
Left 4 Dead Contest
- Mithroch
- Joined: Thu Mar 30, 2006 10:54 pm
- Status: terrible death whinnied
- Location: Indiana. There isn't more than corn here. The crow lies.
Re: Left 4 Dead Contest
Less than a day until the deadline for the Left 4 Dead Treatment Contest. Not a lot of entries so far.
Come on... make it a competition at least.

I'm not rich... I just plan on dying before I retire.
- Mithroch
- Joined: Thu Mar 30, 2006 10:54 pm
- Status: terrible death whinnied
- Location: Indiana. There isn't more than corn here. The crow lies.
Re: Left 4 Dead Contest
Ok... deadline has come and passed. I must say I was hoping for a few more entries... but you take what you can get. Since the contest idea was ZephyrStar's, he has agreed to participate in judging. We will look over the entries and make a decision. I plan on posting the results Tuesday.
That is all.
That is all.
I'm not rich... I just plan on dying before I retire.
- Fall_Child42
- has a rock
- Joined: Wed Aug 11, 2004 6:32 pm
- Status: Veloci-tossin' to the max!
- Location: Jurassic Park
- Garylisk
- Joined: Fri Aug 17, 2001 2:03 am
- Status: Littlecolt
- Location: USA
- Contact:
Re: Left 4 Dead Contest
I don't know enough about L4D, so I didn't bother.
Alcohol, Drugs, Overdrive, Noise, Neon Lights, Party People, Revolution
- Tsunami Jones
- is the best medicine.
- Joined: Mon Oct 06, 2003 8:31 pm
Re: Left 4 Dead Contest
Fixed :ODoktor F.C. Mad Genius wrote:wish TJ had the time to type mine up.
- Fall_Child42
- has a rock
- Joined: Wed Aug 11, 2004 6:32 pm
- Status: Veloci-tossin' to the max!
- Location: Jurassic Park
Re: Left 4 Dead Contest
you totally had the timeTsunami Jones wrote:Fixed :ODoktor F.C. Mad Genius wrote:wish TJ had the time to type mine up.

- Tsunami Jones
- is the best medicine.
- Joined: Mon Oct 06, 2003 8:31 pm
Re: Left 4 Dead Contest
Doktor F.C. Mad Genius wrote:you totally had the time

- dokidoki
- c0d3 m0nk3y
- Joined: Tue Dec 19, 2000 7:42 pm
- Status: BLEEP BLOOP!
- Location: doki doki space
- Contact:
- Mithroch
- Joined: Thu Mar 30, 2006 10:54 pm
- Status: terrible death whinnied
- Location: Indiana. There isn't more than corn here. The crow lies.
Re: Left 4 Dead Contest
Hehe... Closet Coward... :chortle:dokidoki wrote:http://boomercharged.net/2008/11/30/wha ... ved-today/
I'm not rich... I just plan on dying before I retire.
- Mithroch
- Joined: Thu Mar 30, 2006 10:54 pm
- Status: terrible death whinnied
- Location: Indiana. There isn't more than corn here. The crow lies.
Re: Left 4 Dead Contest
Ok... so the time is here to announce the WINNER of the second contest. I will present the winning treatment... and our notes on it. Chris and I had a tough choice to make... but in the end... the winner is
Hellish Ride by DaMetzger
Bill knows, that there is a navy sub pen nearby and a possibility to get out of the city through there.
In order to get to the military base they have to journey through an old, closed down, amusement park.
Part 1
Coming into the park the group triggers a still working “Welcome” sign with a cheesy tune to it.
This of course triggers the horde to attack. After that they head down a path under a wooden roller coaster.
Just as they reach the other side, the horde attacks. The shooting causes some gasoline canisters to blow up.
The ride starts burning and a part of it collapses. The only way out through the rubble reveals a door to the
control booth of a haunted house.
Part 2
After players resupply, the leave the booth. Turns out the whole thing is still working, so in order to pass
through some doors they have to put power back on (it’s still dark though), which attracts the horde.
Journeying through the run down attraction, players encounter some still functional scares, and are constantly
haunted by the sound of a crying witch. Part of the path is blocked. In order to leave they have to trigger the
alarm and cause the emergency exit to open. They get to a wild west styled part of the park.
The saloon is the safehouse.
Part 3
After that the path leads through a labyrinth hall of mirrors. The place is dark, the images in the light of the
flashlight twisted, lots of broken glass and zombies crawling everywhere. After that is the games hall.
Shooting causes some of the still functional stuff light up, attracting the horde. Then the players have to turn
on and hop on a working train traveling around the park and ending the ride at the parking lot.
Part of the tracks lead through an underground – and completely dark – tunnel.
The end station acts as a safehouse.
Part 4
The players are now in the open on the huge parking lot. They have to head to a nearby bridge over a river.
The highway is on the other side and a road to the military base departs from it. Unfortunately the bridge is
lifted so they have to lower it, which if course causes the horde to attack with all fury. The road leading to
the sub pen is all torn up and blocked, so the players have to crawl first through some underground passages
under the highway and then journey through a thick forest.
The guardhouse for the military base is the final safehouse.
Part 5
Upon entering the base, the players find out that the entrance to the sub pen is jammed. Luckily explosives
are in abundance all around, so they have to blow up the jammed door. Gunning through hordes of zombies
players reach the rescue point, where they will be picked up by a navy submarine. There is only one problem
though. The water lock is closed and the dock is dried up, so the sub can’t enter. The players have to open
the water lock and wait for the water to flow in. Of course this is where the horde launches its final assault.
Since it’s a military base, weapons are easily available. There’s even a heavy machine gun set up for the
players to use. When the sub enters the dock the players can finally escape.
Here is our critique...
Zephyrstar -
THE GOOD:
Ahh yes, the amusement park. This would make an amazing campaign from so many different angles, and you've included some great ones. Each segment of the campaign has a primary event that must be triggered for maximum meaty zombie action, and there are some good ones. I especially like the rollercoaster idea, and the house of mirrors. Talk about a friendly fire nightmare waiting to happen, not to mention the confusion of running across a witch or the mayhem of a tank in there. And of course the haunted house, with real live monsters! I know I'd have a crappy headshot/accuracy score after accidentally shooting the props. Leaving the amusement park through underground tunnels is always a good idea too, yay for hordes of zombies in cramped spaces. Nothing more badass than finishing off a mass of floating zombies with a torpedo!
THE BAD:
I guess the big thing with this one is that it tries to do two things at once. You have the idea of an amusement park, with rescue via submarine. I don't have a problem with this per say, but the fact that we transition from the amusement park to the military base seems a little disjointed. I guess when I think amusement park, I think one of the big ones like you might find in Florida, complete with lakes/water rides/etc. My suggestion would be to have the amusement park on the edge of a large body of water, with some kind of lagoon or inlet that makes up part of the park itself that would allow access to the sub in the final act.
Mithroch-
Hellish Ride... yeah... amusement park next to a sub pen. I guess Coney Island is sort of close to the New York Naval Shipyard (don't ask me how I know... I just do). The amusement parks that come to my mind are the second rate... almost run down ones... with carnies (really only a step removed from zombies). Think of the amusement parks in Sudden Impact or Lost Boys. These places are kind of creepy in real life... let alone with zombies every where. While I have some questions as to how one gets from an amusement park to a naval base so quickly... I do think that each stage is well defined in it own right. I can very easily visualize what it might look like. This one grabbed me just a bit more.
There you have it... DaMetzger Wins! Let me know you Steam ID so I can get you the goods.
Thanks to those that entered. Your ideas were all fun to read. Never know... I had enough fun with this... I might do something like it again... so keep your eyes open.
Hellish Ride by DaMetzger
Bill knows, that there is a navy sub pen nearby and a possibility to get out of the city through there.
In order to get to the military base they have to journey through an old, closed down, amusement park.
Part 1
Coming into the park the group triggers a still working “Welcome” sign with a cheesy tune to it.
This of course triggers the horde to attack. After that they head down a path under a wooden roller coaster.
Just as they reach the other side, the horde attacks. The shooting causes some gasoline canisters to blow up.
The ride starts burning and a part of it collapses. The only way out through the rubble reveals a door to the
control booth of a haunted house.
Part 2
After players resupply, the leave the booth. Turns out the whole thing is still working, so in order to pass
through some doors they have to put power back on (it’s still dark though), which attracts the horde.
Journeying through the run down attraction, players encounter some still functional scares, and are constantly
haunted by the sound of a crying witch. Part of the path is blocked. In order to leave they have to trigger the
alarm and cause the emergency exit to open. They get to a wild west styled part of the park.
The saloon is the safehouse.
Part 3
After that the path leads through a labyrinth hall of mirrors. The place is dark, the images in the light of the
flashlight twisted, lots of broken glass and zombies crawling everywhere. After that is the games hall.
Shooting causes some of the still functional stuff light up, attracting the horde. Then the players have to turn
on and hop on a working train traveling around the park and ending the ride at the parking lot.
Part of the tracks lead through an underground – and completely dark – tunnel.
The end station acts as a safehouse.
Part 4
The players are now in the open on the huge parking lot. They have to head to a nearby bridge over a river.
The highway is on the other side and a road to the military base departs from it. Unfortunately the bridge is
lifted so they have to lower it, which if course causes the horde to attack with all fury. The road leading to
the sub pen is all torn up and blocked, so the players have to crawl first through some underground passages
under the highway and then journey through a thick forest.
The guardhouse for the military base is the final safehouse.
Part 5
Upon entering the base, the players find out that the entrance to the sub pen is jammed. Luckily explosives
are in abundance all around, so they have to blow up the jammed door. Gunning through hordes of zombies
players reach the rescue point, where they will be picked up by a navy submarine. There is only one problem
though. The water lock is closed and the dock is dried up, so the sub can’t enter. The players have to open
the water lock and wait for the water to flow in. Of course this is where the horde launches its final assault.
Since it’s a military base, weapons are easily available. There’s even a heavy machine gun set up for the
players to use. When the sub enters the dock the players can finally escape.
Here is our critique...
Zephyrstar -
THE GOOD:
Ahh yes, the amusement park. This would make an amazing campaign from so many different angles, and you've included some great ones. Each segment of the campaign has a primary event that must be triggered for maximum meaty zombie action, and there are some good ones. I especially like the rollercoaster idea, and the house of mirrors. Talk about a friendly fire nightmare waiting to happen, not to mention the confusion of running across a witch or the mayhem of a tank in there. And of course the haunted house, with real live monsters! I know I'd have a crappy headshot/accuracy score after accidentally shooting the props. Leaving the amusement park through underground tunnels is always a good idea too, yay for hordes of zombies in cramped spaces. Nothing more badass than finishing off a mass of floating zombies with a torpedo!
THE BAD:
I guess the big thing with this one is that it tries to do two things at once. You have the idea of an amusement park, with rescue via submarine. I don't have a problem with this per say, but the fact that we transition from the amusement park to the military base seems a little disjointed. I guess when I think amusement park, I think one of the big ones like you might find in Florida, complete with lakes/water rides/etc. My suggestion would be to have the amusement park on the edge of a large body of water, with some kind of lagoon or inlet that makes up part of the park itself that would allow access to the sub in the final act.
Mithroch-
Hellish Ride... yeah... amusement park next to a sub pen. I guess Coney Island is sort of close to the New York Naval Shipyard (don't ask me how I know... I just do). The amusement parks that come to my mind are the second rate... almost run down ones... with carnies (really only a step removed from zombies). Think of the amusement parks in Sudden Impact or Lost Boys. These places are kind of creepy in real life... let alone with zombies every where. While I have some questions as to how one gets from an amusement park to a naval base so quickly... I do think that each stage is well defined in it own right. I can very easily visualize what it might look like. This one grabbed me just a bit more.
There you have it... DaMetzger Wins! Let me know you Steam ID so I can get you the goods.
Thanks to those that entered. Your ideas were all fun to read. Never know... I had enough fun with this... I might do something like it again... so keep your eyes open.
I'm not rich... I just plan on dying before I retire.