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Thread: Fort Noesis
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03-11-10, 11:51 PM #1Fort Noesis
http://www.l4dmaps.com/details.php?file=4708
just finished playing it here a few minutes ago and thought it was really fun, its only 3 maps (with a really long first map). It has custom sounds again and a custom intro as well. I think it'd be worth giving it a proper go with some human players sometime.
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03-12-10, 07:24 PM #2
Re: Fort Noesis
Just did a test run of this and I was very impressed. If the mapper had made it a full-length campaign (the first map isn't really that long; the first two are about the length of an average L4D1 level) it would probably be at the Suicide Blitz level of quality. However, I did have a couple glitches and gripes about it:
1. The voice acting, while solid, was really soft. I had to crank up my volume especially to hear the radio at the 2nd level's crescendo and the finale radio
2. My tank spawn during the 2nd level was near the beginning and was very buggy. I entered the room, and he was on the other side of a almost-full barbed wire barricade halving the room. He didn't notice me until I had cleared most of the room, and then glitched up and died before he even fought.
3. I was insta-incapped during the level 2 crescendo by the burning barricade, which falls over when you get close. Dunno if this is intentional or a bug.
4. The placing of the witch in the 2nd level was just plain bad, wandering around the big courtyard before the crescendo. If you didn't notice her, that's a dangerous place, but considering she's 100m away and a story below you, that's just easy-peasy.
5. The custom music on the finale (before you start), while also solid, bugged up the regular finale sounds. I couldn't hear the "incoming attack" cry or the horde music (tank music was fine though)
6. Very much a lack of items, especially weapons. I was stuck with an uzi until the 2nd level crescendo. Apparently, this is a modified port of a L4D1 custom map. While melee weapons were added, I don't think any other L4D2 items were added. Honestly, for VS, I'm not complaining.
A few things I liked:
-Excellent aesthetic design
-Custom music, graffiti, and voice acting
-Second level crescendo was well-placed, and first wave hordes come from many directions (however, the second wave usually climbs up the ladders for easy slaughter)
-Finale was well-designed, the rooftop not being a copy-paste job of the No Mercy Finale. The radio was a fairly long distance away from the helipad, and forces the survivor team to either make a run during the finale itself or after the second tank. Tank spawns were fairly close in and allows for infected to actually fight back. The only gripes I have with the finale are the fact that I couldn't see the rain (graphics problem on my end) and there are a couple large closets survivor teams can probably hide in for easy playing (although the main one I saw was a long way from the helipad). Otherwise, the finale definitely looks playable for a balanced game of VS.WHEN LIFE GIVES YOU LEMONS, BURN DOWN LIFE'S HOUSE
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