Escape from Toronto: A New Nightmare v5.1
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Escape from Toronto: A New Nightmare v5.1
| Author | =DIKK=1SG.Heartless |
| Date of release |
Description
Storyline being detail but basic premise is the survivors find them selves in the great white north. Instead of questioning it they attempt to go south from Toronto to Niagara Falls into the U.S., Where rumor has it the U.S.Army Spec. Forces are hold up and in need of a few good battle buddies, however they don't seem very friendly at first…………..
Maps:
Subsystem (Co op 100% constructed, VS 90%, SV 99%)
CN Tower (Co op 99%.VS 90%, SV 99%)
Docks at Queens Quay (Co op 99%. VS 90%)
Dried up docks (Co op 95%. VS 90%)
Niagara City (Co op 99%. VS 85%)
Boarder Crossing (Co op 99%. Vs 85%)
Images
Videos
Included page "videos:addon:escape-from-toronto:a-new-nightmare" does not exist (create it now)
Feedback
Rules:
- Please be nice and provide constructive feedback :)
There are hundreds more maps for Left 4 Dead! Here are a few:
page_revision: 63, last_edited: 1259477309|%e %b %Y, %H:%M %Z (%O ago)




























I like the idea, but no offense the tagline kinda sucks :(
It's long, not witty and grammatically incorrect :/
Some replacement suggestions!
"Zombies, eh?"
"The Maple Leafs are out of the running, so lets make a run for the border"
"At least the zombies here ask nicely before they bite…."
Gotta play off the canuck aspect!
"Canada: No Igloo's, plenty of Ichor"
Again, I mean no insult or offense, it's just that your 'catch line' is not very catchy :)
I can't wait to see the level!
none taken, just threw it together to have a reference photo for now, asked n asked on other sites for input on this and didnt get much of nothing.lol.much appreciated though. This is my first mapping project ever, so didnt expect it to fall together quickly, and almost gave up on ideas till i saw this ,thanks.I d be interested in hearing some more ideas for taglines, as thses will also assist in filling in blanks for the rough story line. I was gonna use f@#$%^ EH? But decided against that one. Sounds more of a pun than a play on words. Anyway, thanks and keep em coming.
One small thing… it's "border," not "boarder." Unless they're making a rush for a person….
Good luck. My people are working on a campaign themselves now, and it gives us a greater sense of appreciation for those who actually get to the point of releasing something playable.
RoyalIrishLion, you're a complete and total idiot. Just because it takes place in Canada doesn't mean it has to have a stereotypical "Canadian" tagline. If a map takes place in Las Vegas, do you think the tagline would be "Land of the free, home of the dead"?
Billhouse, you're a complete moron. Why don't you keep your idiotic comments to yourself? And why don't you use examples from your own country instead of insulting others? Every moron thinks they have to use examples from other people countries instead of using their own. I am a Canadian, you idiot, and if I want to use a stereotypical Canadian "tagline" I will… you on the other hand use a "stereotypical tagline" of your own country instead of countries you're not from.
I agree with RoyalIrishLion. Billhouse is a simple lowlife. Use your own country's examples you idiot. People can use whatever they want when it comes to their own countries. You however, are just a simple arrogant lowlife. Use your own country as an example you arrogant lowlife.
I did not post that retort to Billhouse: I put up my taglines, forgot to bookmark this place and never come back… I agree with their sentiment, but not their method or reasoning.. 0.o…. Also: If i *HAD* replied to billhouse, it would have been more like this:
Take off you hoser.
I'm Canadian, yes I know the name is misleading, but you CAN be both.. Furthermore, as I had (at the time) not seen any other maps set IN Canada, it would behoove the map author to consider using a Canadian tagline as this would cement it in the minds of those playing and set it out from the rest.
As the only map set in Canada, to my knowledge, using that aspect would utilize the full potential of the situation and propel that map into position to gain attention, perhaps landing a job on the development team?
Ok, a bit farfetched, but I think it makes my point. Or *A* point at least..
Ciao.. and please: Don't post as other people, it makes fictional baby jesus cry.
PS: I like the new tagline :)
A good simple tagline…….PRONTO!!!
simple, catchy & relevant :)
I like Neil's suggestion… Get outta Toronto… PRONTO!!!
Other things off the top of my head…
The city ain't what it used to be…
What a day eh?
Some more based on actual Toronto slogans according to this article: http://www.thestar.com/sciencetech/article/215846
Toronto:You sure you belong here? (You belong here)
Discover the Feeding! (Discover the feeling)
Toronto: A nice place to die! (A nice place to live)
Have fun look forward to play it soon!
hey there, just tried your campaign and got to say it's coming up quite nicely, lots of originality i must say.
There are some flaws though, like in the the third map Docks at Queens Quay, the bots (i tried it with bots) didn't do a thing. They just followed me around without shooting. And another point is the fact that there aren't enough infected most of the time, it's just empty without any enemies until you hit one high point where you press a button or something, by the way those are the good points of your campaign as they are frequent and well done.
Hope that helps, keep up the good work
I just ran thru your campaign and the maps look great, i'm dont kno all that much about what goes on makin maps so i'll get to the point.
The third map was a little dark wich is gud in places but other than the flashlight it was pretty much pitch black
just my opinion as a gamer, the maps are great fun to play 4.5/5
I was playin in I AM LEGEND v2.0 mod if that makes a difference.
But I found a bug on the second map.
I started in the safe room stuck in the wall and with no possibility to break free.
Here is what the console wrote me. I hope that will help you.
-*-*-*-*-*-*-*-*-*-*-*-*-
SignalXWriteOpportunity(1)
Compact released 1638400 bytes to the backing store
Failed to load $include VMT file (materials/VEHICLE/RUBBERTRAINFLOOR002A.vmt)
Error: Material "maps/l4d_eft02_cntower/vehicle/rubbertrainfloor002a_-77_-1008_4507" uses unknown shader
"patch"
env_cubemap used on world geometry without rebuilding map. . ignoring: signs/sign_storage01
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_misc/hospital_banner.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/cedar01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/cedar_large01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/cedar_large01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_junk/food_pile01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/trees_dryleaves01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/hybridphysx/neargroundbuildings.mdl)
uting listen server config file
ParseRagdollIntoCache: Couldn\'t Lookup Bone flour_sack-1_physbox
checkpoint_entrance has Door model (models/props_doors/checkpoint_door_02_static.mdl) with no
door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
WARNING: info_survivor_rescue at -2988 -438 66 missing modelname
Attempting to precache model, but model name is NULL
Bad pstudiohdr in GetSequenceLinearMotion()!
WARNING: info_survivor_rescue at -2990 -379 66 missing modelname
Attempting to precache model, but model name is NULL
Bad pstudiohdr in GetSequenceLinearMotion()!
WARNING: info_survivor_rescue at -2990 -328 66 missing modelname
Attempting to precache model, but model name is NULL
Bad pstudiohdr in GetSequenceLinearMotion()!
WARNING: info_survivor_rescue at -37 324 4098 missing modelname
Attempting to precache model, but model name is NULL
Bad pstudiohdr in GetSequenceLinearMotion()!
WARNING: info_survivor_rescue at -6 331 4098 missing modelname
Attempting to precache model, but model name is NULL
Bad pstudiohdr in GetSequenceLinearMotion()!
WARNING: info_survivor_rescue at 26 336 4098 missing modelname
Attempting to precache model, but model name is NULL
Bad pstudiohdr in GetSequenceLinearMotion()!
ERROR: path_track (stop2) refers to itself as a target!
Commentary: Could not find commentary data file \'maps/l4d_eft02_cntower_commentary.txt\'.
Queuing heartbeat send to steam server updater.
L4D - Co-op - Advanced
Map: l4d_eft02_cntower
Players: 2 (0 bots) / 4 humans
Build: 3840
Server Number: 3
First map was good.
2nd map had some missing/basic orange textures in a few spots, I think the safe room even. The elevator/tower area had hardly any zombies. From the elevator to the other elevator I don't think I saw a single zombie standing around. It was just specials, and hordes.
3rd map is way too dark. All of the inside parts are just too dark. I know it's cool for atmosphere, but for gameplay it sucks to be in the dark that long. If it's that dark every couple of rooms or something that might be ok. Also ran into the same sparse zombies, through the building and out on the street.
Also, the AI has trouble with the elevators. They don't seem to want to get in before you press the button. And once you do, they're gone. Seems like they teleport back to you sometimes, or other times teleport to a different part of the level. Zoey died on me on the 3rd map. She teleported from the elevator down to the bottom of the building, ahead of the group, and got hunter-ed. Not sure if you can fix this with better nav edit or if it's the elevator itself. Maybe you can make the buttons like on No Mercy where you can't press until everyone is in?
Anyway, pretty cool maps. Just the problems with the 3rd map lighting, sparse zombies in places, and AI not liking elevators would be the things to work on.
Here ya go, the campaign with a twist, 6 maps and totally new look. It is in vpk form.
When I try to download, it says "the file don't exists".
download link dont work :'(
fix it plz
works for 300+ others, try refreshing the page or go to l4dmods.com, its on the home page there as well
i fixed the download link. the file was here, but the link wasn't updated.
ty sir.
example: We ended up here.. now we must end up safe.
we have a tagline i think we will stick with, ty for the input tho.
I have a bit of trouble finding which is the newest file as i tried downloading here as well as l4dmods for escape from toronto but the file size is different for both sites and any question is that is map 5 of the campaign finished??? It appears as under construction in game but your desciption says its finished with only map 6 on beta.
Ok, dude, seriously. I'm gonna get straight to the point on this one.
Cleveland is a place where in the main city almost nobody is ever there. It's like a ghost town at some points. Especially when it's dark. Hell, their gas station in the middle of the city was open from 9am-6pm. Can anyone say "No business"?
So why am I mentioning Cleveland? Because that is what it felt like on your map. Why is it called escape from Toronto when there's really nothing to escape from? There was such a lack of zombies that I started going through all the rooms just to hopefully find a stranded one somewhere. Or be surprised around a corner. First map was decent. It was still too big for itself. You either need some more creativity or lessen the space between the two safe houses.
Seriously, the rest of the maps seems like they aren't even 25% done. I forgot halfway through what I was doing. "Escape from Toronto? No sh*t, I forgot." Seriously, this really needs some reworking. Actually, this needs A LOT of reworking. You need to do some major updates on this. Have some purpose and direction. And clearly show people WHY they WANT to escape from Toronto. It seemed like if I just didn't press any of the buttons, then I might have not have had to fire a single bullet.
Oh, and that hole you have to go down to get under the bridge in the finale? I don't know how many times me and the bots were "hanging onto the edge" in order to get down. Eventually I just killed the bots because they couldn't get down. There was no defense in the finale either. A raft with ammo and a radio.
Seriously, on average as it stands, 1.5/5
Judging by your standards of completion I would rate it maybe 2/5
Tbh, this campaign is not even semi close to being done.
Seriously dude,,were 4 instances of Seriously enough to take you serious?
Would maybe one more make you sound a bit older?? Seriously, how 'bout you build one better??
Seriously, is this freakin' annoying yet?
Grow up and give some useful advice instead of berating it.
I take input on my maps, bad or good, as you are entitled to have your own opinion. But Seriously,lol, positive input on beta maps can come across hard but i say again, you wont be lacking anything but your team, unless you play on easy………
I was merely giving my opinion on the map. If you don't want to take the advice don't :D I'm not the map-making Hitler, where if you don't like my advice, you die lol :)
lol
My compressed vpk is larger than 50 mb, so here is a link to the newest files.
http://www.l4dmods.com/index.php?option=com_joomloads&view=package&Itemid=2&packageId=328
hey your map is wonderful and I cant wait until your done with all parts of it 100%, I have however found a few problem area, you need some more skins on environments and a bit more zombies in some places.
You also need to fix the man-hole in the Finale. It is very difficult to get down the hole and onto the ladder. I would instead cling to the edge of the man-hole opening and need to be pulled up, and also the bots would have the same problem. This can waste a lot of health and time in a real versus match and needs to be fixed.
^__^ also could you please put Versus mode support for this map it would be AWESOM3!!
tyvm. The ladder issue is something we will focus on hard for the next update.
Your map is nice. I had fun in it. The only suggestions I have are similar to the guy below me. In some places it felt a bit too easy; So a few more hordes or a witch in the way or something might make it a bit more challenging lol.
I had the same problem with the manhole. Spent about 2-4 mins trying to get NPC's to follow down safely (including myself) without getting clipped on the edge. Also, when you get to the maps where the sky is orange/red I noticed in the background of the sky you could see the box outline unlike in the night time maps you couldn't it was just sky (nice moon btw too. ^_^)
So yeah those touch ups I think would make it nicer can't wait to play the completed version of your map, nice work.
ty. The ladder is a weird bug, prior to the nav being built, they use the ladder no problem, but once the navagation is in place we get the bug, but rest asured we will have a fix come next update, which should be in a week or so.
Could we get some images of the map uploaded here?
sure thing
i uploaded em but dont know how to link them to the page
just play tested the new vpk with the maps in vs, no cubemaps in them so you will get some bad textures. Co op Updated….every map has detail added and bug fixes, ill post the link soon, cant uploadit here the file is too big.
http://www.mediafire.com/?fytvjjnnjyo
http://www.l4dmods.com/index.php?option=com_joomloads&view=package&Itemid=1&packageId=328
3.3 we all lockup on Map 3 when you pass or blow up the Gasoline Tanker between the metal buildings.
3.4 same PC lockup spot, but Map 4 we are seeing the Market lot to the backdoor of the Bowling lot, Huge moving Pink/Black Blocks.
So I'm back to running 3.1…(seems like there's a Haze issue with it)
Can I get 3.2? while or we wait for your next fix
the link below now contains 3.5
v3.5 both Map 2: The Tower & Map 3: Queens Quay, We can't enter the elevators! Eagerly awaiting next fix…
been up all night working on it, should have something in the morning
a beginning remark for 3.5:
I can confirm elevator bugs for map 2 and 3; furthermore problems to get in ending safe room on map 4;
I play the campaign lets say about 2 months in progressing versions. My opion about it is quite ambivalent:
good (version 3.4):
- Massively improved by adding a lot of nice details
- Different settings by using different backgrounds, exciting lighting
- a variety of quite a lot and interesting surroundings
- quite a lot of crescendo events
- epic finale setting
- fully playable in versus
not so good imo:
- the 4th map has still a kind of too simple geometry; I consider it as too short and would seriously add the 4th map at the end of the 3rd map. Another problem of this map, and not only this one see below, are the dominant wide open spaces. Indeed it looks good, but something is wrong with the low amount of zombies. I also played it with bots on expert and it was far too easy.
Wide open spaces in general; They are often nice looking but they offer most of the time too bad possibilities for the CI/SI to spawn and attack the survivors in a short time; they take too long to get to the survivors.
So is also a point which I dont like on map 5 and on the finale map.
-> There are ways to avoid this major problem on every open space map like these:
- small houses, huts, containers, cars, trucks and so on -> they wont distract the "beautiful" view of an open space. And will prevent the survivors feeling like taking a walk through a big open park.
- darken the map a bit; afaik the zombies will spawn nearer, but first of all the survivors have a worse field of view. By thus aim worse and feel more like they are in danger.
- the "logical" way is to split the open area up into smaller area by using middle height buildings or smaller buildings
Comment to the finale:
- I like the setting a lot. But not the point where the actual fight is going on; on expert I stay inside the house with 3 bots and autoshotgun and the tank is no problem, then minigun, mowed the mob down. But what Im wondering about most:
Why is the best and logical place to make the finale the place, where I look to a grey big wall and do not see anything of the amazing panorama and the mirror effect on the water?
Closing comments:
- the overall length of the campaign; I still think that it would be better to leave out one of the maps, maybe the weakest of the 6 maps, map 4;
- especially in versus the overall length to play a complete campaign is too long imo
Overall:
On one side I definitely like the majority of the maps and the settings, on the other side the campaign does not really often feel like an intensive and dangerous zombie fight for me.
Ditto what engineer said.
Couldn't finish those chapters where the elevator problems were nor the safe room at the end of QQD map.
I've played this campaign since early stages, and it did improve alot. However, I would consider the current version unplayable because of the elevator bugs. Both maps 2 and 3 have elevators at the beginning, that don't let you enter. On map 3 looking at the elevator gives me some really wierd graphic bugs. Maybe there's some strange texture (brush) conflicting with others at the elevator door? Other than that, I cannot comment much, as I've stopped playing the campaign after realizing I have to skip map 2 and 3 completely.
I enjoy longer and long maps, so I must strongly disagree with the below feedback to skip one of the maps. If people wish to skip a map they can always return to the lobby and move on to the next one. :p
Further, I suggest you upload your campaign to l4dmaps.com, which is also a very popular site, and will get you more plays and feedback. And hopefully more servers hosting your campaign. Currently I have to start my own server to play the new version.. Which is quite uncommon if you look at what unfinished stuff is already played on some servers.
I found the 3.8 version download but it's bugged when you try to unpack it errors out as incomplete. I have (9) L4D severs and I'm also a fan of EFT and I'm running 3.1 until the elevator bugs are worked out.
I'm not about to pick apart anything in this campaign (other than something major to prevent a level advance). I like everything you've done and still do to improve this.
You have Fans, Don't stop….Please continue to work on it.
PS. I agree once you have a stable version again. Post on l4dmaps.com!
http://www.mediafire.com/?ckyjjwbnmt1
if your download on mediafire times out as well, try this link: http://www.l4dmods.com/index.php?option=com_joomloads&view=package&Itemid=2&packageId=328
Yes, I agree with uploading your campaign on l4dmaps.com. Has more visitors and many of the maps that are here are more recent over there. I guess creators can't keep up with more than one site to update their work.
i had the maps on l4dmaps but too many problems, and the new upload system is rediculous
3.7 all is well again!
http://www.mediafire.com/eftnewnightmare
I found a 3.7 n 3.8 in the link provided. So which one is the better one????
3.8 has the bug fixes from 3.7, but also has some new things, both are stable
http://www.box.net/heartlessmaps
I see Escape from Toronto 4 on the site you gave the link to… is that correct? Wow… I've got to try that version. In fact downloading right now.
I hope the music that you put at the finale (version 3.3) is gone from this one. It was a bit too loud… not to mention I like to listen to my own music when playing L4D.
Thanks for the new version.
OK… I give up. It cuts my download when it's about 80 to 100MB.
OK… I give up. It cuts my download when it's about 80 to 100MB.
Had a problem with the newest download, It downloaded fine from here, but win you go to unpak it with win rar it has an error on the vpk file. just says
it cant open the vpk file and times out.
I also agree with l4dmaps.com, they have upload and download issues…i can download any faster than about 95k a sec. vs 700k a sec from here.
Seems you cant overwrite the old escape from toronto…get rid of the old vpk in the add ons folder then unpak it. it works fine then.
I enjoyed every version of this campaign since 1st release and it really gets better and better. I love that campaign. The only thing that annoys me, is that music in the finale end-cresendo/panic-avent. It's too loud, so you can't even hear everything (especially the special infected including Tank), and - no offence - that music-stile is pain in my ears (maybe for others too :-)). And it's not very L4D-stile with such music. If you get rid of that music, if would be perfect. Otherwise, keep going.
Hey, awhile back I posted that comment about Escape From Toronto called "Escape From Cleveland".
I played the updated version of your map, and it is actually a crap load more better than I thought it would be :) Things were filled in and it wasn't as empty. The thing that hooked me though? System of a Down on the jukebox lol
Bug on v5.0 last level about to crossbridge to go down the manhole. The Fuel Tanker blows on the Bridge….after a bit the tanker, fire and smoke is not visable on screen. Yet the Bots head straight into that area (Left Corner of where Tanker was) and died from Fire. I took damage trying to revive them which they wouldn't follow me to the Right Side . They just would go right back the left side and go down again and again from invisable fire damage.
Noone can get your maps cause u use such a bs hosting service, up your files
to rapidshare or equivalent. Your bandwith is used up on BOX already.
I'm guessing you don't knowhow to use Google. I found somewhere else to download it in 15 seconds.
http://files.l4dmapdb.com/campaigns/escapefromtoronto_5.1_final.7z
5.1 and the release before that make the game crash in the area of Map 3 where the gates and fenced in areas are. I go to the one building where the cars are on lifts, game crashes. Just by going inside. Then in the 5.1 release, the same thing happens in the same area except this time when i open the garage door with the 'buttons'. Crashed and locked up my computer. And i don't have a slouch vid card either. Something is wrong in this spot. Nowhere else does this happen nor any other campaign i have.
eeehh where download
seems to be an update up, just follow the top download link.
thanks to the author, looking forward to VS completion.