Wednesday, September 23, 2026

Poolcore

 

Title: Poolcore
Links: https://steamcommunity.com/sharedfiles/filedetails/?id=3806552123, https://steamcommunity.com/workshop/filedetails/?id=3806553078

Author: 咸鱼打碟, Rememorize
Survivors: L4D1
Notes: This is a campaign based on the game Pools by Tensori.


Poolcore is a custom campaign 
that was released on September 22, 2026 and made by two friends in China inspired by the game Pools, which is a walking simulator through liminal pool rooms. The description of this campaign says that it took over 1000 hours to make and I believe it, as there is a lot of polish to these maps. I suspect this is going to become very popular this year as the Backrooms theme is still popular amongst gamers of the younger generation. I have never played Pools but just by looking at their Store page I can immediately see the similarities, as this looks like it could even be a one-to-one adaptation of that game.

In playing a Backrooms (or Poolrooms) style map, the campaign is going to have you go through massive, nondescript, empty, repetitive and often monochromatic rooms. And as such, your experience and ultimately your enjoyment is going to be based on how well these types of rooms inspire your fascination and facilitate good gameplay. Since this is based on going through many, many rooms flooded with water, I suggest that you go get yourself a script that disables water slowdown. I play with one by default so I don't know if the water here slows you down, but if it does, it invites the experience to be quite the slog, just based on how much water there is and how much it slows down the pace.

The campaign is five maps long and I was surprised to see that the campaign does kind of progress as it goes along. The early maps are the simplest, with lots of medium and large sized open rooms. Unfortunately the gameplay loop for these first two maps can kind of be summed up in the above picture. You'll round a corner and see about 20-30 common infected milling about in a group, you kill them, and then deal with any special infected that come at you down a hallway straight ahead. Almost every room in the first two maps feels this way. You're either going down halls with little to no infected, or it's the same, bunched up group of commons minding their own business and then attack you as soon as you blast them with a shotgun or assault rifle.

This monotony is occasionally broken up by a tank, which typically happens once per map. I found these tank fights to be pretty simple if there's a lot of space. Even if it's in water and you can't light it on fire, there's usually a way to just back up and give yourself and anyone else with you enough room to fight it. There can also be witches, although these ones are wandering witches, which are much easier to fight than sitting ones. 

The first map concludes with a gauntlet that easily showed the way with many orange arrows on the walls, thankfully making it difficult to lose your way. The way it ends was bit of a surprise: you jump off a diving board into a pit. I didn't have game instructor messages on, so I have no idea if this is told to the player in a message. The campaign's description tells the player that game instructor messages are mandatory and I highly recommend you to keep them enabled, for reasons like this and more that come later.


The second map was where I found myself asking if this was going to be more of the same as the first map, and unfortunately, it is. While there are nice views of different rooms at times, it mostly still boils down to the same, repetitive combat loop. Also, I got to wondering why there was a bright white sheen to so many of the walls? It gets a little distracting when you see bright white lines, almost like scanlines, on the walls from a distance.


For the most part this second map really is a lot of rectangular hallways and pool rooms, with some different set dressing here and there like water slides. However, to its credit it does change up the texturing somewhat near the end of this map and begins to get into a bit of a more abstract layout that isn't all just flat rooms pool rooms. This is a glimpse of what's to come later. There's also a weeping angel in this map...this is another omen of what's to come later.


The third map is really where the campaign feels like it's coming into its own. The room in the above image is the exact time where it started to feel to me like more of an artistic map. I suppose the sculpted heads makes it feel a bit like a museum. I have no idea if this is represented in the actual Pools game or if this is totally original. However, I really started to like this campaign a lot more once verticality was included. 

There is a really neat effect where it looks like you're going to walk right into a wall but before it happens, you instead see a doorway into a new room that actually has an open ceiling, revealing a bright blue sky. The skyboxes in this map are just great. I haven't seen them in other games, to my recollection, and they fit very nicely with the white tile pool aesthetic. The open air rooms make it feel a bit different, while in reality maybe they actually are very similar to other pillar rooms.

There's another sort of similar fake-out doorway a bit later on, then you pass through some massive chambers and hear a church bell ring as you go past some statues. Towards the end of the map, you pass into a dark void and see a brightly lit door in front of you. When you open it, well, I won't spoil the surprise, but I will say that it was very surprising to me, it looked awesome, and was probably my favorite part of the map. I recommend you play it and see it for yourself. The map ends not too long after that. It was a very enjoyable way to end the map.

I had more mixed feelings about the fourth map. There are more props here and there but we're going back into the poolrooms, and oftentimes the rooms are pretty dark, since the texturing uses dark blue and green tiles. Some rooms hold views out to the sky, while some are more like the first and second maps, so we're kind of back into that slog. Not that zombie killing is boring, but when the rooms are all fairly rectangular and flat, with rooms and hallways only having one way in and one way out, plus you really don't want to jump into pools if you don't have to as there's no advantage to it, well it gets bit samey. Hold Mouse 1 down with a melee weapon and occasionally switch to your primary to kill specials, that's it. The same thing happens in gauntlets to maps like Defense Line.

Thankfully this map breaks this up by having a cool pool tube segment. The effect is neat and even without Game Instructor messages, I found it very clear about what you're supposed to. Hold forward as you go through because this isn't Portal or Portal 2, you could get stuck if you stop moving. 


Now, later in this map is where I started to have some grievances. I suppose it probably tells you in the Game Instructor messages, but once the texturing changes from pools to, erm, I guess something from like The Stanley Parable, you'll end up getting chased by the weeping angel that appeared in an earlier map. It was hard for me to tell exactly what it was doing, since it seemed to just pop up on top of a bot. The issue is that when playing with bots, they'll be crowded around each other and all take damage, then they'll try to get each other up and then keep taking damage. I read one comment saying that the angel should deal more damage and Hell no, that would be even worse. Basically it would mean that doing this in single-player would essentially mean the bots are forced to die. 

Another grievance I had was that later on in this map, you'll find an extremely long and repetitive staircase that just takes forever to go down. I wasn't sure if I could just drop to the bottom and survive, but I didn't risk it and ended up just going down floor by floor, which felt pointlessly redundant. Well, at least that sequence opened up to riding a waterslide down into a large arena room, that should instantly make you think "holdout area." And yes, thankfully by this point the weeping bitch angel has stopped chasing you.


So the fourth map ends with, in my opinion, the first somewhat challenging section of the campaign, a holdout in this room. You have to light a fire to burn down a barricade in this large, open area with a circular pedestal in the center. Hordes are called of course, and special infected spawn pretty quickly. Plus they usually get the drop on you because they tend to fall from above. There are ample supplies here so it's not difficult if you use them, only if you are really stingy like I was. But my question is, how do you light the barricade on fire if you don't have a molotov? I get that the area itself provides you with at least two, I believe, but what happens if you waste them? There is a huge mass of mannequins in the way and I don't believe you can shoot the gas cans through them. 

The fifth map, which is the finale map, begins in a somewhat odd way. It looks to me like you can choose one of two paths to go, although I chose the path on the left (with the yellow tile) rather than the path on the right. There is a very nicely designed room along here which is like an M.C. Escher painting. Unfortunately this space doesn't seem to be able to be traversed by the survivors. It was still nice to look at, nonetheless.


The finale area is a very large room with sculpted heads and some bizarre, abstract geometry. The area is somewhat deceptive as it looks like you should hold out right by the ammo, and I suppose that is probably the best area, in theory. The only issue is the special infected spawn rate is quite high and they can approach you quickly from there. Notably, spitters are especially deadly here. I tried a different area up some stairs to give myself and the bots a little bit of extra time to try and take out the specials, but really that's not good either because a jockey can make someone fall off and a charger can split up the group in a bad way and cause a lot of damage. I just sort of ended up staying on the ground floor and near the ammo as it seemed the most practical.


As I expected, the first wave ends with a single tank and the second wave ends with two tanks. I'm glad to see more campaigns doing this now, as one tank at the end of each wave is too easy. It seems like this is going to be the new standard. It's much better balanced and feels like a good progression through the finale as well. 

However, here's where I had my biggest issue with this campaign: the problem of where the fuck do you go once you kill the tanks. I heard something happen and the bots got whisked away on their own accord to some other place in the map. I didn't have a clue as to what opened, so I actually decided to climb the weird abstract scaffolding to see if the exit was there. It wasn't, so I had to go back down. The weeping bitch came back and seemed to block off an entrance, which I think may have done damage. The bots were totally useless in their own right and Bill ended up clinging to some ledge and Francis ended up dying. By the way, this all happened in some other room that they decided to teleport to.


It was very annoying and extremely frustrating to be so close to the end and not know where the fuck to go. The issue is that you would think that the rescue vehicle would maybe be up across the scaffolding, or maybe something would bust through a wall to pick you up, or maybe one of the head sculptures would act as an elevator and lift you out of the area. But then I remembered that one of the tanks came from a particular direction and I decided to check it out, and that turned out to be the right the way to go (as seen in the above picture).


Sadly there's not a lot of respite and you'll likely need to make use of at least one bile jar to continue onward. The infected still spawn fast and furious, and if you're playing with bots, you'll likely be low on healing supplies. This ending quasi-gauntlet bit took me a bit by surprise. Think of it a little like the endings of Questionable Ethics or Complex Course, though not nearly as bad. At one point I even thought I might be going the wrong way entirely, and that I was instead going the other direction that I would have taken if I had chose the other path at the start of the map. A single orange arrow would have helped this whole thing. 


Once you do make it out, you'll reach a heavenly area where the infected stop spawning. You'll cross over the threshold and reach the end. What exactly is at the end? You'll just have to play it to find out!

Poolcore is really quite a mixed bag. On the one hand, there are a lot of cool elements like the abstract geometry and beautiful artistic areas. For the most part the events are balanced, and while there could be more events to break up the constant forward motion, what's already here is entertaining enough. Being able to look out over different rooms and get some nice views is a plus. On the other hand, a lot of the campaign is comprised of mostly the same-looking tiled pool rooms. The constant forward motion means it's primarily linear. This is broken up at one point by a short maze in the second map, but since the walls were all tiled the same, I didn't find this fun. In almost all other cases, you'll usually round a corner and see basically the same group of common infected milling about to themselves, really not posing much threat to you at all. Special infected usually have only one way to get at you: directly ahead. In terms of the linearity, I suppose there could technically be some exploration, but if there is, it's very minimal. I don't know if the authors removed the L4D2 water slowdown for this campaign (because I use a script that does that automatically), but if they didn't, a mod to remove that is a must, as trudging slowly through waist-high water for half an hour or more isn't a fun time to me.


Final verdict: When coming to a final verdict in my reviews, the main factor is how replayable I feel a campaign is. With that in mind, when rating Poolcore on replayability, I don't think I would necessarily rate it as highly as most people would expect. The Backrooms/Poolrooms aesthetic has never personally appealed to me, and in my opinion the poolrooms in the campaign Anemoia has always seemed like enough of that in L4D2. I never really felt we needed more of it. These maps all function properly and only appear to have some problems with bots with respect to the weeping angel that deals damage. Now, I can see myself coming back to this campaign eventually, but not often. It's minimalist and when the campaign isn't showcasing impressive artistic parts, the rooms more often than not just end up being monotonous. Too often, so is the gameplay. That's really where I come down on things. I can levy the same criticism at the poolrooms maps in Anemoia, but those are only two maps out of six. Here it's a full-fledged five-map campaign. It's not just the aesthetic either, as a campaign like Simplicity has a much more bare-bones visual style, yet the layouts and geometry keep things fresh and interesting. Admittedly, Poolcore is not just going through pool rooms, but there's so much of it that it gets tiring quickly. I respect the work that the authors have put into this, because it's quite well-done and polished, and people really like it. However, I feel like this is going to be another Paradise of Doom, where lots of praise is showered even though deep down the campaign is pretty flawed. In being honest with how much I would enjoy replaying it, I'd have to say I'm coming down accurately by saying that this campaign is better than average but doesn't quite reach the status of a very good campaign. Having a great mixture of different environments, events, side areas, optional tasks, and rooms of different sizes and shapes (plus the inclusion of props in a realistic way) will almost always be more valuable to me in my enjoyment of custom campaigns, and that's something that's severely lacking here. To anyone who loves this aesthetic and thinks my criticism is unjustified, I would say just compare this to something like Suicide Blitz 2, SaltHell Park, or Early Days. Those campaigns are masterpieces because their environments are so incredibly detailed and constantly changing while also facilitating amazing gameplay experiences. Large box rooms where infected really don't pose a threat doesn't do much for me, and the repetitive, monochromatic aesthetic isn't going to sway me. That being said, I do recommend people play it at least once, as it has some fun moments, and I think it's going to be popular this year. I just don't think it's going to have that much staying power in my own personal list of campaigns that I enjoy.

Rating: 3.8/5.  

Monday, September 14, 2026

Announcement (9-14-26)

Good morning folks, today I am making an announcement that you may or may not find important. In one week (September 21, 2026), I will be removing all campaigns that I have uploaded to my Mediafire account. This is because I have seen too many people take it upon themselves to publish said campaigns to the Steam Workshop and even Gamemaps. The original intent of uploading them to Mediafire was to keep dead campaigns alive in some capacity, expressly without publishing them. Essentially it was to make them available strictly for private use. Now I am seeing them get uploaded by people who don't understand authorship or credits, and with butchered names on top of it. I understand that people may feel that access to these campaigns on the Workshop may make things more "convenient," but I feel that none of us have the right to publish them. 

  

I am providing people with one week to grab whatever they want from my Mediafire account. To get the links to anything I've uploaded there, you can go to https://onemanleft4dead.blogspot.com/p/custom-campaigns.html and search (Ctrl-F) for "Mediafire". Most of these entries have been up for at least six years, with the oldest ones being up for ten. s10055072 has also provided these as links in the descriptions of many of his recordings. Many, if not most, of these already have alternative links on the Workshop already, hence why they are being removed. I think with them having been uploaded to Mediafire for that length of time has given people the ability to enjoy them for about half a decade. However, with the now-meager downloads and with newcomers uploading them under their own name, I feel that the cons of keeping them available there outweigh the pros. So grab anything you need if you don't have them already, and I hope you enjoy playing on these salvaged campaigns.

See you next time.

Olde

Saturday, July 11, 2026

Paradise of Doom

Title: Paradise of Doom
Link: https://www.gamemaps.com/details/36117

https://steamcommunity.com/workshop/filedetails/?id=3761609779
Author: Honest
Survivors: L4D2

Notes: From the same author as Whispers of Winter, Beginning Hours, Frozen, Never Ending War, Kicked Out, Last Hours, and Revenge: The Final Chapter.

Paradise of Doom is a five-map campaign from seasoned author of custom campaigns, Honest. This campaign was an incredibly ambitious project that was apparently four years in the making. It was promoted by the author in pre-release screenshots, livestreams, and a trailer months before its release. It was also heavily playtested by many playtesters and features loads of custom models and materials. The campaign was released to the Steam Workshop and Gamemaps on July 10, 2026.

If downloading from the Steam Workshop, be sure to subscribe to all three parts of the campaign. The campaign begins with a very short intro before throwing you into the first zone, very similarly to the start of Whispers of Winter. Just like the starting area of that campaign, you will notice that everything is extremely blue. This campaign features areas with a lot of vibrancy but also areas of high color saturation. 

One of the first things you will notice is the level of detail in the campaign. There are a lot of props everywhere. The starting area, which takes place on a shipwrecked cruise ship, is a very nice intro to the campaign because the areas are fairly wide and spacious, but also narrow enough in some parts to push the players forward logically. It keeps the players close together while also directing them along the path, so it's hard to get lost here. Pretty soon you'll also find a sledgehammer, which was a weapon that the author also put in Whispers of Winter.

After you leave the starting blue area, you'll go through another part of the cruise ship that's more red. The changes in color throughout the campaign really help to vary the experience. After this, you'll take stairs up and wind up on the deck of the cruise ship, and it all looks very nice. You can look outside and see how the ship has crashed. The deck is also very wide, so this is where things open up. 

Unfortunately here is where one of the main criticisms I have with the campaigns appears. It's about here that it starts to get noticeable that the playable space in the environments tend to be very large and wide, yet are packed to the brim with props. These props are typically suitcase piles, corpse piles, barricades, giant potted plants, crates, bookshelves, tables, benches, and storage containers. Obviously populating your world with props is something to be expected in professional maps but here it goes way beyond overboard. It stretches the level of believability. For instance, is there any way that storage containers could even be put onto the ship without a crane? This is the kind of hand-waving thing I'm used to doing but when the level of quality is this high, it begs scrutiny, and I do feel that realistic item placement is really warranted.

There are a couple of issues with the overabundance of props everywhere. The main thing is that it's overly cluttered, which gives you a lot to look at but also is a lot that gets in your way. Sure, it won't feel sparse, but it almost feels like a ridiculous, unreal amount is put in your way. Now there are some sections where this isn't the case, but I primarily experienced this in large outdoor areas, presumably so they wouldn't feel empty. The other problem is that it will cause crashes on people with lower-end machines. I've already read comments on the Workshop page about how crashes are abundant and it's most certainly caused by the extreme number of props and entities thrown into the maps. The overall level geometry is well constructed but it also feels like the author went ham just dropping in all the props in the world available to him everywhere.

The first map is quite solid and not too long. It's easy, as it should be, and has lots of appropriate settings like bars and pool halls. It also later introduces a second unique melee weapon to the party, a pickaxe. I'm not sure why there's a pickaxe in this campaign, though it is a very good melee weapon that feels just like the fireaxe, and is in my opinion better than the sledgehammer. Maybe something more thematic would have been felt more appropriate for this campaign, like a surfboard? Well, the second map takes place in a tropical city on fire by the shoreline, and there's kind of an issue with this map, at least at present. The issue is that once you cross a certain point relatively close to the start, it seems that the director fails to continue populating the world with any significant number of infected. So you can take your time and walk around without finding much resistance, if any. You'll also come to a part where it's a little unclear where to go. A survivor will say "Through that gate" but the level's directionality seems to be leading the player to a side area. The real way to go, which is populated with Humvees, is not made all that clear.

The second map has an event close to the end with a scavenge, where the players will have to gather two gas cans, both of which spawn from far away. Once the infected start coming, it can actually be quite difficult as it seems like the infected spawn rate and special spawn rates are higher than normal. However, if you bring gas cans with you from the early part of the map, you'll be able to skip the trek entirely and it'll be much safer. There was one oddity we found, which was that there is an emergency door that doesn't sound an alarm. Hopefully that gets fixed. This is also the point at which you get tier 2's. After this event, you wait for a door to open, enter a parking lot, and reach the saferoom. 

The third map is called Resort and has you going through a giant resort complex. It features tons of different and changing environments, many of which are fairly large. It should be noted that the lighting is always consistently good here, and I only saw z-fighting in a couple of places. The unique custom graffiti made for this campaign fits well, and the use of specific and sometimes rare voice lines from the survivors shows the attention to detail that the author went through.

That being said, this map, as well as most of map 2, is where the campaign's biggest problem comes in. The maps are just too easy. When I played this with a couple of friends, we started on Normal difficult, expecting the map lengths to somewhat exhaust us and wear down our health. But we bumped it up to Advanced and still breezed through it. Once you get to the gigantic pool area, which is lit very well and also features some nice sauna areas, you'll see that there's nothing to these wide open areas, you'll easily be able to take on whatever the director throws at you. This is really the crucial place because this room is gigantic and the wide area of playable space and long-distance sightlines trivialize any sort of challenge. This could be compared to Dead Vacation, which yes, also has a somewhat large pool area (though not as big as this) which is also pretty trivial, but the majority of that campaign before the finale takes place in enclosed and only moderately open areas, which helps narrow the combat and give the infected a bit of an advantage that they otherwise wouldn't have.


The third map also has the most diversity in terms of environments, but in addition it has the weirdest ending. Somehow the player triggers a horde event, even though there's no clear reason for this, not even hitting an elevator switch. But at some point a horde just comes for you, and the game will tell you that the horde will stop once you fall down a certain hole in the floor. What? That's just bizarre, I feel like that would be much better as a real event where you have to open an emergency door that triggers an alarm and you have to run to shut down the alarm.

The fourth map takes you outside again where it's now night and raining. This first half of this map was where the campaign started to drag for me and the locations began to blend together. The map is called Casino but you don't even really get to the casino until about halfway through. It's more like leftovers of the resort level, but unfortunately the stuff feels more generic. Once you get to the casino part, the visuals look very nice and it plays a bit better too because the area is more focused.

The casino looks great and plays well, and is probably the highlight of the campaign for me. It takes a bit too long to get here, but once you're here it really feels fun. Maybe there could have been more scripting so you could play slots or something. After the casino, you fire a howitzer, which again raises the question of how it got there in the first place? Once the fire is cleared, you run to a building that reminded me a bit of the end of Day Break's map 3 when you get to that campaign's cruise ship. Then you find yourself in one of the largest and nicest looking saferooms I've ever seen. 

The fifth map begins immediately with a gauntlet as you run to a beach for rescue. While it's technically a straight shot without many obstacles in your way, there are some sections where the environments again get spaced out so it may become a little unclear of where to go.

Some fireworks get triggered when you cross onto a bridge, and I don't exactly know why. In any case, you go through a lot more resort and lounge areas until you start to run along residential streets. There's a fight with two tanks as you get toward the end, which I guess you could approach two ways: stay and fight them or continue to run to the end.
 

I found the tank fight to be fairly easy, though that might've been because the tanks more or less approached us one at a time. The map's brightness allows for you to see with ease and the spaciousness of the area lets you dodge without too many problems.
 

Once you're done with that, it's a straight shot to the boat. I was a little disappointed that there wasn't a custom vehicle to pick you up, it's just the stock L4D2 boat. All in all, this finale is quite long but not too challenging. I felt that the author's finales get better and better as he makes more maps. The one in Whispers of Winter isn't too bad and is a step up from something like, say, Frozen. And this one is better than that. Plus, I almost always enjoy gauntlet finales, and this one doesn't make the spawn rate unreasonably high. In fact, it actually feels like one of the best balanced sections in the entire campaign.
 
 
Overall, Paradise of Doom is an extremely competently made map with the air of professionalism and map skill of a seasoned mapper. However, it suffers from two major issues: the environments are far too open (despite often being populated with way too much clutter) and the infected spawn rate during downtime is too low. It becomes too easy to kill stragglers and players will barely struggle at all except during events. The campaign may feel overly long in places but I've read that the campaign was actually longer in its original form, and I think adding more to this would only exacerbate the problems. After playing Paradise of Doom, I went and played Whispers of Winter again and that campaign feels so much better in terms of gameplay. One of the main reasons for this is because the gameplay is just so focused there. Combat takes place mostly at close to medium range, which is where L4D2 gameplay excels. In Paradise of Doom, so much combat takes place at a distance that you really will want to use a sniper or assault rifle rather than a shotgun. It also suffers from extreme overabundance of supplies. It seems like you can't turn around a corner without finding another form of supply. That said, the ammo piles were dispersed at the right points, so it did feel like you had to conserve just a bit and aside from a couple places where they're placed too closely together, generally you'd find ammo at a good time. The other issue this campaign has is that the placement of an extremely high number of props will be the cause for a number of crashes for people with lower-end computers. One of these culprits is the huge corpse piles that, let's be honest, are pretty unnecessary and the easiest thing to get rid of. I myself didn't crash during the campaign at any point, but I can see why some people would say it's unoptimized. I don't want the creator to have to make concessions for certain players who don't have good PC's, since I do realize that at some point people will have to upgrade, and authors shouldn't be optimizing their campaigns as though it were still 2009. It wouldn't hurt though to maybe locate places where the sheer amount of clutter starts to lag or cause crashes for people.
 

Final Verdict: This is a bit of a difficult one to rate. Personally, I think the visuals in some points of Paradise of Doom exceed Whispers of Winter. However, none of the first four maps exceed the gameplay of Whispers of Winter. Despite the fact that the maps are longer and more detailed, they just don't offer the same great combat or encounter potential. It seems to me that the author's focus in creating Paradise of Doom has been visuals, and don't get me wrong, these are some great maps to walk through. But is it a great campaign to play? I don't think anyone would say that No Mercy is more detailed than Paradise of Doom, but No Mercy plays better and is an enduring classic precisely because it facilitates such great gameplay through its environments that are never too open, and occasionally cramped. Judging a campaign requires taking into account visual and aural presentation, but not letting them be the ultimate deciding factor. It's still early, but my gut feeling is that this will be a campaign that you can come back to every once in a while, but ultimately your enjoyment of it is going to be largely in the visuals. I'm glad it was released, as it seems sort of like what that one campaign Life's A Beach might have ended up becoming. The long stretches of simple long-distance, risk-free combat, the areas of extreme color saturation, the sheer length of the maps, and the lack of memorable or meaningful events drags this campaign down, unfortunately. The only map in Paradise of Doom that's better than Whispers of Winter is the finale, which makes sense because it's a gauntlet and not a holdout. So with that said, I would actually recommend Whispers of Winter over this. Its combat is way more focused, and it's not too dissimilar from that of another winter-themed campaign that had a lot of work put into its gameplay, Cold Front. Despite the huge amount of work that was put into this campaign's look, design, and feel, this never felt like it earned more than a 4 out of 5 from me. 
 
I think if we're being honest with ourselves about the fun factor, which requires the world to be populated with stuff to kill (are the spawn rates simply low or are the common infected actually unable to be spawned in because of all the clutter?), we'd see that Dead Vacation is basically a better version of Paradise of Doom, more or less. Dead Vacation may not look as good but it's certainly more challenging, more streamlined, more focused, and better balanced. Even of the campaigns that have come out so far this year, Paradise of Doom isn't the best. Amid the Ruins, with that author's understanding of Valve's core level design in L4D2 to facilitate great gameplay, is simply more enjoyable. I don't want to take anything away from the people who absolutely adore this campaign but...do those people love it for the style or for the substance? Really ask yourself if the fun factor is there when you're running through city streets, giant pool rooms, and hotel hallways with almost nothing to shoot. Don't get fooled just because the set dressing looks pretty. I predict that eventually we'll see that Paradise of Doom's replayability is going to be lower than that of other campaigns whose gameplay makes them stand the test of time. 

Rating: 4/5.

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

Author: k9r0ll

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!