Doesn't matter. Same price. Content is king, nowadays the purchase of l4d1 over l4d2 is worth it exclusively for nostalgia factors. And if you unnironically play l4d1 nowadays is because you can't afford the superior, you are butthurt the boycott didn't work, a TLS hater incel or a player incapable of dealing with jockeys like a man
I heard that the facial animations of the survivors in l4d1 and the survivors in l4d2 are slightly different. Could you please edit and upload a video of the differences in the facial animations of these two games?
They're removing some decoration props in L4D2 because it cause performance issues on some PCs because the Hordes would just kick propa around and sometimes hordes can be overload like way back in the days, so Valve removed them And also in some maps, people also use props to climb into broken spot which made the Ai director stop spawning in the normal infected Of course they can just freeze the props, But then that would goes again the idea of "Source Engines" where the props should be 100% interactable.
Interesting how some things were downgraded (like the Mercy hospital enterior), but other things were massively improved. EDIT: I mean it strictly in a visual complexity sense. I never disputed that L4D2's versions play better.
it's not a downgrade its gameplay optimization. if you had played l4d1 at a high level (i was widely considered the best hunter in north america at one point), you'd know why they removed the chairs from the no mercy lobby
L4D2 versions of L4D1 maps mostly uses versus versions of it. But I agree that using versus version of the map on a Campaign is sometimes a downgrade in term of visual, though often they made this change in order to compensate for making Jockey/Charger more of a threat that otherwise they have little challenge to deal with. Dead air fences or old no mercy turret platform would make charger a very little or no threat as survivors are relativily safe from falling off. But without fence, charger and jokey are more of an actual threat. This means that survivors usually have to find an alternative position instead of everyone camping in a 'easy to defend' position. Usually a place safe from falling: those are often a enclosed space, which in turn is where spitters might come up to discourage camping all the time. Basically, the game wants a more dynamic gameplay instead of camping in one position all the time and only leave when Tank comes out.
Well death toll I won’t say it spawns “endless” amounts, unless I’m wrong because every common event for death toll, until the finale only last 3 to 5 minutes, and the entire map of death toll chapter 3, only sends in the common event, once you reach to the safe room, and have to wait till the safe room door is open. so the only time the commons are endless in death toll is when the rescue vehicle appears in chapter 5. Dead air it’s the same thing with 3 to 5 minute common events until chapter 4 where it gives the infinite common event near the end of the map that is endless hordes And blood harvest just increased the infinite hordes, by 2 chapters which is chapter 3 and chapter 4. The strangest part for blood harvest chapter 3 for me is no loud sound is playing once the bridge is destroyed, so I don’t know where these commons are coming from, cuz every other infinite common event has a loud alarm sound. Also just a fun fact, if a tank spawns in a infinite common event spawn, it changes the infinite common spawn to a 3 to 5 minute common event. Due to how the tank in finales stop common spawns when they spawn. So even the chapters I know have infinite common spawns, might not be 100% infinite due to the RNG tank spawns.
People keep blaming the TLS update because they took out _exploits_ but completely brushing off all the new things it introduced for both campaign and versus. Granted, tricks don't work like they did in L4D1, and how the maps used the VS variant (though it's more of a Valve case from years ago), but the L4D2 version of the maps feel better to play. You won't notice a difference either (unless for major changes like No Mercy finale).
I really wish the TLS team could bring back the campaign variants of the maps. They are so much more atmospheric and detailed, because they don't have to really rely on game balance and performance.
I casually played L4D in middle school on net cafes and recently getting into L4D2. Like, actually tryharding it. I thought I was crazy when I see the No Mercy finale, Death Toll bridge holdout, and Dead Air alarm choke seems so... wrong. The level design is so iconic that it could stick to someone's head decades after playing the game. I didn't remember Blood Harvest because back then the map's too scary for me xD
0:26 this door seems to only open after a map restart. I don't know the pattern, but it is always open if you die and have to restart the map. 1:09 in L4D1 Versus, the mechanism above the opening is higher up, allowing clearance for SI to attack, and drop down into the elevator.
Oh that's right. Jogged my memory. I seem to recall seeing an output from the scissor lift that opens that door when I was poking around the map in Hammer. Odd decision by the devs there.
Nah, you guys are wrong about 0:26 (including hstop), that's just one of those spots the director arbitrarily decides to open or close when the map is loaded. It's just like that one room right before the truck yard at Crash Cours's finale.
I suspected that it's the director, but I did something wrong and couldn't catch it. Anyway, in L4D2, this door is always open. If I had noticed earlier, I would have removed this moment from the video (just like I did with the doors on The Sacrifice).
The only lesson of this video is that the sequel fundamentally open ways that makes versus fluent, and more adversible on strategies, and I mean only on versus.
I knew some of these changes, but goddamn I didn't expect so many. L4D1 versions of these maps are more visually immersive, but the L4D2 versions of these maps are much better from a gameplay and balance perspective
Left 4 dead 2 se enfoca más en el ámbito competitivo, por ello la eliminación de elementos innecesarios como: las camillas, barricadas e incluso añadieron más zonas de respawn y agujeros más grandes para el paso de zombies, sin contar que los ambientes ahora son más claros y visibles.
the difference on both are huge. i played left4dead1 once and it took me 10minutes to find whenever was the start event to continue because on left2 it doesnt has it
There are so many changed things in L4D1and L4D2 that i never notice it in actual gameplay because its become second nature now, and by the time i actually notice it i get a bit confused
@@oxideactual1018 In the L4D2 video he skipped former employees switching companies and deleted comments calling him out for his horrendous "critique" of RE4 remake audio while using "proof" from a literal nobody youtube channel with next to no previous post history with barebones arguments as if it was irrefutable. There's something called trust and its easily lost, after that? I can't take him seriously. "Opens people's eyes" I ain't gonna take you seriously either after how religiously you worship that dude and cannot think for youself.
@imtoolazyforaprofilepic4961 A lot of crowbcats videos are pretty questionable as well. Like his gta4/5 comparison felt very unfair and cherry picked.
Left 4 Dead - на NM стенки в госпитале ломаются не с 1 удара, на 4 карте. Все проходы есть, как и во второй части. (До лифта и после подъёма на крышу, слева). Можно даже в режиме призрака там пройти. (Rotoblin cfg).
me and my neighbor whenever he came over would play no mercy on l4d1 and hide in the little closet during the finale, and just praying to god that a boomer or zoey doesn't open the door.
This has nothing to with TLS, these were changes Valve made when they ported over the maps. I can tell you hopped on the TLS hate train just because with a comment like that, a pity.
@@brendendonohue2746 and the tls update was garbage. There were shortcuts in versus that were patched that didn't bees to be. Especially on the first chapter of dark carnival
@@brendendonohue2746 and I'm not talking about the new survival maps. I'm talking about the maps that existed before TLS.... Doing glitches with the grenade launcher in survival was fun. Did them for over a decade and then tls came... Nice to see they left some shortcuts unpactched on campaign mode. Especially the first chapter of no mercy, very fun skip.
А в КС некоторые карты совсем порезали тот же Диззи например хотелось бы походить там более подробно. И понять что же изменилось после событий каэски которые случились явно раньше серии лефты.
left 4 dead 1 maps make you feel on a real scenario or building, left 4 dead 2 ports makes you feel like you are in a place whit a shit ton of OSHA violations
I have a question. I have never played these before and I understand they've been delisted on Series X, so I'm about to order the disc version online, and I'm only going to really play them single player with bots. Should I order both games or just import the maps from 1 into 2? Some people say the original maps are better because it doesn't have the extra enemy types added in, and that the games are a better experience when separated. If your focus is online, than they say to important because that's where the players are, but for the best single player solo experience, to keep them separated. Any opinions?
The Death Toll church is a major downgrade. The fact the zombies can get into the church from any angle means there's no point trying to defend from the top of the graveyard anymore, everyone just camps in the corner. Also the addition of "fight to the saferoom" endless horde sequences was a terrible idea
it's weird that l4d1 has ragdolls on for survivors but l4d2 does not. l4d1 is the more serious game of the two so seeing bill flying after a tank punch with source ragdoll physics puts me off so much
And your story is you lack the intelligence to know that Valve did all this to the L4D1 maps years and years ago. Go back to school. And TLS was actually well received. Cope😁