Want a cool fact about the map? Every level that isn't level 1 and the finale has a common infected limit of 90. All the other maps have a fast respawn interval and allow all commons to spawn where ever they want to. So basically you clear a room and they all spawn in because the wandering commons just fill that room. Great level! Not really, the spawns need fixing by adjusting the common infected limit to 40-60 and removing the spawning rule from everywhere to only in front of the player.
I actually heard that the creator of this campaign passed away, which is sad. Obviously sad that he's not with us anymore, but I would have liked to see improvements made for the second chapter that was going to come, as well as fixing this campaign.
@@migongaming I just, remember looking it up and seeing a steam forums post 2 years ago that said the creator had passed away, that was the only mention of it I ever saw
@@supermario863 People always say 'R.I.P' or 'XYZ is dead' when a creator is absent for a while, really wouldn't put too much weight in it, except when its confirmed by a bit more reputable sources.
The map looks good but there are so many zombies and feels bloated, that's one of the reasons the entities made the game crash, there are so many the engine can't take it
3:35 - I have to say that disabling workshop mods is not a bad way to reduce the amount of crashes. Let's be real, most L4D2 players have at least 100+ pointless addons that add "4K GRAVEL TEXTURE" or some other garbage like that and that is a huge waste of memory and not good for performance either (Source can allocate only up to 4 GB or RAM and then it explodes). No matter how powerful your computer is, you are still limited by how much crap Source Engine can handle, because it's an old 32-bit application at the end of the day. It is especially relevant when the campaign itself ships with high resolution textures and hi-poly models.
I crashed on Chapter 3 while having ONLY Bot Add-ons, and that is coming from someone who can play better detailed custom maps smoothly, the map has absolutely no fucking excuse to be this unoptimized.
3:55 - The vast majority of crashes on custom campaigns are from people hitting engine limits, usually due to using far too many mods. L4D2 has insanely low limitations by modern standards (Like, 4GB RAM maximum - that's basically nothing. A single highly detailed custom campaign can take up half of that), so any campaign that is notably elaborate is going to be filling up those ancient engine limits rather quickly - If you then also have a hundred HD mods installed, then the game just can't handle everything at once and crashes from one of the limits being hit. Unfortunately, you can't make a custom campaign compatible with everything on the entire workshop, that's just unrealistic, so you can only ensure that everything works reliably in a vanilla setup - Once you've optimized as much as you reasonably can, it's up to the player to have the proper technical understanding of the mods they're using and how they affect the game, because there's only so much that the game can handle before hitting it's limits.
There's also the 100mb - 1gb models which is not only too large for the game but more details ruining the gritty exterior. And New Vegas kinda suffer the same thing. Skyrim was as well before the Special Edition that ran on x64.
Some maps just cause crashes or issues though even without mods. Usually custom survival maps , but I've seen a few campaigns like it (this one included) and haven't been able to fix it despite having no workshop mods other than custom campaigns installed. Never consistent mind you, just some campaigns/maps seem to cause it more than others. The common denominator tends to be big maps with a lot of spawns; causing the classic 'too many indices for index buffer!' crash or the 'CUtLinkedList overflow! (exhausted index range)' one that makes everything aside from map geometry go invisible. Annoying, but unfortunate there's nothing you can do about a 15 year old game that uses a 20+ year old engine.
@@DukeThatSpooks there's also how Valve updates tend to ditch/junk/delete deprecated/unused data, and those custom content tried to access those, leading to crashes.
@@DukeThatSpooks Having custom maps installed still takes up resources, even when you aren't play them. It's best to completely uninstall anything that you are not actively using, since L4D was never designed to be heavily modded.
Jaiz with the correct information once again. There are three certainties in life: death, taxes, and every custom campaign's comment section being filled with people using a hundred anime mods and complaining that it crashed.
The bad news is that it's intentional. The scripts have ClearedWandererRespawnChance and other related variables set quite high. Kaizo-looking-ahh author... In sort-of better news, Shao's compressed version and accompanying vscript to de-bullshify the hordes are pretty much mandatory to play through this in singleplayer, even then I had to leave the models & materials in an extracted folder to get them to load properly (Game doesn't like it when there are too many dependencies), and shortened the finale quite a bit with a longer wait period to heal before the bunker rush to get it worthy of subsequent playthroughs. Though I did give myself a treat in the learning process to make myself two finale variations, one breaking up double tank waves in the middle and end as one expects of a L4D2 finale structure, and an alternate one with both at the end immediately following the other for a pseudo QUAD-tank slugging match like in the original, although without the time-wasting horde waves that normally came after it. (Wish I could have done something similar with Dniepr's absurdly long holdout in what was supposed to be a mad-dash, but that campaign unfortunately seemed a lot more hard-coded, on top of *_OTHER_* technical issues.)
Noskillch played this map with someone and only using T1 weapons and they really spawn a lot. The ending cresendo also has a lot of zombies LOLXD. Legend is back.
I feel like the "all addon" is just a blanket statement because having to figure out what specific addons crashes the map is an ordeal on its own, so the mapper's being safe by saying "Hey to minimize the risk, just dont have a bunch of addons especially *these types*"
It is alive! If you look into the script files inside the campaign, it seems that the enourmous amounts of zombos are INTENTIONAL. An example: in the ch01_jupiter_silence file, there is a CommonLimit line… Its value is set to (!) 80 (default is 30). What the actual fork Then, there is another file, ch01_jupiter_wave: MobMaxPending = 100 MobMinSize = 80 MobMaxSize = 100 Going to record a playthrough of this sh- of a waste of effort in Realism - Expert with a VScript "update" (can be found on the Workshop) that, at least, reduces the amount of zombos per map to a somewhat acceptable amount. With that "update", it is way easier to play through Crashnobyl, but unfortunately, the biggest problems, the re-spawning zombies, crashes and framerate issues, still remain and you should just speedrun it
80 commons at once is like... 5% of the available entities taken up by infected alone, on top of how many other entities the maps already have (Usually 50-75% of the limit) The game's default is like 30 or 35, and the recommended maximum is 50 (Only with nothing else going on), so I can see why anyone using mods that spawn in more entities would be crashing. Do you know if the nav is marked as NOT_CLEARABLE? Cause that would explain why infected keep respawning in areas the player has passed through, since by default (Without that attribute in the nav) that would never happen, as the game takes traversed areas out of the available spawn locations (Except for events and finales)
My guess is that sense Chernobyl is an exclusion zone the amount of infected are meant to represent the number of people that both perished during the actual meltdown all those years ago but also anyone that dared to sneak into the exclusion zone, what was the population of Chernobyl before the meltdown again? 50,000?
Its nice to see you again with a new video, I remember playing this map a long time ago with my buddies in its release date on Expert mode and I could already tell there were a few problems; High Spawn Rates of both common/special infected, conflicting add-ons which wasn't a problem for me oddly enough, im pretty sure the crashes were likely linked to overly large amount of infected and perhaps some specific map zones that crashed automatically for some reasons. The puzzles were decent at least and I feel like the mapmaker never had other people play tested the map to give some proper feedbacks. I hope the mapmaker will make Ch2 a bit less punishing and agressive towards the survivors in the future
i played chernobyl with a friend, we had no zombie respawning problems or crashes and we brute forced the puzzle, the only time the zombies spawned over and over (which i assume its intentional) was on the finale ,on that last section alone you can kill like 5000 zombies in 5 minutes. overall we really enjoyed the map
thinking about it, a map where the nornal infected spawns in a is higher rate would be fun if they dont respawn, obviously, and if the special infected where either removed or their spawn rate were severely decreased to balance it out, it would give the map its own personality
bro's map really thought they're one of those old NES games cliche where the enemies instantly poof into existence everytime you reenter the previous room only 0.0001 milliseconds ago.
This is actually one of my favorite custom maps. Albeit, I do always play it on lower difficulties because of the crazy amount of zombies as well as I find the bots unreliable. I do like the act of fighting the massive hordes, but I get how it could be very frustrating on the higher difficulties. I also love the aesthetics of the map as well, since I'm also a fan of the S.T.A.L.K.E.R. series and it reminds me a lot of that. This is also chapter one supposedly and I always wondered when chapter 2 will come out, although I haven't heard anything.
when i played this campaign, it kinda disappointed me that i cant play with most if not few of my addons and honestly i had to manually test which addons can the campaign reach its limitation cus i cant fight the urge to not play with at least one of them after testing a bunch of times i discovered that vscripts (eg bot addons or custom scripts) are the main causes for the crashes since they take up source engine resources, not to mention the fact that the campaign have frame drop areas and highly prop (both static and dynamic) populated areas that gives the game more chances to crash, it made me disable certain addons that had vscripts and minimize my game settings just to play it optimally so with that case, a few more things to suggest for playing this campaign, either play solo without addons or get good and play with bots or friends without addons
I actually tried to get in contact with the author for permissions, he never replied. None of the team members involved said anything either. So I took it upon myself to fix some of the more common issues with the map which is excessive uses of memory because of textures, later down the line some people asked for a horde fix which I did but I couldn't properly implement it because Steam Workshop uploads are really jank and dysfunctional but after fighting with it for a while was able to upload it too. I can safely say this version is more mod friendly but you still want to avoid any mods that's too memory heavy or vscripts like the admin system or Improved bots because those take away in the very limited resources when playing the map as a local host, dedicated servers however completely do fine. You can find that version of the map easily if you look it up on the workshop by my name Shao.
Oh shit well ain’t it Shao, I remember playing this map with you, Lu and the others back in 2020 before I had to dip into military work. This map was a weird one to experience despite it being developed since 2011-12(?)
Recently discovered your channel! I watched everything in it, I was a bit worried by your lack of uploads, but this is a nice surprise! Keep up the good content
It is not a glitch. In Hammer, default option is that every "block" of navmesh ever seen (e.g. a single room) can no longer spawn wandering infected. To allow them to spawn on that "block" you have to maually set it's property to allow it (by using console and manually typing command or binding it to a certain key). So there is almost no chance that author just "misclicked" something.
Just to say, there definitely are other custom maps where commons will respawn in areas you've already cleared. From personal experience, there's been a few where I will be walking in a cleared-out area, I'll turn around, and then turn back, and it will cause the commons to respawn all around me. I just always chalked it up to the fact that most of the ones I've had it occur were of a poorer quality. Again, personal experience, the apartments saferoom almost always crashes, the final saferoom sometimes does. Which is a shame, because I _really_ like the campaign, but it _still_ being so damn unstable, even after all this time, causes me pain, because a crash makes me just want to quit and play a more stable campaign. Also, having to disable a bunch of mods does suck, because I like to have russian themed weapons/throwable/whathaveyou to fit the location more. Good video sir
I'm the type of person that rather play 10 times 10-30 minute sessions rather than a single 60-120 minute session with no breaks apart from pauses And this is contrasting with some maps like CS_Office and DE_Prodigy, reimagined from Counter-Strike maps, that is short but very replayable.
ah yes, this mod, i remember it. it has a lot of missing objects and textures, on my base L4D2 install it's ERROR and pink-and-black everywhere you look. ouch
Well seeing as you just reviewed one Chernobyl based map, try Dniepr! It's certainly got a bit of a Metro 2033 vibe to it at some points. Warning it can crash during the finale regardless of mods...
I managed to pinpoint 3 guaranteed crash spots in that one. Lingering in the dividing courtyard in map 2 after blowing up the wall, the 2nd pipebomb box during the finale rush, and next to the wire spools during the finale holdout. It's a campaign where you can't stop and smell the roses, you stop you bluescreen.
I tried playing this map years ago and it was very difficult to fo on your own with just bots and I get that sometimes bots have trouble path finding but i power through till the final level on the map i still have not beat it i always wondered why this map was harder than most other modded maps looking forward to watching the video
How strange, just yesterday was talking with a friend about the L4D2 gun and used one of your videos as an example. I looked at your recent videos and wondered what's been of you. In any case, I hope all's going well for you lad 💪
I played this map and loved it's atmosphere. I did crash a couple of times, but had to restart a number of times more. Wasn't exactly as good at that time but even now I feel like i'd still struggle on this one, even on a lower difficulty
I remember playing this map once with my friends, a horde spawned during the cutscene of chapter one basically putting us 50 hp the moment we are able to respond.
I always called this this the cursed map because it seems that this map is so touchy you can't have any other mods enabled while playing this otherwise the map will CTD.
I remember that I played this around release, and it's pretty hazy but I remember having a very hard time progressing on this map. And at the end I barely remember what you were doing and going. All that was left is it's an ok map with a LOT of spawns.
I haven't been to the real place (and they stopped tours because of the war), but I spend enough time in Stalker, CoD 4, google maps and many more to know the place. And the layout is done well.
I dunno but i really liked the concept of commons spawning everywhere even on areas that you already cleared, it gave this unique feeling on the custom map for me. Also, i just wanted to mention that I think my mods for my advanced A.I are kinda broken, how so? THEY LITERALLY ALWAYS DODGE THE TANKS PUNCHES HECK THEY EVEN SKEET ROCKS AND HUNTERS, AND THEY EVEN MELEE A WITCH SOLO LIKE WTF? ARE MY ADVANCED BOTS NOSKILLCH IN DISGUISE???
Welcome back, man. Any plan on when the next video is gonna be? But yeah, the map always crashes when more mods are used. Played it for the first time in 2020 without any mods seems to work fine, but now it just doesn't work, even when I disable all of my addons. As for the infected spawns, personally just lowered it to 50 instead of 80-100 to increase a little bit of performance since my settings are all on medium. No problem beating it on expert, but advanced is more difficult and idk why that is. Its a great map tho, onliest problem is just the crash on chapter 3/4
For me the problem is if I want to play this map I need to disable most of the add-ons which improve the grahpics and UI or it mostly likely crash Which is annoying for forcing me to play in vanilla L4D2
Pretty sure before any of the hotfixes. Felt like a single wave of zombies were already in the 100s. It was nearly impossible to move forward back then.
To think it used to be much worse, I remember the kill count being around 11k when I played solo a few years back on the release version Played it again and it was much easier. The finale used to be near impossible.
I'm half hoping someone would come and fix the spawnrate of this map and make it not crash constantly.... it's such a waste because the map itself looks so detailed and beautiful
I would guess that it's an oversight they might have accidentally added in a script that just resets the area, or in another case, it could be that the zombies respawn after the player passes a trigger (could have been used for dev purposes, and they forgot to remove it)
For me an my boyfriend the end credits are like half the reason we play it it’s just not worth playing half a campain then doing the other half another day. Gotta see it through though or not at all
I had to only disable my high-poly weapon mods and skins (but you can keep a few from what I remember) which is understandable, but my experience with Chernobyl was... iirc
This map was a nightmare to play even on Advanced difficulty. If you think the respawning infected won't annoy the shit out of you, you are not a human. My first playthrough of this map had 17 restarts, mainly from Chapters 2 and 5, and around 13K infected were killed.
I remember playing this map some years ago with a friend. The only thing that left an impact were the visuals, the maps look nice. Other than that, it felt pretty generic idk
I can imagine that if this map was made following WWZ design philosophy, and a little bit of B4B (im not saying B4Bb is good dont scold me) it will be great Lower the spawn rate, have massive horde during holdout areas, set objectives and tasks to do instead of mindlessly killing zombies (thats the WWZ part) and at some point a mega horde with 1-2 tanks (B4B part, within a well supplied area of course) This way i think would being a balance experience across the 3 zombie shooter game L4d is more casual Wwz is mostly intense B4b is just bad and very stressful Combining will create a gameloop of casually exploring, intense hirse fighting and reasonable amount of stress People might said that the suggestion doesnt change or improve much, but look at Tanks Playgroud and Helms Deep Reborn, both are intense but actually fun to play
8:38 Hey look, ma, I'm famous! Looking back, I honestly can't believe I didn't roast the crap out of that campaign. I guess dozens of hours playing flu season expert really does do things to a guy. Seeing that the creator has been dead, now for over 2 years, it makes me glad that I didn't. Still, thanks for covering crappy campaign, man!