L4D2_DROP_DEAD_GORGES by cincinnati

"after having tested privately (4v4) every night, twice a night, for 3 months straight, this campaign is being released for public
consumption based upon my personal satisfaction with the quality of its versus game-play. future versions will address remaining bugs,
as well as take a few more passes at the environment and atmosphere, which can be a bit schematic at times. i think i'd like to find a
few places in the campaign to set up some scavenge gameplay,too.

please be aware that this campaign was designed for versus play. while single-player and coop are functional (with the exception of
rescue closets!) and encouraged for learning the layout, there is just far too much built into these maps for human special infected, that
playing in any mode other than versus sells them short.

this campaign tips much of its geometry heavily in the special infected's favor. bad things can happen fast and happen often if the
survivors aren't well coordinated. inevitably, this alone is going to piss a survivor team off, so from the outset i've set about the delicate
task of keeping the patient alive, so to speak. this heightened assault from the special infected is buffered by a careful and varied
rhythm of dangerous to safe spaces, and a well-tested and selective placement of items that seems to keep everyone happy.

edit:
it's understood that this campaign may induce a little more disorientation than the usual l4d fare. i believe that the payoff for this yields more when weighed against the investment of time that learning the map may incur. in essence, you can basically follow the lights through the maps to find your way, but there will admittedly be times when the pathways diverge and you find yourself a little confused. choices you make as a survivor, once you know what's being offered, will depend on the condition of your team (particularly true in vs.). a typical mechanic embedded in these choices would be that one route offers quick passage, with little to no item placement, at the risk of very concentrated and high damage, and the other route offers more items, in comparatively safe areas, at the cost of team speed (and in turn, distance).

in the intense testing that i've done of the campaign, teams have become acutely aware of the above distinctions when faced with multiple routes, and it seems to produce meaningful choices, and sometimes hilarious results.

other examples of situations that may initially confuse people are places where the maps fold back onto themselves. in approaching many passages in the campaign as a sort of game of chutes and ladders, there are many opportunities for the infected to pull, or charge, or ride (or scare!) survivors backward in time.

so, my apologies if you find yourself a little frustrated. i can only encourage you to keep playing, and urge you to eventually play it in versus to reap these benefits.

the campaign contains 3 large maps: ddg1_tower, ddg2_gristmill, and ddg3_bluff. in this format, game length is varied
enough that you're not pushing 90 minutes every time you play a match, but there is the potential to cover as much ground as an entire
five map campaign. "

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