Link: Part 1: https://www.gamemaps.com/details/21372, Part 2: https://www.gamemaps.com/details/21390
Author: Streum On Studio, MLUI
Survivors: L4D1
Notes: This is a port of levels directly from the Source game E.Y.E: Divine Cybermancy.
The biggest drawback of all these maps is that almost all of the twelve maps are huge and absolutely serve no real gameplay purpose in Left 4 Dead 2. There is a lot of wide open space that only makes the gameplay ridiculously easy while at the same time incredibly confusing as to where to go. This is mitigated ever so slightly by orange arrows placed here and there, but it seems that that is a band-aid placed over a seething flesh wound in terms of design flaws.
It should immediately strike you as bad form that the saferooms are completely disconnected from one another, which is apparent right from the beginning of the second map. Also, if I were to outline every thing you were supposed to do in this campaign, I would never be able to finish, so allow me to roughly summarize the essential points of the maps. The second map is sort of cyber-punky and a bit confusing from the start because you're naturally led up a staircase, but it doesn't lead the way you're supposed to go. The actual way forward is at the bottom of the staircase through a door that's easy to miss.
The rest of the map takes place in some kind of sort of futuristic set of ruins with staircases and scaffolding all around. While there are some misleading paths, it's not particularly difficult to figure out where to go. This map was a fair bit shorter than the first, clocking in around 20 minutes.
The third map has a very promising start, opening up outside in what appears to be some ancient ruins. This was probably my favorite map, aside from the last, mostly because the aesthetic reminds of something from the original Unreal engine. The visual appeal really carried this for me. While the level design isn't necessarily bad (after all, it's pretty much a straight shot from the beginning to the end), it is incredibly long. Even without having to choose between multiple paths, simply walking in a continuous direction in this map may take you upwards of half an hour.
The fourth map is in my opinion one of the ugliest, as it has lots of sharp, primitive geometry and tons of dark areas that contrast sharply with jarringly bright lights. It's a fairly linear map that feels maze-like with the nondescript walls, and the fact that buttons aren't lit well may cause some confusion.
The sixth map is about as confusing as the fifth, albeit for different reasons. It's actually fairly linear, not requiring backtracking, it's just that there are lots of different pathways to various areas that make it very unclear as to where to go. In particular there's one outdoor section that definitely looks like the way to go, but the actual path forward is in the complete opposite direction. The look of the first half of this map is very cyber-punky, but once you trek down some waste tunnels and reach the bottom area, it soon becomes a mess of gigantic spaces in a kind of waste area that additionally wastes the players' time by being ridiculously difficult in figuring out where to go (a driller needs to be activated to clear the path, and then more random wandering needs to be done).
The outdoor section leads to a huge hole where you can jump into fluorescent green sewage water in a sewer section. Enjoy this while you can because it gets much worse later. Upon leaving the sewer area, there's a narrow walkway that reminds me of the first gameplay section in Final Fantasy XIII, the part on the highway with only one way forward. Once you reach the other side, there is a switch that's hard to see that opens a door back on the other side. Upon crossing the bridge again, you're treated to perhaps the worst part in the whole campaign.
The sewer that follows this is still part of the same map, and it requires slogging through a very narrow tunnel through sewage that slows you down. Not only is it easy to get charged here, or encounter an unavoidable witch, but it's also possible to get completely stuck in the geometry. As soon as you enter, you have to be very careful to stay directly in the center, otherwise it's possible to be unable to get back into the middle. If two players are in the map and they're both stuck, one person can go idle and switch to a bot. That kind of getting stuck is pretty inexcusable. Thankfully it doesn't continue too much longer before ending.
The ninth map is thankfully pretty short, and looks interesting with bright green fog everywhere. There's a somewhat cool looking forest with barren trees giving off a Halloween-esque vibe, which leads to a tunnel with four tanks. If you have a molotov, it should be no problem, otherwise good luck. The map doesn't continue much longer after that.
The tenth map is the last of the gigantic maps, and unfortunately it may very well be the worst in the entire campaign. Since nothing was changed in the maps, it's possible to wander throughout about half of the map that literally leads to a dead end, just looping back on itself. A word of advice, if you see floating light tracks that are actually rails for a train to ride on, you're going the absolute wrong way. It doesn't help that the map starts you away from the resources, but on the plus side, once you find the resources in the starting building, you're on the right track.
There's some awkward fighting up scaffolding and slopes in confusing paths, but eventually you'll be led to this weird sludgy sewer pit with a dead tank in it. A valve close by releases the sludge and you can proceed through, leading to possibly one of the best saferooms in any campaign.
The saferoom has a couch over some puke. Also the wall along the saferoom door is climbable for some reason, and in fact many walls in this campaign can be climbed like ladders even without any obvious indication. The saferoom also gives off a vibe like that of the second half of the Yama campaign (kind of like the grimy parts of Silent Hill).
The eleventh map is the standard finale. It takes place in a beautiful Chinese or Japanese environment with what I suppose are cherry blossoms all around. The finale area itself is decent enough to hold out in, but it's not very climactic. It also doesn't give very good indication of where to go after the two waves are finished. One temple, to the right of the starting position, can be opened up once the finale waves are over. This leads to what I can only call the bonus map.
I suppose it's possible that there are multiple endings in E.Y.E: Divine Cybermancy, so there could be a "Heaven" and "Hell" ending. This last map would obviously be the Hell map, where you fight a literal Balrog with wings. It's actually absurdly easy, especially since you have all the resources you need if you back up. The Balrog has 20,000 HP but the only thing somewhat hard about this is the infected that tend to attack from the sides. Once he's killed, a tank spawns, but it'll probably ignite itself because of all the fire around. Then once the tank is taken care of, you can go down the short path and pass through the Stargate or whatever is at the end. I heard that there are multiple endings here, but I can't really imagine what there would be. As it stands, passing through the portal here just triggers a very short cutscene where the camera pans back a little and fades to black. Did you really expect anything else?
Final Verdict: For all the length of this port, and it probably took some work to convert the Divine Cybermancy maps into a playable campaign that's beatable from start to finish, it really does feel like all of this went to waste for everyone except the most diehard fans of the mod. Even though it will probably take first-time players of this campaign close to four hours to complete, it really isn't too much of a fun time, aside from talking with friends. Especially with the huge file size, this is really not worth keeping around. The maps may be nice to look at, but they don't play well at all in Left 4 Dead 2. And especially since it's very possible to get stuck in the wall of map 8, this is just a weak port of levels that don't work for this game. It feels like a combination of the port of Half-Life 2's chapter Water Hazard (in being wide open and easy but very long) and the map Space Jockeys (which is often confusing in where to go). Not recommended.
Rating: 1.85/5.
No comments:
Post a Comment