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 also was 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 tend to be suitcase piles, corpse piles, barricades, giant potted plants, even crates 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 professionalism and quality is this high, 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 concession stands. 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. Nick will say "Through that gate" but the game seems to be leading the player to a side area. The real way to go, which is populated with humvees, is not really made 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 just 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 really 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.
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.
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 more or less monotonous 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.
Rating: 4/5.




















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