Author Topic: Left 4 Dead 2 Beta Maps  (Read 23983 times)

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #15 on: October 16, 2016, 09:42:29 pm »
Wow, some of those beta maps look far better than the complete garbage we have now. They also look very open, a very different style than what we have now. Really upsetting we didn't get those maps and instead got these really crappy tunnel-vision linear maps we have now.

In the Parish remake I partially created, I used these beta maps as a base. Mr. Sangeili is also using them for his upcoming map, so with any luck you should be able to play them in a real game soon.

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #16 on: October 17, 2016, 04:30:24 pm »
The Swamp Fever layout reminds me of something you might see in 2 Evil Eyes.

They probably had a lot more open/dynamic pathing ideas in mind and decided against it.

What's the extent of dynamic pathing in vanilla?

- C5m1 with the bar path, alleyway or boardwalk at the end
- C5M3 with the cemetery, and the cemetery doesn't feel like its very unique
- C1M1 with the fire doors, but really, I don't even really count that
- C1M3 with the lower/upper paths during the event

Dark Carnival was supposed to have or had evidence of having multiple paths on map 2 and the finale entrances if I remember.

Mr. Sangheili

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Re: Left 4 Dead 2 Beta Maps
« Reply #17 on: October 18, 2016, 07:41:29 pm »
By the way, here's how the styleguides might have looked with skyboxes.
It really do be like that sometimes.

3yebex

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Re: Left 4 Dead 2 Beta Maps
« Reply #18 on: October 18, 2016, 09:23:16 pm »
By the way, here's how the styleguides might have looked with skyboxes.
Confirmed, better map design than final product.

High Cookie

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Re: Left 4 Dead 2 Beta Maps
« Reply #19 on: October 19, 2016, 02:13:24 am »
Confirmed, better map design than final product.

You don't have to put other things down to say that you like something. Saying "I think these new maps would play to my style", sends the same message without you seeming like such a negative person.

It's really hard to like people who only hate. You do this a lot and its probably why you attract a lot of flack.


3yebex

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Re: Left 4 Dead 2 Beta Maps
« Reply #20 on: October 19, 2016, 02:55:28 am »
You don't have to put other things down to say that you like something. Saying "I think these new maps would play to my style", sends the same message without you seeming like such a negative person.

It's really hard to like people who only hate. You do this a lot and its probably why you attract a lot of flack.



Confirmed, better map design than final product.
I'm not changing my opinion.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #21 on: October 30, 2016, 08:36:00 am »
Some neat discoveries lately of BETA and cut props from Dark Carnival. Very interesting, and fits in with my theory (among a lot of other evidence) that Dark Carnival was a rushed campaign and probably the campaign that was finished last. I posted a link at the bottom to a custom map where you can see them for yourself. Here's some pics for now, check it out:

http://imgur.com/a/tfagp

First image:

A beta Ticketbooth and Monorail tracks behind it. The ticketbooth was a very cool design that for some reason did not make it. Has a pointed top, three windows (only the middle can be jumped through) on a small raised platform, and a curvy roof trim.

Behind that are tracks for a cut monorail. This isn't the train tracks that go over Kiddyland in map 2; this is an actual monorail track and the pillar that would hold it up. Would've been really cool to see this in action, I'm sad Valve cut it. I can kind of understand the cut though, a monorail is something you see at a big theme park like disney world, not a small town fairgrounds.

Second image:

(from left to right) A small mic cable that would've connected the mic to an electrical box. Above it is a light fixture with 4 lights, probably would've rotated like a disco light. Next is a light fixture with 2 lights. Next is a cart with a stack of wood on it. It's marked as a fairgrounds prop, but I couldn't find a single instance of it used in the campaign. Might have been used in other campaigns though. After that is a model called split_case. Looks like a cool toolbox, maybe would've been used in the finale?

Third image:

From bottom to top: The beta bumper car. Had a sleeker design. The pole connecting it to the roof is part of the model so it probably wasn't hittable (in the actual game, the pole is a separate prop and can detach). The second bumper car is the normal one in game. The top is a bumper car model with a bugged texture, probably included in the game by mistake.

Fourth image:

Another view of the monorail tracks. You can see the electrical system and metal rail it would've run on. Cool stuff.

Fifth image:

Information kiosk frame. Would've had information about the carnival, maybe a map even. Next to that is an unused ash tray model with cigarettes in it.

Sixth image:

Drum cases that would've been present on the finale.

Seventh image:

The beta structure of the Barns on map 4, superimposed in front of the actual barns that made it into the game. You can see it was much shorter in size and had a less steep roof. Might have been removed in favor of a taller roof to make charges off do more damage? Who knows.

Eighth image:

On the right is a beta version of the ticketbooth that you see immediately beginning map 2, on the left is the actual ticketbooth. The beta one had sharp serrated edges, possibly a pinstripe design like the fairground tents.

Ninth image:

The beta structure of the rollercoaster tracks. Not much is different here, other than the wood pieces being in slightly different positions. In this image, you can see the second ramp you go up would've had tall edges on the side, preventing you from being knocked off (like on the first ramp). In the actual game this area has short edges that you can jump on. Later on (not in picture) the covered tunnel area also has these edges, implying the tunnel did not exist at that time.

Tenth image:


The beta tracks had a different wood design that would've prevented anyone from walking underneath it in some areas.


That's all the beta props I could find from Dark Carnival. Here's a download link for you to see them yourselves. Put it in your maps folder, then launch it through console. If you get a message about the map being unplayable just click OK and it'll be fine. In the map I've also superimposed the beta coaster structure (pink checkerboard pattern) over the actual coaster structure so you can see the differences. Enjoy!

https://www.mediafire.com/?19pyqdcfopaafkv
« Last Edit: October 30, 2016, 08:50:28 am by NF »

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #22 on: October 30, 2016, 08:43:21 am »
Another minor discovery I made was that there was a cut scavenge mode from c2m2_fairgrounds. There are still a few entities that Valve accidentally left in for it. Haven't seen this mentioned anywhere so maybe I was the first to discover it. There was a cut survival mode from c2m3_coaster too, but most people know of that one already, and it can be activated with some addons (check the workshop).
« Last Edit: October 30, 2016, 08:51:17 am by NF »

Dyl Dough

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Re: Left 4 Dead 2 Beta Maps
« Reply #23 on: October 30, 2016, 02:47:36 pm »
Another minor discovery I made was that there was a cut scavenge mode from c2m2_fairgrounds. There are still a few entities that Valve accidentally left in for it. Haven't seen this mentioned anywhere so maybe I was the first to discover it. There was a cut survival mode from c2m3_coaster too, but most people know of that one already, and it can be activated with some addons (check the workshop).

LET ME DECIMATE DAT MAP GIF IT TO ME

MAKE IT A REALITY NF

Mr. Sangheili

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Re: Left 4 Dead 2 Beta Maps
« Reply #24 on: October 30, 2016, 05:16:48 pm »
Also, it looks like there was supposed to be a Scavenge game mode for The Cemetery map in The Parish.
When Scavenge was launched in the Cemetery, all "maze" patterns would be disabled by the info_gamemode so players wouldn't get confused or lost.

Unfortunately, not much remains but that info_gamemode and some nav blockers.
(Note the names on some of those entities. "temp_scavenge_items", "temp_scavenge_misc". Would this imply these were temporary items, maybe during its testing phase?)
It really do be like that sometimes.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #25 on: February 26, 2017, 03:51:36 am »
Dark Carnival: The Lil Peanut cutouts would talk and would say things like "Hey kids!". Survivors would then comment on how creepy they were.

Random discovery: Hidden infected ladder and fence inside of the dixieland diner building (c2m4_barns) opposite the bumper cart building.

The dixieland diner must have been added later on in map development, that area was probably opened up earlier or had a smaller building.

http://i.imgur.com/fzhFZOx.jpg

EDIT: Found another inaccessible ladder. This ladder is strange since it's inside the building, and it also isn't on map 3.

http://steamcommunity.com/sharedfiles/filedetails/?id=873593393 
« Last Edit: September 02, 2017, 07:01:33 am by NF »

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #26 on: June 23, 2017, 12:02:33 pm »
New discoveries recently.

The Arcade game of L4D, released in Japan only, has updated versions of the maps with changes that aren't present either the PC or the console version. I don't think the updates were done by Valve but who knows.

https://youtu.be/7sBYAxDF9gU?t=512
Here you can see there's a special infected ladder leading to the top of the semi on Dark Carnival 1, and later there's one that leads to the bridge.

https://youtu.be/qPCh9U38oYk?t=47
Here you can see a dresser on the Dead Center 1 balcony that would force survivors to re enter the windows.

https://youtu.be/5Mpcff1tq8A?t=73
A huge bush outside the Dark Carnival 2 warehouse.

https://youtu.be/VDmCvIFi-po?t=606
A bunch of rubble on the Dead Center 2 bridge.

https://youtu.be/VDmCvIFi-po?t=655
A ton of barricades, another car, and a bus added to the Dead Center 2 highway.

All the maps also have a ton of bright arrows added to them to show the way. That's all I could find based on the limited footage available on Youtube. If anyone knows where I can find more footage, let me know!

==========================

Another thing we found are some beta Instructor messages that got cut.

L4D2_Instructor_explain_hatch
Displayed Caption 1: Open the hatch


A hatch event that got cut from a map?

L4D2_Instructor_explain_c4m4_finale_no_gas
Displayed Caption 1: You should bring the gas can here before you flip the switch


This shows Hard Rain 4 was originally planned to be 4 maps! That explains why map 4 and 5 (in the normal game)  are so easy compared to other campaigns. If you recall, Parish was originally supposed to be 4 maps as well, with Parish 1 and 2 being one long map. This means all campaigns would have been 4 map campaigns except Dark Carnival. But I could easily see the Motel map getting cut since it's unlike the rest of the campaign. Maybe all the campaigns were originally planned to be 4 maps only?!

Also, it looks like you would've had to carry the gas cans manually back through the Hard Rain maps. Good thing they cut that, sounds like it would've been annoying.

L4D2_Instructor_porch_light
Displayed Caption 1: Turn on porch lights to mark locations with items


Hard Rain porch lights could've been turned on manually to remind yourself of item stashes on the way back. Pretty neat.


« Last Edit: June 23, 2017, 12:04:39 pm by NF »

ninja

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Re: Left 4 Dead 2 Beta Maps
« Reply #27 on: June 23, 2017, 05:50:12 pm »
Great finds NF. Super interesting

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #28 on: July 22, 2017, 12:07:37 pm »


I restored the cut ticketbooth prop from Dark Carnival and made 3 variants: normal, kiddieland, tunnel of love. Will be used in a future custom campaign remake of Dark Carnival.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #29 on: September 02, 2017, 03:55:37 am »
I've gotten in contact with Valve to find out more info. BTW in case you're wondering why almost everything I'm posting about is related to Dark Carnival, it's because I'm working on a Dark Carnival remake and basically dissecting the entire campaign.

Here's some information I've found out from Valve.

- Dark Carnival has inspiration from Evergreen State Fairgounds in Washington and to a lesser extent Kings Island in Ohio.

- The monorail I talked about earlier was cut for feeling out of place and "too permanent a structure". Makes sense, because fairgounds typically aren't set up all year long. It also felt too similar to running on the tracks on the roller coaster later. Replaced with the Kiddyland version you seen now in the game.

- Originally the slide did not exist on map 2. Instead, you accessed the monorail tracks and used those to get across the fence. There's a lot of voice lines for Nick talking about "get on the monorail!" still left in the files that you can hear.

- The original finale was not the stadium, but at a train. You were to get into the traincars to escape, this is why you begin in the traincars on Swamp Fever 1. Changed because it felt out of place with the rest of the campaign.

- The stadium was then added, but with many differences. There was going to be a guy at the concert area, who Nick calls a "hippie" in the voice files who was going to help you set up the stage lights and sound. He would be up in the audience area calling the shots. Later changed so you set things up yourself. Also in the voice files are Nick and Coach talking about many other things you would've had to do during the finale, like lighting up the "smoke pots", hitting switches, and going around the map igniting fireworks.

And finally the most interesting piece of knowledge overall...

- A Midnight Riders campaign was considered where you would play as the Riders, but never came to fruition.
« Last Edit: September 02, 2017, 03:59:49 am by NF »

 

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