Luxury Gas is a unique campaign introducing many of L4D2's elements while adding a spice to them, and also adds in some new ideas.
Here is a description of each map. In case you find it confusing, this is the order of sections i have for designing a map:
- 1.Kick Off Ideas
2.Large Scale Path
3.Geometry
4.Nav Mesh
5.Final Polish
Map 1: High School
In Development: Nav Mesh (75%)
Time of day: Dawn
The campaign kicks off with the survivors being holed up in the sickbay of a High School building.
In this first map the players will be introduced to random pathing, endless or auto starting panic events(depends on which path is open) in a smaller scale, along with a new type of level area type so far only available in L4D2 and the remaining signs of the not-too-sane survivors who are former refugees in this school, now professional zombies.
The map will contrast progress trough hopeful orange-colored parts to weak-colored, dark and foggy sections, and vice versa.
Map 2: The Canals
In Development: Geometry/Low Scale Route (25%)
Time of day: Early Morning
The second map starts off after the survivors ended up in the canals after escaping the school trough the sewer system. The path may branch off to several paths, for less dangerous but longer, or more dangerous but shorter routes.
Map 3: The Construction Site
In Planning: Large Scale route (20%)
Time of day: Noon
Action picks up almost immediately after leaving the safe room and doesn't stop until the end. This map will be a short and delicious action bonbon that ends with a big bang. Or it may not.
Map 4: Hotel Interior
In Planning: Kick-off ideas (50%)
Time of day: Afternoon
This will be a large-scale climbing map. Infected can drag the survivors down all the way to the bottom, and the survivors can climb back up just as fast.
Map 6: Rooftop Scavenge
In Development: Final Polish
Time of day: Late Afternoon
This is the map that started it all. The survivors make it to the top of the luxury hotel, where they must keep a gas can fueled in order to signal a scout chopper. This map is designed to introduce the scavenge type of finale to Left 4 Dead.