Ladenisty - Survival by Niborius

Map Rating

  • 4.25
  • 4 ratings / 4.25 stars

Map Download

Map Info

  • 4 ratings
  • 11800 views
  • 1915 downloads
  • added Mon Mar 15th 2010
  • updated Sun Oct 26th 2025
  • more content for: Left 4 Dead 2
  • get game: www.l4d.com

Map Description

This map was originally made for Muhnay's Mapping Challenge.
It's a medium sized map, with pretty much random items, making each round different.

This is my first finished L4D2 survival map, but In the past I've mapped for HL1DM and on some other survival maps which were never finished.

Tbh, I didn't want to upload this version to the Snarkpit, because I am working on an extended version right now, which includes things I couldn't finish before the competition deadline. Think of things like bugs, inaccessible shops, and detail.

Because it's taking so long I'm uploading it anyways. Please comment and tell me what you think about it and if you found any bugs :)

Don't forget to download the Left 4 Dead 2 Add-on Support located in the tools tab in steam.

If you encounter any more problems, read the .txt file included

Discussion

Posted by Niborius on Wed Mar 24th 2010 at 5:50pm
[Author]

Thanks for your review Myth :hee: 2 things I wanted to say on this:
Myth said:
Gameplay: some things are pretty annyoing in my opinion like the tank music that starts but sometimes (a change of 1 in a 1000 times) the tank music starts but the tank doesn't appear and the music suddenly stops. It also bugs me that the bots are sometimes stuck and they won't come with you so your changes of getting a better time is lowered.
Yeah I have to kinda agree with this. The bots being stuck should be fixed in the extended version, but I don't know about the tank yet.

What's probably causing the tank to appear and suddenly disappear without even seeing him in the first place, is that he is probably walking on an area without a nav mesh*, making the tank confused and in a result, killing himself.

The nav creation in a survival map is a real pain in the ass, since it's kinda bugged and you need to make many nav areas manually.
Myth said:
Detail: i have to say that in my opinion the details are pretty good, although the just for kidz sign on the outside has a shadow bug that there is a really small shaodw on the top of the sign but no shadow at the rest of the sign.
I think I recall this shadow bug. I am not so certain if this is so necessary to fix, but I can sure have a look at it. Thanks for reminding me about this!
To everyone: You can expect an extended version of my map a few days after the release of the upcoming DLC: The Passing. I will very likely include the new weapons in Ladenisty then! And maybe, the fallen survivor, as most of you have heard of, as well.

*Nav mesh = The area which tells the AI where to walk and where to climb etc.
Posted by Myth on Wed Mar 24th 2010 at 5:31pm

After playing this map for a couple of times i'm finally going to write a review :hee:

Gameplay: some things are pretty annyoing in my opinion like the tank music that starts but sometimes (a change of 1 in a 1000 times) the tank music starts but the tank doesn't appear and the music suddenly stops. It also bugs me that the bots are sometimes stuck and they won't come with you so your changes of getting a better time is lowered.

Detail: i have to say that in my opinion the details are pretty good, although the just for kidz sign on the outside has a shadow bug that there is a really small shaodw on the top of the sign but no shadow at the rest of the sign.

Item Placement: The item placement is good nearly nothing to complain about. Except the place of the chainsaw the door that you have to break down is really irritating :p you have to break it down with a melee weapon or it will cost you a lot of bullets (i haven't even tried to take it down with a primary weapon, takes too much time :p).

Quality: Well i can't really say anything about it because i just started mapping and i'm a horrible mapper. but i think for your first finished l4d2 map it's pretty good ^^

that's what i had to say :ghost:
keep up the good work!
Posted by Niborius on Thu Mar 18th 2010 at 3:53pm
[Author]

Thank you for this review Riven! There's actually nothing I have to disagree about :)

Some things I want to say
Riven said:
The bright light in the hole above looks fine, but I think it somewhat cheap to allow special infected (especially the smoker) to be able to smoke you from up within it. Only because you cannot see him. I don't mind the hole allowing special infected to attack, but I'd like to see them coming from it, otherwise, it's hard to tell where anything is coming from if all-of-a-sudden you've got a tank jumping down right in front of you.
Lucky for you, I've already removed this sprite in the extended version I am working on :) It's true that it would be more fun when you can see the special infected up there, instead of waiting to get grabbed by a tongue and then quickly shoot the smoker.
Riven said:
Some of the signs for the store fronts seem to be placed in a hurry, like the "kidz" store sign. It needs a backing.
Though I was pretty sure the kidz sign had a backing, it seems it doesn't anymore. I made one before, but why I removed it, is something I really cannot remember. Oh well, thanks for reminding me to put it back in :D
Riven said:
I don't think it's polished finished yet
Very true! But don't worry, in the extended version everything will be solved (hopefully). I am pretty far with the extended version already and it's going great so far!

Yet again, thank you for this review.
Posted by Riven on Thu Mar 18th 2010 at 11:23am

So I finally got a chance to play this map (by myself) and have discovered a few things new since your post of for the competition.

First off I lasted just under the silver medal (6:49). While although I feel the map is somewhat bare in brush detail, the attention to detail in selective areas is there. It's easy to tell the spots you were more attracted to over others, because they were given more attention. The map is looking good so far and has obviously been given a lot of thought. However, there are a few things that stand in my way from really enjoying this map completely.

The bright light in the hole above looks fine, but I think it somewhat cheap to allow special infected (especially the smoker) to be able to smoke you from up within it. Only because you cannot see him. I don't mind the hole allowing special infected to attack, but I'd like to see them coming from it, otherwise, it's hard to tell where anything is coming from if all-of-a-sudden you've got a tank jumping down right in front of you.

Some of the signs for the store fronts seem to be placed in a hurry, like the "kidz" store sign. It needs a backing.

There are a lot of things to get caught up on down in the lower area at the foot of the stairs. I would either clean it up, or turn off the collision for the static objects.

The glass rail around the circular balcony needs to not be so fragile. It only takes having to walk up to it to break it; I would make it a lot stronger, just to last a little longer. Or if you want players to be dragged down from there, don't put them at all. It's a false sense of security, and the first thing I do is break them so as not to fool myself in the heat of battle.

Please remove 1 or 2 of those tables on the balcony, they're just in the way. I got caught by spit once, and I kept running into them, that I eventually went down right there. You can bet I was pretty frustrated.

texture work seems fine and the weapon placement is reasonable. No qualms there. The item placement is plentiful and I'm not complaining :p

Please detail the glass ceiling areas. It just doesn't look finished.

I could keep going for smaller details like these, but what I think you have here is the likening of a solid map. I don't think it's polished finished yet, but it certainly isn't bad quality at all. It's quite playable and it works. It looks like a mall area and texture work is thought-out, but it could use more. Either way, the gameplay is what makes this map shine. Good stuff!