The "Hey Valve, Give This Guy a Job!" award

Wow, this was an epic failure on my part. I think calling this "weekly" was a stupid choice, as I don't have the time to update it that often.

I've found myself playing a lot of Source engine mods lately and some of them are incredible! They are so good that I think Valve should definitely hire the creator! Each week, in this thread, I'll feature a Source mod and talk about it a bit, giving it the "Hey Valve, Give This Guy a Job!" award.

Up first, we have an Left 4 Dead campaign I just found out about today called "Heaven Can Wait", created by a Russian named ROMKA. L4Dmods.com compiled it for English download and play.
Download here: http://www.l4dmods.com/index.php?option=com_joomloads&view=package&Itemid=2&packageId=612
Time for a short review of "Heaven Can Wait"

Heaven Can Wait is an incredibly long and challenging 5-map campaign. Versus mode is not playable on this map, and with quite good reason, it would be completely unbalanced in favor of the infected. Let me tell you, my friends and I struggled with this thing on Easy mode! Right off the bat you're plopped down at a crash site holding only your pistol, sometimes a second pistol or actual weapons being around if you're lucky. There is no "safe time" at the beginning like there is in the other campaigns, you are being attacked right off the bat! At first I didn't like this, but then as I played it time and time again, I actually liked this idea. It just makes this not a good campaign for L4D beginners to start with.

Another big draw about this campaign is how the crescendo events are triggered. There are very few crescendo events that you have to press a switch to trigger (read: less than 3 I think). I won't spoil all of them, so I'll give an example by talking about one that happens right near the beginning. You're walking down a road, toward a bridge with cars on it, you hear a rumble as you see the cars sink below where you can see on the bridge. The bridge crumbles and all the cars fall in the water. All of the noise from the bridge itself alerts the horde, so you're backed into an edge fighting for your life. On the positive side though, the horde broke down a gate you formerly couldn't get through, which is the way you're supposed to proceed. This makes it feel even more like a zombie apocalypse because the zombies come whenever they feel like it, not necessarily on your schedule. My only criticism of this is that it can be unfair sometimes from a gameplay perspective, which is probably why Valve didn't take a chance with this kind of design in their own campaigns.

The art design of these maps is absolutely jaw-dropping. There's a farm road, a city that looks like it's seen the effects of the zombie apocalypse, a parking garage (those that played it will remember this well, heheheh), and a military base. My personal favorite just to look at is the map number 4. If you wish to hear about this, highlight the spoiler box below:
You end up going into city hall, where right off the bat, they tried to set a trap for the players by having a gate and 3 metal detectors. Remembering Dead Air, my friends and I had to look around and find a way around it. We spotted a table and jumped onto it and then over the gate. We went along through the hallways, a courtroom, and then the mayor's office! This room looked absolutely beautiful, then one of us walked over to the bookcase, and one of the books turned white, like it was a switch, so they pressed it and it opened the bookshelf to reveal a secret staircase! Down the long flights of stairs was a player-activated event where you have to call a monorail car!

Heaven Can Wait is a fantastic campaign that's also a very long and difficult. Don't feel embarrased for playing this on Easy, because that's pretty much like playing the stock campaigns on Advanced. I cannot highly suggest enough that you have four human players for this campaign, as the AIs will just get you killed by their stupidity. Get this one, because it's in most of the EGA members' rotation for campaigns we play.
 
Re: The weekly "Hey Valve, Give This Guy a Job!" award

He must be an IRON MAIDEN fan :D "Heaven can Wait" :rockin :rockin :rockin
 
Re: The weekly "Hey Valve, Give This Guy a Job!" award

:lol each week? :)

SOO... what's up this week?

†B†V† :hat
 
http://www.l4dmaps.com/details.php?file=1693

Tonight, I present one of the finest L4D Mod campaigns....with a rating of 4.8!

Entitled, "NIGHT TERROR" ::D
 
Look up the HL2 mods "Research and Development" and "Minerva". IIRC, the guy that made the Minerva episodes was actually given a job by Valve.
 
Research and Development was the next one I was planning on covering Nova.

Link: http://www.moddb.com/mods/research-and-development
Required games to own: Half Life 2: Episode Two

Reserach and Development is sort of like Portal, but with everything out of HL2 that's not a regular gun. You don't even get the Gravity Gun til about halfway though the mod. This game is more puzzle-based than combat-based, the combat you do do is more like solving a puzzle than actual combat. There are sections where you have to defend yourself with your gravity gun and a sheet of bulletproof glass. The puzzle that happens right off the bat is quite interesting.

On that note, one thing I found particularly awesome about this mod was the attention to details. There are many places where there is text a surface you have to read, and it's very clear to see and looks beautiful. For instance, at the beginning there are some dead Antlions in prison cells and one live one locked in a prison cell. Each cell has a clipboard that says information about that particular Antlion, and what the experiment on it was (Can you say "bulletproof Antlion"?).

When I said this mod uses things out of HL2 that aren't just straight up guns, I meant it. For a while you have the Antlion pheromone and one Antlion (who is bulletproof) and that's your only defense against a bunch of Combine soldiers. The gravity gun is used very well, as it always is in HL2 and it's episodes. You even get to put a vehicle together, and it's not one you've seen in HL2 before! Also 3 words: Microwave Black Hole.

If there's any negative criticism I have with this mod, it's that some of the puzzles' setpieces really get the feeling that they're just setpieces for something else because they don't do what they normally would. For instance, there was one puzzle that had some explosive barrels sitting in some train cars. You cannot pick them up with the gravity gun, and shooting stuff from the grav gun at them that would normally blow them up does not blow them up. Once you do the puzzle though, they blow up. This problem could have been solved by putting a bulletproof glass traincar around the explosive barrels, instead of it being open. This way the player could see what was in there, but not be able to attempt to blow them up.

Research and Development is a very satisfying mod with very intriguing puzzles. You will rethink a lot of mechanics of HL2 after you play this.
 
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