Dammit! When the hell is the Left4Dead2 DLC with remaining L4D1 campaigns coming?

I know, it’s on “Valve time”, but dammit I want to play those old levels with the new L4D2 stuff.

It was supposed to come out around the time of portal 2… I was planning on playing l4d2 again when they came out.

I bought like three new games this month, and I’m still looking forward to the DLC more than playing those games.

Well, there’s this:

So it’s still on the slate, and I guess we can unlock the one campaign early.

They just released Dead Air for L4D2. Not sure when the rest will come out.

We can try to get a SDMB game of it going if y’all are interested.

almost there…almost there…

Well they now have Blood Harvest available. The one that you follow the train tracks and end up at the farm house.

It’s really strange playing these again. They seem so short.

I never played the original but, playing the L4D2 versions… boy, they sure did like their “And here we’ll have infinite waves of zombies” spots in the penultimate levels, huh?

They actually added those, they weren’t in L4D1. For example, you could avoid the metal detector in the airport before, and even one of your dumbass teammates didn’t, it wasn’t an infinite wave.

Yeah, they’ve added a fair bit of things in the carryover to L4D2 to put a crimp on some of the originally slow-paced nature of the L4D1 maps. The charger & spitter do a fair bit to encourage momentum on their own, but there’s still an awful lot of open space that’s easy to cover special spawn zones and force any approaches to come in under long, easy shooting - so they either fixed the worst of those or added the time pressure of a rush event. They did more than just copy & paste the maps.

They’re welcome changes. The L4D1 campaigns were shorter in terms of geometry to progress through, but that didn’t stop a versus campaign from dragging on for potentially two hours, because taking the cautious methodical approach was a surefire solution to any threat the survivors might have to deal with.

I never really played L4D1 so I have no idea how the pacing goes but rushing is definitely encouraged and, in some cases a necessity. The map right before the finale in Dead Air is a great example of this. To me, the only way to really play this one is an all out blitz to the safe room. You get out of the hallways as quick as possible, start the van for the event, then rush, rush, rush. If you do it right, you get to the alarm, the maximum number of commons have spawned and they’re all behind you.

We should get another versus game going some day. Those last two were fun!

I’m really unimpressed with the two new scavenge maps though. Sacrifice and No Mercy gave us four great scavenge maps. Bricks and Barge are huge maps that require a lot of planning and great teamwork to complete. Those two aren’t maps where one good player can single handedly carry his team to victory. Apartments is a little easier but still gives you good choke points and a lot of good cover for special infected. Plus, it has a well placed alarm car that can completely wreck the survivors. Then there’s rooftop with tons of death charge potential. It is, by far, the most popular scavenge map but the small size makes it a bit boring.

Both the new maps, however are a bit boring. Dead Air has the gate you have to trigger but the horde isn’t that impressive and the only decision you have to make as a survivor is if you want to clear all of the cans behind the gate first, or save them for the end. They should have put the Dead Air scavenge map on a rooftop.

Blood Harvest’s scavenge is a little more entertaining but way too easy on the survivors. It’s a wide open map you you can practically have each player split up and still be covered.