as to why this is here. It's fun, no doubt, but if I had to take out one gauntlet event to make the others have more impact, it would probably be this one. Although it's easy to criticize when not mapping. The third map is overall pretty fun but the boat ride is probably the most memorable part, while the other sections are simply not as memorable.


The third map is where things get truly great. The level of detail is amazing, and even more amazing is how compelling the level design is. Players are lead through a sprawling green park, with highly detailed trees, bridges, and a hedge maze filled with witches. Following the path along, the survivors duck into some underground tunnels, where they finally climb out to another side of the park by some ambulances. This takes them to some kind of factory, where there's a holdout event where an explosion causes a huge horde to arrive as you wait for the fire to die down.


In the past, this holdout has caused me some trouble, but either time or the author's revision has made this a lot more manageable. As it stands, this event now seems perfectly balanced, and it's very fun to play. Unfortunately, it seems that the horde always stays behind you, as progressing forward kind of doesn't have a lot of infected in your path. The ending is a bit weird, as it has the Jimmy Gibbs car knock over a lamp-post into an alarm car. This lamppost has actually killed me before (unintentionally on my part, I might add), so I'm now always aware to stay out of its line of fire. The horde caused by this alarm is unexpectedly large, so it might be a nuisance that comes out of nowhere for some players. However, by this point you should have all the weapons you need to deal with them.


The fifth map is the finale, and it starts in a greenhouse before the finale holdout itself, which takes place in and around a crematorium. There's some voice acting that actually isn't terrible, and I think for some reason or another, the way to signal the chopper is by burning some corpses, making ash rise into the air. Talk about a morbid-themed rescue signal. In any case, it's original if nothing else. This finale area is tough but doable. It used to have double-tank spawns, but the author fortunately listened to feedback suggesting he scale it back and make it only spawn one tank per wave. This is in fact exceedingly rare, an instance of a map maker listening to feedback and revising his campaign for the better because of it. The tanks end up punting players off the roof with ease, which is why the double-tank spawn is too much.


Once the rescue chopper has arrived, a bridge falls, opening the way forward. There's still a gauntlet part to reach the rescue helicopter, and in my opinion it's the perfect length to make it challenging but still fair. The rest of the map still has the same high level of detail, even if some of the military emplacements look a little derivative from the very end of Cold Stream.

 

Difficulty: SaltHell Park is almost perfectly balanced, with a steady but fair rise in difficulty from the beginning to the end. The finale is the most difficult part, as it should be, but with a bit of coordination and with nobody separating themselves, it should be more than possible to complete on the level difficulty most players are comfortable with.


Final Verdict: SaltHell Park is extremely good. It feels realistic, facilitates incredibly fun gameplay, and has a super high level of polish throughout the entire five-map span. Plus, it's is very much replayable with its nine hidden gnomes offering up easter eggs to those who can find and shoot them. Just about the only things that set this back slightly are one unmemorable gauntlet part in the third map, a little bit of an overly drab and dreary atmosphere, and the geometry of the building in map 4, which when scrutinized looks a little basic. That's it. I've intentionally held off on going into detail because the campaign's quality speaks for itself. Highly recommended.

Rating: 4.7/5.

Dead Vacation L4D2



Title: Dead Vacation L4D2
Linkhttps://www.gamemaps.com/details/22050

https://steamcommunity.com/sharedfiles/filedetails/?id=522692588
Author: Attributed to Markus Niklasson (Manneklint?)
Survivors: L4D1

Notes: The finale has an unindicated insta-kill zone.


Dead Vacation is a substantial five-map campaign based on the game Dead Island. This L4D2 version is a port of a version originally for L4D1. As far as I can tell, the original author is Manneklint. I'm not sure if the attribution to Markus Niklasson is a reference to the person who ported the map or if that's Manneklint's real name. In any case, this L4D2 version seems to get pulled for some reason, and doesn't appear to be officially supported by the author. As such, the inclusion of L4D2 items or infected may have not been the author's intention. You can also tell that other people have had a go at the campaign, since the chapter titles are not the same as the original's.


Dead Vacation has some great locales and lots of good development, even if the L4D2 port isn't by the original author. It has a surprising amount of variety and well-developed environments, and the maps are very heavy with props thrown everywhere. It definitely gives a feeling of abandoned locations since there's a lot of detail. Buildings are composed realistically and there's a noticeable amount of polish on everything. At times, the lighting is striking in effect. Directionality is also generally fairly clear, while both offering a lot of areas for the player to explore and also naturally leading the group forward.


The first map begins with, in my opinion, a somewhat odd choice. The survivors are in a helicopter with a turret in it, and the turret just doesn't feel like it was meant to be in a chopper. It's not immediately clear why the survivors leave, although there's a bit of voice work where I assume this is explained. Honestly the voice work isn't very good in this campaign, so at least it's kept short here. At the start here, the survivors go through some small town buildings and a supermarket, and I found this part to be probably the least compelling. The buildings and alleys are all given a decent amount of polish, but they're fairly nondescript and aren't memorable. I mean, there's nothing necessarily wrong with them, it's just that when people think of this campaign, they don't think of the first map. Combat in the stores is fairly standard, not being too easy or too boring. Luckily it eventually takes the survivors into the sewer where things start to look a lot more unique to this campaign. After activating a couple of levers, the saferoom is open.


The second map takes place almost exclusively in the sewers, and in an extremely unexpected twist, the sewer level doesn't suck. In fact, it actually has a lot of variety to how it looks and plays. The map starts with a brief cutscene (I'm not sure why), but after that opens up into quite a few different sections. One of them forces the survivors to blow up a barricade to progress, triggering a horde, and it's likely that the team will encounter a witch and/or a tank down here. The lighting is especially note-worthy, throwing shadows in very interesting ways throughout the map.


At the end of the second map, the survivors climb out of the sewers and arrive in the Ramsey, the hotel from Dead Island. This is where the campaign really gets to its most iconic, at least before the finale. The third and fourth maps are very substantial, perhaps even being longer than the first two, which were already pretty lengthy. There is a metric ton of detail around the hotel. The map will take players through various corridors, broken elevators, a huge but dimly lit kitchen, industrial back rooms, and the iconic swimming pool, spa, and sauna for which the campaign is probably most well-known.


I'm summarizing these locations briefly, but they're all quite large compared to most campaigns. You're likely to take a beating in at least one of these places, since they are each very extensive. The third map ends after running up some stairs and following hallways and office rooms on a floor above the swimming pool. The difficulty had been slowly ramping up so far, and it's going to get noticeably tougher in the fourth map.


The fourth map begins with the survivors needing to reboot four computer servers to open the way forward. This action calls a large horde that hits hard, and could give players a tough time as they look for the servers in the computer room. Thankfully they're lit with a cold blue aura so they shouldn't be too hard to find, and they're not too far from each other. Proceeding onward, the survivors go through a large parking garage, which can easily spell doom if a tank spawns down there as well, as any car that hits a player will cause them to go down immediately. Without exaggerating, one bot (Francis) actually died three times in this map alone (on Normal difficulty), which should say something about how unforgiving this map can be.


After the parking garage, the path twists and turns around some familiar hotel hallways until it eventually leads players into the flooded basement. By this point, you're probably going to be short on ammo and supplies, so thankfully they're around, however, you need to go around to find a staircase in order to traverse an odd setup of shelves and boxes. This makeshift ladder feels a little contrived but it gets the job done. There's a rescue closet and ammo nearby, anyway. However, on previous playthroughs this had been a real source of aggravation, since smokers and jockeys tend to dominate here, separating survivors across a very inconvenient amount of distance and water. 

 

Upon rising out of the basement, you'll find yourself needing to defend a hotel lobby while waiting for an elevator to arrive. The special infected will attack at a much higher rate than usual, so this part can be aggravatingly difficult. This is kind of where throwables will prove their usefulness, especially bile jars (and then using a molotov on the piled-up horde), as you have to keep the survivors from getting pinned. Honestly this feels like the difficulty ramped up just for the sake of it, but it can be done. There's not much past the elevator except for a saferoom that sort of reminds me of the last Dead Center saferoom.

 

Now we get to the issue with the fifth map, the finale. This map isn't inspired by Dead Island, but instead feels much more inspired by Die Hard. The holdout takes place on a rooftop with a helicopter landing, somewhat like No Mercy's finale except a lot larger. There are places to fortify, such as placing a turret and barricading three walls (which is basically the same as not barricading anything at all). Gut instinct says it makes the most sense to hold out in the interior bunker section by the medkits and ammo pile (where you can fortify some walls), and this is probably true. However, you can really easily get fucked over here by the outro, which will straight up kill you for staying down there. 


I found this out the hard way, by having a total party wipe by staying down there for both waves. In reality it seems you have to know this going forward, since a helicopter will crash into a building, causing it to fall on top of the building you're on, which in turn will kill players if they occupy any place in about half the rooftop. So we decided to stay outside for the entire finale just to avoid this. This turns out to be very tough, since it's very obvious that the special infected spawn at a much higher rate than normal. This is most easily managed by staying inside, of course, but again that's not really an option if it's only going to lead to instant death. Outside, smokers and jockeys can separate survivors very easily, so it might take a strong group dynamic to react accordingly and not have everybody die. 


After the two waves of tanks and after the building collapses on top of the roof, the rescue chopper arrives and there's a really awkward final bit that's required to actually get rescued. The helicopter drops down a ladder, which you can only reach by running through a bit of fire and jumping to. I thought this was a bit over the top, and can be an unnecessary cause for a last-second death for no real reason. This sort of thing might seem epic to an author, but it just comes off as needlessly stressful, especially after a narrow escape from death with the higher special infected spawn rate of the finale and the building collapse. It's not impossible to do, but if you do an incorrect crouch-jump, you can just fall to your death.

 

Difficulty: Dead Vacation L4D2 is a challenging campaign, sometimes because of the infected, once because of a gimmick with the map itself. It gives a steady stream of supplies, and may even provide tier 2's and laser sights somewhat early on, but it steadily ramps up its difficulty through the course of the five maps. The finale is the culmination, with a ton of special infected that can seem bordering to overwhelming. It's not impossible, but various aspects that can lead to swift death mean regular players should first play this campaign on Normal to know what they're in for before attempting higher difficulties. Inexperienced or new players shouldn't be ashamed to try this on Easy.


Final Verdict: Dead Vacation L4D2 is by and large a very good, substantial campaign that, for the most part, captures a great sense of the environments and gameplay feel of L4D2. However, in my opinion, it feels significantly tainted by a couple of bad choices in the finale, and in fact the finale is probably the sole reason as to why I don't play the campaign very often. With its cheap trick of a building unpredictably falling on the building, it feels like it gets a total party wipe without trying. The rest of the campaign is very strong though, and it definitely has a strong level of polish throughout. It's just a shame that the finale has to bring it down for me. I feel that a bit of revision to the ending could make this a lot stronger. However, it still has lots of memorable locations and gameplay, and it's long enough to provide a lot of good fun. Recommended.

Rating: 4.2/5.