Author Topic: Left 4 Dead 2 Beta Maps  (Read 23710 times)

NF

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Left 4 Dead 2 Beta Maps
« on: January 19, 2015, 09:17:50 am »
EDIT: Make sure to read the whole thread, new discoveries are posted throughout.

Watching some old beta vids from E3 2009 and PAX 2009, I noticed some things:

- Swamp Fever used to be much brighter
- Swamp Fever 1 used to have way more foliage and different kinds; I noticed pine trees like from Blood Harvest
- There were more item spawns and with different items, but this was likely just to demonstrate the new things in the game
- Parish 2 alarm sounded different, and you dropped out (one way drop?) of the CEDA trailer instead there being steps
- Apparently, in the original Hard Rain, survivors had to go around turning on lights in houses to light the path on the way back

There is also the c5m1_waterfront_sndscape map still remaining in L4D2 that you can try out yourself by starting it through console. It combined Parish 1 and 2 into a single long map and has a lot of other cut changes. I wonder how the comp L4D2 would change if this was still the case... would the map be considered too hard?

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Dark Carnival also looks like it went through a lot of changes close to release. There are a lot of entities still remaining in the maps that were never removed but can be seen by decompiling the maps.

https://www.youtube.com/watch?feature=player_detailpage&v=mPNojN9AHmM#t=30

Cool little observation I noticed from an old beta video. When he goes into the Dark Carn 2 warehouse, you see a new area that was cut from the game. That explains why there is that long dark hallway blocked off still remaining in the current version of the map. Wonder how the inclusion of this area would have changed the game as it is now... Perhaps running Tanks all the way back wouldn't be feasible anymore and you'd have to fight the Tank in that building. This area was likely cut to make the shooting gallery bigger (with that room there, the shooting gallery had to have been half it's current length). I plan to remake this area for fun soon.

Other things I have noticed:

DK1:
- Instead of Jimmy Gibbs car on Dark Carn 1, there was a police car (probably a placeholder)

DK2:
- There are hints that there used to be a path that took you to the rooftop behind the ladder choke once
- The rooftop had almost no detail, most of the vents and wood pieces weren't added until later
- The slide used to be darker and have higher contrast colors, and the staircase leading to the top had a different texture that would have blocked LOS (allowing you to spawn underneath it)
- There are hints of a cut dynamic path that would have had you leaving the left side of the pill room before the event, instead of the right side
- There used to be a scavenge version of DK2 that was cut but entities were left in. A lot of the gates that separated the areas (kiddyland/slide, first fairgrounds area) can be removed for such a mode. You can still remove these gates with the stripper:source plugin if you wanted to access the new routes.  (Screenshot 1, 2, 3)

DK3:
- There are leftovers from a cut path after the swan maintenance room. It appeared as if you originally went straight from the room with the shelves into the tunnel of love, instead of going to the one way drop as you do now. You can still see the arrow decal left in the current map.  (Screenshot 1, 2, 3)
- Dark Carnival 3 has a survival map, but it's not accessible without addons or console commands

DK4:
- There is secret room on Dark Carn 4 in the stadium, that had to be addressed in a Promod update once, because unreachable pills could spawn there. There's nothing interesting there but a few shelves and item spawns.
- The exit from the bumper car building probably looked like this once. There are trigger brushes for an unused nav blocker entity there as well as some extra clips, which are typically used for dynamic pathing or changing map boundaries in various game modes (survival, scavenge etc). This might have been cut because it made a short map even shorter.
- There is a ride that is used as a background / skybox prop on maps 3 and 4. It may have been intended to be fully textured at one point or it may just be for detail

DK5:
- There are unused entities for a possible dynamic path that would have had you get to the outside of the stadium from the right side, rather than the left
- When Valve updated the finale sometime in 2011 (I believe) and remade some areas, they forgot to delete entities from the old version. You can easily see a few of them left in the map in noclip mode

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I know of a lot of other small things in the campaigns still but they probably aren't worth mentioning unless someone is curious.

Some other neat cut content: http://left4dead.wikia.com/wiki/Cut_Content#Campaigns_2

Here's some more really cool concept posters for new campaigns Valve made. You can see some early concepts of areas that would eventually become L4D2 maps, like the motel, carnival, and swamp. I would've loved to explore these maps if they were ever made.

Anyway, that's all for now. Thought you guys might find this stuff interesting.
« Last Edit: June 23, 2017, 12:03:29 pm by NF »

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #1 on: January 19, 2015, 09:37:28 am »
Well you have Beta Parish as it own map by a community mapper, its about as close as you will get to the original beta Parish map.

The mapper probably overthought about L4D1 in terms of the lighting, but all 4 maps have about 3 different random paths now. Which is more than you can say for stock Parish or even Dark Parish.

http://www.gamemaps.com/details/8117

You also have this Steam Greenlight project, which is slated to be Turtle Rock L4D1, called Left 4 Dead Zero.

http://steamcommunity.com//sharedfiles/filedetails/?id=373002956

Heres the deal below, I doubt it ever gets completed, even though I would play it. If it ever does, Left 4 Dead 3 will likely be out and you need players to play the content.

Quote
What is this Mod about?
Left 4 Dead Zero is a mod aimed to bring you back the Left 4 Dead that meant to be released, along with adding a new gamemode that will continue the story of the original survivors, new campaigns, and improvements to visuals and gameplay. This mod is free, but requires you to own either L4D or L4D2 to be playable.

Left 4 Dead was originally developed by Turtle Rock Studios, it was later bought by Valve in January 2008, at first most bugs started to clear, the gameplay was cleaner and features were improved. Around early 2008 the game was clearly ready for release but in that time the last video you see of anything original, then in June 2008, the changes begun. By September, Valve had redesigned the art style of the game in only 3 months. Once the transformation had been complete, Left 4 Dead no longer looked to be a horror game and some fans were disappointed with the released build of L4D, and would rather have the build demoed off.

This mod will not follow the story of titles developed by Valve. Retail Left 4 Dead, Left 4 Dead 2, and Left 4 Dead 3 will not be canon with Zero, and Zero will not be canon with them.

Read More at our FAQ

Key Features
Restoration of the Left 4 Dead that was supposed to release
New Gamemode with a whole new story line, new weapons, new gameplay possibilities, 4 redesigned campaigns, and new 4 campaigns.
Playable Common Infected
Workshop Support
Improved Visual Graphics
Detailed weapons textures, shading and animations for normal and empty reload.
High res Common Infected
Enhanced animations for Survivors and Special Infected

Why Greenlight?
It's simple, we can't do everything without getting access to original files, We are quite limited to some people we can get files from, we can't get any more files from Splinks due to reasons that we will keep private. Currently we have some placeholders in-game, which are well made, but obviously we will change it to the original textures once we get them, so don't worry about fan made content being in-game when it releases. Also currently we have no maps from the original L4D, so you'll be mostly seeing L4D retail maps, and maps for Left Behind. We would also like to restore various things that requires the Source Code to restore, along with adding some new things, like better lighting, and a whole new gamemode. It will also be a better way to distribute all the content to you guys, since L4D1 is not modder friendly, L4D2 is remotely more friendly to modders, but it still puts limits on what we want to do.

What's new with Zero that I can't get with either versions of L4D?
Since we're going to Greenlight for the Source Code to L4D and access to more files, we hope to improve the lighting effects, and various other stuff with the engine to make it look better than both stock L4D and L4D2, along with being more stable than the Retail builds of those two games. We will also add support for Workshop, so you can upload game mods! We will also provide a new gamemode called Left Behind, which will be explained next.

What is Left Behind?
Left Behind is a new gamemode concept that we want to do, hopefully if Valve gives us access to source code, to bring fresh air to Left 4 Dead, expanding both gameplay and graphics, and offering a new alternate story to the original survivors after the events of the first game. Including new campaigns set in different locations and seasons (including maps with snow), new weapons that haven't been used in any L4D and several skins for each survivor (season related) and special infected/common. It wouldn't be extremely fast-paced like the retail games, but a bit more calmed giving a chance to enjoy the environment and design, also the cooperation will be enhanced, like giving items/ammo/ guns to each other, drag incapacitated players, push/pull objects, climb walls...

Learn more about Left Behind here

What happens when you guys get Greenlit?
Once we are Greenlit we will continue working on our mod until it's completion. Since we know that the original build of L4D was more than just different Survivors, we will release the original Survivors to L4D and L4D2 after we finish them and have been Greenlit. These differ from Splinks' releases of the Survivors, which had remaps and remakes of various textures.

Will this include L4D2 content/Will you guys restore L4D2 beta content
No, our goal is to restore what L4D was meant to be, there's a slight chance we may release beta L4D2 content back to the public, but that's very unlikely and isn't in our goal set.

What happens when you DON'T get the Source Code?

We'll figure that out when we get to that. We might make an Indiegogo to get the cash if we need to pay a license fee, because there's no way we'll be able to pay the $25k fee on our own.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #2 on: January 19, 2015, 09:54:23 am »
Well you have Beta Parish as it own map by a community mapper, its about as close as you will get to the original beta Parish map.

The mapper probably overthought about L4D1 in terms of the lighting, but all 4 maps have about 3 different random paths now. Which is more than you can say for stock Parish or even Dark Parish.

I've played that map, I actually thought it was pretty terrible. The map maker didn't understand how the lighting engine works at all and he took liberties to remake areas that never existed. I don't mind remaking areas with your own ideas (obviously since I am working on 2 maps with that same principle), but if he was trying to recreate the "original" maps then it makes no sense. Plus The Parish was never at night time to my knowledge.

Left 4 Dead Zero looks really cool, this is the first I'm hearing of it. Can't wait to try it out. Hopefully Valve releases the source of L4D so that they could add that new gamemode (and because it would have some cool implications for competitive L4D)

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #3 on: January 19, 2015, 01:01:07 pm »
Would the Charger be banned 4 life if they kept his Beta behavior?

https://www.youtube.com/watch?v=0o7a4e9Po_Y

It certainly would've taken the shackles off him.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #4 on: January 19, 2015, 01:24:57 pm »
Would the Charger be banned 4 life if they kept his Beta behavior?

https://www.youtube.com/watch?v=0o7a4e9Po_Y

It certainly would've taken the shackles off him.

The beta charger looks worse. With the current charger, he carries you with him as far as he charges, then begins pounding. In the beta it looks like he just knocks you over then pounds after.

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #5 on: January 19, 2015, 01:41:05 pm »
I'm thinking his left click was Charge and his right click was pummel, so they were separate functions. Imagine removing the melee and having the behaviors separate? It seems like that was the direction they were going for in the beta. No way to really know for sure. It could be exactly as you said. A long pause before he returns to pummel. I'd like to think even they thought that was a stupid idea. I'm much more intrigued by the idea that they were separate functions. Trade off the cheap melee for more evasive behavior and sneaky pummels that could be charged up via that overhead slam animation seen in the video.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #6 on: January 19, 2015, 02:10:01 pm »
That would be pretty cool if they were separate functions. Charging people down, escaping, then coming back for more charges sounds like it would be great fun. There's probably a modded server that has this somewhere.

Though to avoid going too far off topic, let's try to keep this discussion related to the maps only for now.

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #7 on: January 19, 2015, 02:49:32 pm »
Some of the map changes mentioned are probably for the better, at least in terms of the competitive L4D community. Dynamic pathing seems to be a widely despised idea. Could you imagine Carnival with random pathing? It would probably never be played. It's straight forward approach seems to be widely acclaimed. Also, Hard Rain would've been widely despised if the survivors had to run around and turn lights on, just to see where they were rushing. When the A to B formula is changed, its generally not well liked.

I suppose its something we should give Valve credit for. They knew most forms of the community were going to despise things that involved anything other than A to B gameplay. Dynamic Pathing, which introduces the element of C, or making the survivors have to do things other than get to the saferoom, would've been frowned upon on release, and they likely would've had to remove or change them outright to make things easier on survivor. Its about survival afterall, and nothing spells survival like going as fast you can to the next point.

Its part of the reason why even with 4-5 years dev time presumably on Left 4 Dead 3. I really don't see them having the guts to keep pre release promises that don't outright favor survivor. In fact, I hope they don't bother telling us, only to disappoint us anyway. All the more reason why I kinda hope Left 4 Dead Zero gets a proper release. Things like playable common infected, dragging survivors around and other ideas mentioned have me more intrigued than likely anything Left 4 Dead 3 will give us.
« Last Edit: January 19, 2015, 02:51:13 pm by Map 1 »

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #8 on: January 29, 2015, 02:58:35 pm »
I actually don't think competitive players would be heavily against dynamic pathing if it was implemented correctly. The current version of it can result in different dynamic paths for each team, which could lead to unfair situations. I think a better implementation would be to have randomly generated paths, but allow players to spec the map and scout out the changes beforehand, and as long as both teams had the same path. This could work in promod right  now because you can spectate during ready up. To make it work in vanilla, valve should add something like a "setup time" like in TF2,where players have a set amount of time to scout the map for things before they begin the game.

Gray`

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Re: Left 4 Dead 2 Beta Maps
« Reply #9 on: January 29, 2015, 03:38:43 pm »
I actually don't think competitive players would be heavily against dynamic pathing if it was implemented correctly. The current version of it can result in different dynamic paths for each team, which could lead to unfair situations.

Agreed. Dynamic pathing is, as stated, only good if the paths are identical for both teams. If there were some way to make a set of pseudo-dynamic paths from which one is picked at random on map load and saved between halves, I think it would be pretty great. Personally, I don't think map scouting would really be necessary, given a finite number of possible paths. IMO, this game could use a little more variety.

Also, I don't really see valve doing much for this game...
« Last Edit: January 29, 2015, 03:40:22 pm by Gray` »

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #10 on: January 29, 2015, 04:32:51 pm »
Welp, in related/unrelated news, its been greenlit...

http://steamcommunity.com//sharedfiles/filedetails/?id=373002956

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #11 on: February 06, 2015, 01:36:26 pm »
Update! I've finished remaking the cut beta areas from Dark Carnival!

Here's the "games" area cut from Dark Carn 2 seen in the first video in the OP post. It's, as far as I can tell, an exact 1:1 replica all the way down to the positioning of the chairs. Only difference is its new location. Check it out:




More pictures:
https://imgur.com/a/gdQ4H

Here's the cut alternate path of Dark Carnival 3 as I imagined it would be. Another touch I added is that there is now flowing water in the tunnel of love, complete with splashing particles and sound effects! Just like before the apocalypse.




More pictures:
https://imgur.com/a/hK7Wp

Quote
Welp, in related/unrelated news, its been greenlit...

http://steamcommunity.com//sharedfiles/filedetails/?id=373002956


That's great, can't wait to play it. Hope it has versus mode.

Map 1

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Re: Left 4 Dead 2 Beta Maps
« Reply #12 on: February 15, 2015, 06:56:15 pm »
Those paths look good.

NF

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Re: Left 4 Dead 2 Beta Maps
« Reply #13 on: October 16, 2016, 05:55:48 pm »
My friend Mr. Sangheili has made a big new discovery of hidden Valve test maps.

In the L4D2 Beta on steam, valve seems to have left in a lot of their internal testing maps and older versions of styleguide maps.

You can download them here:

https://drive.google.com/file/d/0B-XuXKrYrqYzZTd1cmpHZXBCTTg/view?usp=sharing

Pictures:

http://imgur.com/a/Hz1UL

Some random observations:

- There are lots of beta testing maps, including one for the carnival games, one to view Parish foliage, one to test Swamp Fever water, one to test nav through swamp fever foliage (?), and others
- There is a beta version, perhaps, of the Dead Center 3 mall. It's strange, it looks too incomplete to be a beta version, but looks too detailed to be merely a test map. Not sure what valve was doing with this, maybe demonstrating the basic layout ideas for other mappers?
- The Carnival originally had green fairground tents
- The Swamp Fever water was originally (placeholder) the sewer water from DT2
- The Swamp Fever docks had a cut section that was large and round
- There's a map that spawns every possible combination of common infected: Every color and every type. Watch your FPS on this map :P

We suspect there's more hidden things in the L4D2 beta yet to be found.

3yebex

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Re: Left 4 Dead 2 Beta Maps
« Reply #14 on: October 16, 2016, 08:11:28 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.

 

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