Escape from Toronto 1-5 Betas

Credits

Submitter
  • P1: Beggar
    Points: 138
  • C1: Member
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    Account Age: 3 years
1SG_Heartless (Creator/Co-creator)
Key Authors
1SG_Heartless
Designer
Various Tipsters
Suggestions and guidence
Various Mappers
Prefabs

Rating

5.44/10
Based off 3 rating(s)

Additional Info

Development State
Beta
Version
2.0
Maximum Players
4

Stats

Post Count
19
ViewCount
10,073
Downloads
4,387
Date Added
3 years ago
Date Modified
3 years ago

My first l4d maps( or any maps for that matter)

04/19/09

I tested the maps and they work fine. To be able to play with your friends, start a lobby and start any camp, then when everyone is loaded up open console and type "changelevel map l4deft01subsystem"(without the quotes). Simply typing map l4d_..... will only load it for you ro boot all 4 of you.Anyway, this download includes v2 of the finale, it missing a good amount of detail still so i apologize first hand. The next update will be delayed, so i apologize for that as well. This as well as all releases and the final release is dedicated in memory of my mom, who passed away on the 17th of this month. Without her, i wouldnt have been able to do any of this, she gave me the knowledge to succeed......... I hope you all enjoy the finale. Also included are the nessesary files to have tanks and witches spawn at random, which always makes the game more enjoyable, or challenging anyway. Ill be back in a few days so until then, thanks for the interest in my maps, it really means alot.

05/11/09

Lots of new stuff, sorry been away for a bit, but its finally uploading, and there may be a few textures that did not get embedded into the bsps, sry bout that, i will adress in the next update.

0619

Updated, still some errors but textures are there and fully functional, still some bugs im working out

06-04-09

fixed spawning problem in tower, and other bug fixes

07-16-09 Left 4 Dead ESCAPE FROM TORONTO AN NEW NIGHTMARE

Well we have been working on a new campaign what is a redesign and revamp of the campaign escape from Toronto.

To start off here is an update about what’s been going on; sadly we have taken a step back over a bug problem what we have still have no information about. We have fixed most of the bugs but we still have a mapper who is working on fixing the rest of the bug problems. But don’t worry we have a dedicated team what are still working hard to make sure the campaign is released on time for you guys.

Hopefully we will have the first 3 maps completed within a week, we have a mapper who should have the 5th and 6th maps completed soon. Also a test VPK in the works soon what we want to get out there.

These are some of the maps what the we have been working on. Subsystem Welcome to the ttr Subsystem it’s dark and wet. The survivors battle though hordes and barricades trying to find access to the surface

CN tower The survivors are in desperate need of supplies and rest and the only way to go is up an 1815ft tower of concrete and glass. Once the tallest free standing structure on land the CN tower until 12th September 2007 when it was surpassed by the Burj Dubai even whilst it was still under construction. What the survivors don’t know is even though it is the only way to go it may have been a bad idea, Hope you’re not afraid of heights

Queens’s Quay docks After surviving the tower the survivors find the first building with an open door and head to shelter. They find themselves in an empty maintenance room of some buildings along Queens’s clay boulevard. There is a hotel and interconnecting offices among other buildings, as they move outside they realise the only thing that is getting closer is death and lots and lots of water. The only way south is by boat.

Bay to Niagara Story line coming but basically it’s a dried up bay what the survivors have to go across.

Niagara City The survivors have made it as far as they could and is may be far enough. However this landscape is treacherous, muggy and wet. It is one of the last cities in Canada what still has main power connection but not for long. Can the team the team smash though the city nuclear winter?

Border crossing finale The survivors battle across the border to find that there are more survivors in the United States. Its first SGT Heartless and his special forces combat readiness team. They are willing to help but not before you prove to them that you want get them killed due to carelessness or lack of training. Now it’s time blow up these Canadian hoser faced undead and get ready to reclaim the USA to the living

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Comments

    • P1: Beggar
      Points: 138
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted by Kojin1 Pros: Looked good, ignoring the graphical glitches. Lots of detail everywhere. Good lighting Not completely linear. Interesting and new concepts (i.e. the alarm cord taking you far away to a generator to pull) Cons: Too big. Everything is massive, the ai director doesn't spawn enough zombies to make this remotely entertaining. Occasional texture glitch Guns wouldn't always spawn. Taking a pistol would occasionally remove the pistol so nobody else could take one. Virtually no pipebombs/molitovs. Lack of direction (TOO nonlinear and no signs directing when you get lost exploring a useless area) The layout would have been exceptional had it not been laid out so if you are constantly running it takes atleast 10 minutes per level. We got bored on the third level after getting lost and just gave up on the whole pack. Improvements: Refer to cons Notes: The map is just too big to be fun. If everything was scaled down 2 or 3 times and all the extra random side areas taken out, the ai director could properly populate the area with zombies and it would be playable. The first level brought up my hopes, then the maps seemed to lose any sense of direction and it just got to be a chore to finish the levels.

    ty, these levels are way outdated and ill be uploading the newer files in vpk form today after testing, but thank you very much for your assesment, it is very insightful.

    No Athiest in Foxholes!
    • P1: Beggar
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    Pros: Looked good, ignoring the graphical glitches. Lots of detail everywhere. Good lighting Not completely linear. Interesting and new concepts (i.e. the alarm cord taking you far away to a generator to pull) Cons: Too big. Everything is massive, the ai director doesn't spawn enough zombies to make this remotely entertaining. Occasional texture glitch Guns wouldn't always spawn. Taking a pistol would occasionally remove the pistol so nobody else could take one. Virtually no pipebombs/molitovs. Lack of direction (TOO nonlinear and no signs directing when you get lost exploring a useless area) The layout would have been exceptional had it not been laid out so if you are constantly running it takes atleast 10 minutes per level. We got bored on the third level after getting lost and just gave up on the whole pack. Improvements: Refer to cons Notes: The map is just too big to be fun. If everything was scaled down 2 or 3 times and all the extra random side areas taken out, the ai director could properly populate the area with zombies and it would be playable. The first level brought up my hopes, then the maps seemed to lose any sense of direction and it just got to be a chore to finish the levels.

    Kojin[g]
    • P1: Beggar
      Points: 32
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      Account Age: 3 years

    Pros: Good first few levels Cons: Finale has mising textures Notes: great job, i know its hard to make these w/o proper sdk tools

    Bananite
    • P2: Drudge
      Points: 1,334
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      Account Age: 6 years

    It was OK on the first few levels, but after that it started to get a bit confusing, and I got lost. I ended up on the wrong side of a fence and became stuck, and had to exit the game on the last level.

    Some of the textures were missing also (on a rotating sign). I forgot what level, may have been the last.

    Its very hard on expert, which I like.

    Wanna die?
    • P1: Beggar
      Points: 138
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    Updated files. Give em a Try

    No Athiest in Foxholes!
    • P1: Beggar
      Points: 138
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    Thanks, theres an issue with a trigger that would normaly block the entrance to the docks that lead to the boat, and is genereated to dissapear after 2 finale rounds, i mean two tanks and what not, standard format. This has happend to me only once, so please try a few times and see if it triggers, if you went down the ladder to get twoards the dock try going straight instead along the burning wreck on the top level of the bridge.

    No Athiest in Foxholes!
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    I though that the ideas for the maps was great and the layout was really cool. Maybe in the docks level you could point out where to go a little more. Also on the last level, i didnt get a finale which was really weird. When i got down there, a boat was already there so i walked on to it and it said we won. not sure if that has happened to other people but you might want to check up on that.

    Overall great job and im looking forward to what you will do after the sdk comes out(2 more days :) )

    Bananite
    • P1: Beggar
      Points: 138
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    Ok it should work now, just download new files.Also, in multiplay, dont just type map l4d....... type changelevel map l4d_.......

    No Athiest in Foxholes!
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    audiOtrash

    Cant get it to work on our server. told all people to download this and put it where it belongs, but callvote changemission eft doesnt work tried eft0 and everything. So whats your "keyword?" or didnt u configure it right? .. mercy hospital has "hospital" , dead air has "airport" and so on (l4dAIRPORT01bla l4dAIRPORT02bla)

    criminal minimal
    • P1: Beggar
      Points: 172
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    Amazing work here I can see you spent time on this map. But please add more props to the map :)

    Banned
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