Thursday, 13 October 2011

Left 4 Dead - Two Evil Eyes

So here we have a little review of Left 4 Dead custom campaign Two Evil Eyes. It is quite a long campaign and has a total of 6 levels.

The first one is ridiculously short and a simple cross a bridge, through a house full of zombies, round a corner and your done. It does seem like a little taster for the rest of the campaign.

The second level is a bit longer than the first but still not the longest level. Just like the first level there you do have to alert the horde quite early on which is easy enough if you get on top of the crashed train before they get to you. It does also seem to have quite a lot of special infected and you encounter your first tank of the campaign, which you can actually go hide up a tree from (if you go round the back of the tree house). After that it's just through a house and the safe house is the next building over.

Level three is where you finally get your hands on some decent weapons instead of the stock uzi and or shotgun which are just outside the safe room. That's the good new, bad news is you are now entering a swamp. Swamps are never good news, let alone a zombie infested one, so after wandering about killing zombies on your way, you come to a building. However this building happens to be closed off with no way in, luckily there is an open manhole nearby. I would say a tunnel is better than a swamp, so you head on down the man hole and find very little zombies down there, at least I did. This doesn't seem to be any old sewer tunnel though, it seems to be a secret tunnel to a garden area which is full of supplies and weaponry and an alarmed door. Obviously not wanting to head back in to the lovely swamp, you of course open the door, which in turn alerts the zombies. I chose to cheese it through the horde instead of sitting there fighting until the alarm goes off. While fighting through zombies I noticed a gate which you can't get past at the moment, so I follow the path round which leads to a car park with a few supplies towards the back of it, near a button you have to push, which opens up the path previously blocked by the gate. The walkway you unlocked leads you to a boat on a little river which you have use to get to the docking station which is right next to the next safe room.

Now we have a bridge level as the fourth part of this campaign. I found this quite difficult on normal (I was playing with random people that seemed to like wandering off by themselves and bots though), it took me 2 or 3 tries to actually finish this. While you can go with the I am going to just run and gun, never stopping to get this over with, there is a train crossing about halfway across so you have to wait for it to pass, and trains being noisy and all, it alerts the horde. I found so long as no one gets incapacitated you will generally be okay with this level, the moment someone is down it becomes hard work (though that might be the genius I was playing with that kept running ahead). The map itself is quite short yet quite challenging.

Next we have a quite dark and gloomy level. As you leave the you hear a helicopter over head which happens to be your rescue in the finale. After listening to what he says you carry on with your journey which is through a cemetery at this point of time. After fighting towards the back of  this creepy place you end up falling through the floor into a cave. Which is where you have to alert the horde by blowing up a barricade, doing so you are stuck in a hole with a wall of fire on one side and a horde of zombies on the other, it's not a great combination. Anyway you fight through this tunnel and escape you have literally a couple streets left to the safe house. However the house is fenced off, and the only way to get there is through the garden which is blocked by an alarmed car which you set off as you jump past it and on come the horde for another battle before you get into the safety of the house. The level isn't all that hard on normal but I could see it getting rather tricky on advanced.

We are nearly to safety as we leave the final safe room and head away to find the helicopter that you heard in the last part. So you head out and a short walk away you come to an almost dried up river bed which leads to an abandoned house on a cliff side, where you can stock up ammo and whatever other supplies it has inside. Just round the corner from here is where the escape finale will happen which consists of a few buildings and a helipad (which is blocked off until it's time to go). I found your best bet is to hold out on the roof tops and if you have actual people playing with you, I suggest using the fire and explosive rounds which are laying about for the tanks only, but of course you can't get the bots to work like that, which made it a lot harder than it had to be come tank time

On normal it took me about 40 minutes give or take to finish, so it is a decent length campaign. That was first attempt time for it as well, so no doubt you could finish it a lot quicker than I did. The hordes could maybe do with getting tweaked a little as some were pretty small while others seemed far to large. The special infected seemed quite nicely spread out with a decent amount of them to make it a challenge. To be honest the first two levels probably could have been combined into one, due to the shortness of the first level. Other than that I enjoyed this campaign and will be playing it a lot more. I would say it is definitely worth a download. Below is my shoddy attempt at the finale, I do make it but only by using everyone else as bait. I need to get this finale done with some people, hopefully leading to everyone escaping. I do have the rest of the campaign recorded on my youtube channel as well if you want to go check out what it's like, just fyi.

Next campaign on the list is 'The Dark Parish'.

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