
Crash Course was more or less just what i expected it to be. I thought it was a nice change and i like the open areas (and there are not several routes, it just feels that way cus you dont know the map yet). We also tried a bit of survial mode which was good fun. Beat 10 minutes on the bit with the cannon on the second try with Sharpy, Robert1986 and Midnight, which isnt bad considering local host is epic fail
Will look forward to a bit of versus tomorrow hopefully!



Yeah, just played a campaign with Link, Kearney and dude with lots of squares in his name !?!?!?!?!?!
Much better playing with people you know, and much better for a 2nd run through. Only 1 route through as Cat says. Its openess bodes well for 8v8 I think !!!![]()

Did anyone else get caught out by the finale? [/QUOTE
Easy right up until you start that generator. Agree about the guns/ammo dumps, way too many, make ammo management unnecessary as you can pretty much hit W+1M all the way around
The howitzer wasn't that satisfying either (Hmm just had an idea, mortars next please valve)
That level felt a lot like I think L4D will play like but dark instead of daytime
Left 4 Dead
- Made the variable "mp_gamemode" available again. Note that you can also load maps directly with different game modes by specifying it in the map command. For example, "map l4d_garage01_alleys versus" will set mp_gamemode versus for you automatically and load the first map of Crash Course
- Added "mm_dedicated_force_servers" to allow specification of a list of dedicated server addresses manually used for searching (ms_force_dedicated_server is depreciated)
- Updated shared libraries and DLLs preventing dedicated servers listing correctly, appearing on Steam groups, and being found via sv_search_key

