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Left 4 Dead 3 / Left 4 Dead 3 Screenshots
« on: April 19, 2019, 03:37:23 am »

Custom Campaigns & Mapping / [RELEASE] Dark Carnival: Remix
« on: November 26, 2018, 06:14:50 pm »
Dark Carnival: Remix

  •     Chapter 1: The Motel
  •     Chapter 2: The Carnival
  •     Chapter 3: The Tunnel of Love
  •     Chapter 4: The Ferris Wheel
  •     Chapter 5: The Stadium

Please consider donating if you enjoyed the map!


- Level Design: Valve, NF
- Modeling: Roku, SpeedBoost
- Textures: Ysana, Eranthis, Gyroic
- Scripting: Daroot Leafstorm
- Testing: Olde, Jacob, Sir, Roku, Epilimic, MrFunreal

Dark Carnival: Remix is a remake of Dark Carnival that restores beta and cut content and adds new areas of Whispering Oaks for you to explore! See the Tunnel of Love with flowing water, the towering Ferris Wheel spinning around, and the explosive Concert finale as it was originally intended. In addition, new mechanics have been added for versus mode that provide for a more competitively balanced experience. There's also a secret ending cutscene that bridges the gap between Dark Carnival and Swamp Fever if you can find all five secret coins (one on each map)! Special thanks to the original designers of Dark Carnival at Valve for providing me with information about its beta development.

SERVER OWNERS: In order for this map to work properly in a competitive configuration, you must add the following to your confogl_personalize.cfg file:
static_tank_map dkr_m1_motel
static_tank_map dkr_m2_carnival
static_tank_map dkr_m3_tunneloflove
static_tank_map dkr_m4_ferris
static_tank_map dkr_m5_stadium

static_witch_map dkr_m1_motel
static_witch_map dkr_m2_carnival
static_witch_map dkr_m3_tunneloflove
static_witch_map dkr_m4_ferris
static_witch_map dkr_m5_stadium

Special Features for Versus Players
- Removed Common RNG: Ever wonder why it seems the other team got more common than you? Common spawning scripts during events contain RNG elements that can cause that. While this works fine in campaign, it can sometimes create an unfair environment in versus. In addition, it would stop spawning or reduce common if you took too much damage. With new scripts, those mechanics are no more: events are now fair for each team.

- Reduced invisible walls: You can now get practically anywhere you want in any map.

- Raised skyboxes: Hunters can now pounce higher than ever before with greatly raised skyboxes.

- Highly polished clipping: Never get stuck on random objects again.

- Thoroughly Made Nav: "God" Spots where Witches and common are unable to attack should be rare to nonexistant. Mobs will never spawn on rooftops and drop down on your head, removing an annoyance and reducing the potential for the instakill bug.

- More infected ladders: More strategies open as more areas are accessible.

- Reduced Voice Spam: Some of the scripted conversations the Survivors have are removed in versus mode.

- Carefully tweaked Map Point Values: Each map's point value no longer follows the 'gradual increase' present in Valve maps (i.e. map 1 worth 400, map 2 worth 500, map 3 worth 600, etc), but custom values tailored to each map's difficulty. Of course, each value is up for debate as players learn strategies on the maps and could be tweaked in the future. Here are the values for each map:
Map 1: 400
Map 2: 500
Map 3: 600
Map 4: 500
Map 5: 600

New Mechanics
NEW MECHANIC: Competitive Boss Spawning System

Click here for more information. (Versus mode only)

NEW MECHANIC: Objective Based Finale Type

A bit of Scavenge, a bit of Holdout, a bit of Gauntlet, but completely unique. This new finale type give Survivors distance points as they complete various objectives around the map. Survivors need to notify the chopper in the stadium finale by setting off fireworks, turning on spotlights, filling up generators, and ending in an explosive guitar solo!

NEW MECHANIC:Secret Ending

On each map is a hidden coin in a secret location. If you can find all 5 coins, it will unlock a special cutscene that plays at the end of the campaign! (Campaign mode only)

NEW MECHANIC:Moving Spawn Point

On Map 2, you may notice that the Trains in Kiddyland now move along their tracks. Infected can go inside of these trains and spawn inside of them, adding a new dynamic layer to that area that will keep survivors on their toes at all times. (Versus mode only)

NEW MECHANIC: Visible Saferoom Boundary

As in Hard Rain: Downpour, on Map 1 you can now see the exact spot you must touch to be considered outside the saferoom which allows infected to spawn. (Versus mode only)

NEW MECHANIC: Dangerous Incap Spot

On Map 2, the water slide will gently push players down to the bottom. If you get incapped here, you'll drop into the pool and start drowning. Be careful where you get incapped!

NEW MECHANIC: Holdout Zone

During the Midnight Riders finale, Survivors must activate the guitar solo lightshow by standing within a zone on the stage. At least one Survivor must remain in this zone at all times until it disappears.

Frequently Asked Questions
Q: What is this coin I've found in the map?
Each map has a hidden coin easter egg to find! Each of them can be found up by Survivors, so you don't need to switch to infected to find them. If you find all 5, one in each map, you will unlock a secret ending that bridges the gap between Dark Carnival and Swamp Fever! Who can find them all first?
Q: Why is it abbreviated DKR instead of DCR?
It's been tradition in the L4D2 community to abbreviate Dead Center as "DC" and Dark Carnival as "DK" to differentiate them so I just continued the pattern.
Q: Why does *insert object here* have no collision?
It can be very annoying to be running back from a Tank or other special infected and get caught up on a random prop or piece of map geometry and have your movement halted. So I've meticulously examined every single part of every map and tried to improve the collision on everything. You should rarely, if ever, get stuck on small objects. If you do, send me a message and I can fix it. Making some props have no collision hurts immersion a bit but I think the trade off is worth it.
Q: Why the name "Remix"?
A: Remix has a similar meaning to the word "remake" which is what this campaign is. It also has relation to music, which fits with the Midnight Riders theme in the campaign.
Q: I've found a bug/have a balance suggestion/found something that could be improved.
Please message me on Steam ( or post here.
Q: Why does map 2 feel different?
Map 2 contains designs that I created back in 2014 when I was much less experienced at mapping than I am now, so the tone feels a bit different. I might go back and completely remake the map from scratch at some point since I'm not happy with it.
Q: What are the map names?
The Motel: dkr_m1_motel
The Carnival: dkr_m2_carnival
The Tunnel of Love: dkr_m3_tunneloflove
The Ferris Wheel: dkr_m4_ferris
The Stadium: dkr_m5_stadium

Beta Content Restored
- Added new unused voicelines and conversations.
- Restored an interpretation of the original finale where Survivors must go around setting off fireworks, turning on lights, etc.
- Restored an incomplete Fairgrounds tent model.
- Restored the cut pool/game room (added to map 4).
- Restored, textured, and detailed the barns and field from Dam It: Buried by the Flood (added to map 4)
- Added the inaccessible storage room from c2m4_barns to map 3.
- Added some unused models to various maps.
- Restored the cut sequence of the copter being unable to land before the Tank is killed in the finale (coop mode only).


Competitive Boss Spawning System

This is a competitive boss spawn system Daroot Leafstorm and I created for Dark Carnival: Remix but can be easily ported to other custom maps. Included in the download is a readme file with instructions on how to set it up in your campaign.


This system adds up to 10 custom Tank and 10 custom Witch spawns to each map. One Tank and Witch are chosen randomly (but identical across rounds) for a total of 100 different combinations per map to keep the game varied and interesting. This new system has full compatibility with competitive configs, including the !tank, !sm_tank, !boss, !witch, and !sm_witch commands. Additionally, there are the !b, !t, and !w commands that have the same functionality for non-competitive servers.

Here's some additional features:

Full competitive command compatibility.

Both teams are now also able to see the EXACT location you must touch to spawn the Tank, shown with the transparent barrier usually used in scavenge maps. This enables special infected to plan ahead and set up hits around this spot, as well as lets Survivors know exactly where they must go instead of only the vague percentage typically used in competitive configs.

Touching this boundary will trigger the Tank spawn.

In addition, at the beginning of a map a brief description of the spot is printed to chat so you can know beforehand (i.e. "The Tank will spawn in the warehouse building. (45% Map Distance)"). The exact locations of the Tank and Witch will also glow for both teams before the map begins and Survivors leave saferoom. After saferoom is left, the glows will disappear.

The Witch will glow the entire map for both teams, lessening the need to use the !boss commands. In addition, the Tank's spawn location will also glow at the beginning of the round.

With this new system you can now place the Tank and Witch spawn exactly where you want them to appear, instead of the game choosing through the director system. With these exact spawns you can ensure there will never be a "useless" Witch or a Tank that spawns in plain view of Survivors.

Witch randomness can also be heavily reduced in this new system: Witches will now always spawn facing the path you take through the map, making crowns have less of a luck element to it and making the Witch not have to make any turns or rotations as she stands up and runs to you. In addition, the Witch now appears in the map from the beginning, instead of when Survivors get close, allowing Infected to better gauge if they can set up an attack around her or not, as well as giving Survivors the option of potentially triggering her early (though this is unlikely as the spawns are typically out of long-distance view).

Tanks are also given about 5 seconds of fire immunity upon spawning to avoid getting pre-lit by molotovs since the Survivors will know where you appear.


News / References to a New Playable SI Found in Game Files
« on: January 27, 2018, 03:15:21 am »
A year ago, Turtle Rock Studios (creators of L4D1) Developer Chris Ashton released the files to their unfinished campaign, tentatively called Dam It: Buried by the Flood. We've been digging through these files for a while, and made some interesting discoveries including the existence of two new incomplete tier 3 weapons, the Heavy Shotgun and Heavy Rifle.

Recently, however, beta community member Mr. Sangheili checked into certain files that we overlooked, and found references to a new playable special infected: The Queen. Unfortunately, the entire extent that we know of this new SI is only through the file paths it would have used:



Weapon Script:




The second file gives away that this new SI would have been playable -- files in the format of "weapon_xyz.txt" in the scripts folder are usable items only, so The Queen is not an uncommon zombie or unplayable boss like The Witch. What are your thoughts on this?

News / Information on Dark Carnival's Development from Valve
« on: September 21, 2017, 05:03:49 pm »
I'm currently working on a Dark Carnival remake campaign, and as I was going through the files, I noticed a lot of beta models and voice lines left in the game. I speculated on what they were for for a while, but eventually decided to just get in contact with Valve themselves to find out what they were for so I could possibly restore them for my campaign. To my surprise they responded to me with huge detailed summaries! I got their permission to post this information, so I'll sum it up here (anonymized).

Q: Was Dark Carnival inspired by any real life locations?

Valve Dev 1:
There were really two of us who worked on the fairgrounds portion of the campaign. I designed from the entrance up until the roller coaster and <Valve Dev 2> designed from the roller coaster until the end. <Valve Dev 3> also took over the map with the Tunnel of Love to the end of the roller coaster when we split the maps. So, I can only speak of my own inspiration for the part up until the roller coaster, but I referenced the Evergreen State Fairgrounds in Monroe, WA:
This is just a short drive from Valve and an artist and myself went there when it was not open as a fairgrounds to take reference photos. This was mainly for the kinds of buildings and structures they have at the fairgrounds but not so much the rides. I also referenced Kings Island in Ohio (where I grew up) for a lot of the rides and organization of the carnival games but it was a very loose reference:
Valve Dev 2:
The rollercoaster was inspired by Colossus at Six Flags Magic Mountain. The stage was inspired by Puyallup Fairgrounds, WA.

Q: In the files I found models for a monorail (different from the one in the game) and voice lines where Coach and Nick talk about jumping on it. What was the original plan for this?

Valve Dev 1
The "monorail" wasn't really a monorail but more like the People Mover in Disneyworld. I think Monorail would have been too permanent a structure so you can see an elevated ride in kiddieland that was more what we had in mind. I think the original thought was you would go up and run along that track to jump over a fence, but I changed it to the rooftops and down the slide because we were going to have you on a track of the roller coaster later.
Valve Dev 2:
I wanted to do a walk along a monorail track after the rooftop jumps but the map was getting too big by that point. [note by me: this dev designed map 4, not map 2, so it's possible there was supposed to be a monorail there too. The voice files for the monorail are also labeled c2m4, supporting this theory]

Q: Similarly, I read some more about how the finale was to be set on a train, akin to a more county fair type setting. I also found some voice lines where Nick is arguing with a "hippie". Do you remember anything about this?

Valve Dev 1:
The original finale was supposed to be a train (you can see you arrive in a train boxcar at the beginning of Swamp Fever) but I think we felt it didn't feel like it really tied into the carnival type setting and <Valve Dev 2> wanted to do the concert. If I remember correctly, there was supposed to be a guy in the concert area who was going to help you with the stage lights and sound. He was going to be up the audience area at the back and you'd have to ask him to be your tech crew. It was later changed to turn it on yourselves. I think this was the "hippie" in the script.
Valve Dev 2:
The stage finale originally had you move about the stadium to switch banks in the bleachers but we cut it back to just defending the stage. I wanted to keep the players moving rather than sticking to the stage. I eventually pulled this off by placing items around the arena. This might have been when the tech guy was written in but I’m not sure. The train departure was cut in favor the of the helicopter rescue from the stadium. As far as I can remember, the train rescue was going to involve a train showing up behind a fence and the team jumping on when it arrived. It was tougher spatially to pull this off from the stage because we wanted to keep the experience more contained. Much easier to make a chopper fly in over the walls that kept you inside the stadium.

Q: This is a bit of speculation on my part... but were all the campaigns in the game originally slated to be 4 maps instead of 5? It's known that Parish 1 and 2 were originally merged, and I've noticed some circumstantial evidence Hard Rain was 4 maps...

Valve Dev 1:
   Typically we plot out each campaign base on what we want to include and try to keep it around the same length each time but as the development progresses and we test more and more we find that maps need to be split or maybe another mini finale is added to require a split. It's a bit organic. Hard Rain was quite different since the goal was to come back on the same path with different terrain. [note by me: Basically: if it was too hard, the maps were split]
There was a part after the roller coaster that <Valve Dev 2> built before the end of that level but we found people almost dead right after the roller coaster so we had to cut it so the exit was right there. I think it was just more track of carnival tents and fairground though - not another ride or attraction. [note by me: I think this implies the original end saferoom for the coaster map was the little room in the back of the bumper car building]

Q: Did Valve have any plans to do anything more with the Midnight Riders?

Valve Dev 1:
    We had a little bit of the Midnight Riders in the DLC where you see a bus driving down the street and it's their tour van. We had planned that they escaped the infection and maybe were going to use them in a DLC at some point where you play as them. This never came to fruition however.

There you have it! Thanks again to Valve for such an in-depth response! Going to try to incorporate these elements into my new map if I can.

Left 4 Dead 2 / Randomness in Valve Gauntlet Events
« on: July 10, 2017, 01:03:13 am »
Ever wonder why it seems like your team got more common than the enemy team? Well, it's possible you did. Some of the events in the game, especially the ones on Dark Carnival, have rng elements in them that should be removed in whatever config is being played now. I checked and I don't think any current config fixes these.

You can download the decompiled vscripts here to see for yourself:

Here's an example of Dark Carnival 4, the second half of the event after the gate opens.

Code: [Select]
Msg("Initiating Onslaught\n");

DirectorOptions <-
// This turns off tanks and witches.
ProhibitBosses = false

//LockTempo = true
MobSpawnMinTime = 3
MobSpawnMaxTime = 7
MobMinSize = 30
MobMaxSize = 30
MobMaxPending = 30
SustainPeakMinTime = 5
SustainPeakMaxTime = 10
IntensityRelaxThreshold = 0.99
RelaxMinInterval = 1
RelaxMaxInterval = 5
RelaxMaxFlowTravel = 50
SpecialRespawnInterval = 1.0
        SmokerLimit = 2
        JockeyLimit = 0
        BoomerLimit = 0
        HunterLimit = 2
        ChargerLimit = 1
ZombieSpawnRange = 2000


Whenever you see a "Min" and "Max", that means the game is randomly choosing a value inbetween those two. There's also the "IntensityRelaxThreshold". I haven't tested this for certain but I'm pretty sure it means when the team's "intensity" level gets too high, i.e. youre getting rekt, the game pauses or reduces the rate of common spawning to give you a chance to regroup. In this map it pauses between a value of 1 and 5 (seconds? idk), and a map flow distance of 50.

This should be tested first, but you can fix these things by removing all the "relax" lines, and making the "min" and "max" lines have the same value, probably a value in the middle of those two for the best balance. Then use stripper:source to modify the entity that calls the script, usually a func_button entity, edit the logic output that calls Valve's vscript and replace it with the fixed version.

General / L4DNation discord chat
« on: May 18, 2017, 08:13:56 am »

Discord chat for all L4D players, comp or casual, NA, EU, and Asia. Invite all your friends and let's get some pugs set up. Feel free to use any of the voice channels too  8)

Let's try to get as many L4D players under one roof as possible instead of being spread across 10 different groups.

Building off of this topic, here's a list of what I think are the best custom campaigns available in L4D2. Keep in mind not all of these have been fully tested to be working with the latest promod, so they may or may not work, test at your own risk. I've also listed some maps that can potentially be really good but have a few flaws in them that could be fixed with either stripper or a remake of the map in Hammer, and what the problem is.

My criteria for a good map was the following:

- At least 3 maps in length
- No excessive crashing or fps issues
- Length and difficulty approximately similar to Valve maps
- No absurd choke points that would otherwise break the map
- At least a small amount of detail / professionalism, though this wasn't a strict rule

Keep in mind some of these maps I only played once and made a quick judgement of (I didn't have the time/motivation to play them multiple times) so the list might not be 100% perfect. And of course, this is all my own opinion and I'm sure others disagree. I've also listed the amount of maps the campaign has in brackets.

Here you go:

Good Maps for Competitive Versus:

Arena of the Dead [4]
Black City [4]
Blackout Basement [4]
Blackout Extended [5]
Blood Proof [3]
Bloody Moors [5]
Carried Off [4]
Centro [3]
Cold Case: The Forsaken [5]
Dam It [4]
Dead Before Dawn DC [5]
Deadly Dispatch [3]
Death Row [4]
Death Sentence [5]
Death Stop [4]
Death Strip [6]
Devil Mountain [5]
Death Woods [5]
Detour Ahead [5]
Diescraper Redux [4]
Escape from Malabar [3]
Fatal Freight [5]
Forgotten Mist [3]
Hard Rain: Downpour [5]
Haunted Forest [4]
Heaven Can Wait 2 [5]
Open Road [5]
Road to Nowhere 2 [6]
Suicide Blitz [5]
The Last Volt [3]
Tour of Terror [5]
Urban Flight [4]
Undead Zone [5]

Decent/Needs Slight Improvements maps:

2019 [3] (Needs some excessive death charge spam reduced but otherwise good)
25 to Life [3] (a few questionable chokes)
Blood Tracks [4] (unbalanced finale)
Carnage [4] (some maps are a bit long)
CS_Office [3] (very easy and short maps, poor lighting)
Day Break [5] (map 3 needs rebalancing)
Dark Parish [5] (Map 4 too difficult, fps issues)
Dead on Time [4] (few difficulty tweaks)
Death Aboard [5] (ladder chokes, finale too hard? Needs playtesting)
Dead Getaway [5] (a bit difficult but could be fixed with stripper tweaks)
Dead High School [4] (very choke heavy)
Disturbed in the Suburbs [3] (vent choke)
Drop Dead Gorges [3] (would be better split into 5 maps, and the finale is extremely difficult)
Energy Crisis [5] (some long maps)
Half-Life 2: Point Insertion and A Red Letter Day [6] (glitchy finale)
I Hate Mountains [5] (fps drops, bugged nav, maps too long)
Left 4 Bowl [3] (buggy finale)
Left 4 GoldenEye [4] (first 3 maps are great, but finale needs rebalancing)
No More Industries 2 [5] (choke heavy in some maps)
One 4 Nine [5] (maps potentially too difficult -- needs testing)
Precinct 84 [4] (vent chokes)
Rural Tour [4] (some very wide open areas, finale lacks almost any detail)
Surrounded by the Dead [3] (Good 3 map campaign, but too long -- would be perfect if it was split into 5 maps)
Zombie Movie Without Name [3] (Would be better if split into 4 or 5 maps)

Dunno why anyone might need this, but here you go. Over the past year me and my friends have been going through and playing every single campaign in existence (that we know of) and I kept track with this list. I used multiple different websites to find these maps. Enjoy.

Left 4 Dead 2 / Atrocious L4D2 Campaign Run in AGDQ
« on: January 04, 2016, 07:20:28 am »
Anyone else see that embarrassment?

Some highlights:

"Melee weapons generally don't have any benefits"
Getting capped at nearly every SI
Choosing machine guns over shotguns
Not knowing how to properly fast climb ladders
Getting caught up on every witch and tank
Bunch of other misinformation / dumb statements

Did I mention this was on easy mode?

RBT Tournaments / things that don't belong in the match archive
« on: November 23, 2015, 03:46:13 am »

AG vs Whatevaz

god damn Sam is retarded, always blaming the game/config when he fucks up

Left 4 Dead 2 / Melee Weapon Detailed Analysis
« on: March 31, 2015, 04:51:14 am »

Really good and informative guide on melee weapons. I learned a few things I didn't know before, and confirmed a few things I suspected but couldn't prove. The guide makes a good case for the CS knife being incredibly overpowered, possibly warranting the removal from promod (though some servers still force it which is pretty dumb as melee weapons are already really good). I was surprised to learn that all melees have the same range; I figured weapons like the frying pan and tonfa had a very short range, but I suppose this was confirmation bias.

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