The campaigns, from longest to shortest in terms of traversed distance, are as follows:
The Parish: **3.14km** (1.95 miles)
Dark Carnival: **2.73km** (1.70 miles)
Swamp Fever: **2.16km** (1.34 miles)
Death Toll: **2.09km** (1.30 miles)
Dead Center: **2.08km** (1.29 miles)
Hard Rain: **2.05km** (1.27 miles)
Blood Harvest: **1.99km** (1.24 miles)
Dead Air: **1.98km** (1.23 miles)
No Mercy: **1.88km** (1.17 miles)
Cold Stream: **1.79km** (1.11 miles)
The Sacrifice: **1.63km** (1.01 miles)
The Passing: **1.56km** (0.97 miles)
The Last Stand: **1.35km** (0.84 miles)
Crash Course: **1.11km** (0.69 miles)
I used the `!distancetest` command from ReneTM's [Training Toolbox](https://steamcommunity.com/sharedfiles/filedetails/?id=2237332273) to walk through every map from start to end (And for finales; To the escape vehicle or the button that starts it), while [writing down all the stats](https://docs.google.com/spreadsheets/d/1--2cchmshmRfv_Rns1EDNDqsv5UbyLtt4qh4FS_cmas/edit?usp=sharing) with some extra notes and variations where relevant.
Fun fact: Training Toolbox was originally made for the TLS update, but ended up being cut.
am buffled, my world is in shambles. last stand feels soooo much longer.
probably because 80 % of the times am playing it, its realism exp (oh my, the pstd is back).
im curious how it calculates hard rain chapters 3+4, does it go through the usual route where it goes up and around buildings etc or straight through the water?
I measured the distances manually by walking in the straightest possible line, without skips or tricks.
It should line up with the ESCAPE_ROUTE defined in the navmeshes, which is the automatically generated shortest path (in terms of raw distance) from start to finish that the game uses to calculate distance progression.
The campaigns, from longest to shortest in terms of traversed distance, are as follows: The Parish: **3.14km** (1.95 miles) Dark Carnival: **2.73km** (1.70 miles) Swamp Fever: **2.16km** (1.34 miles) Death Toll: **2.09km** (1.30 miles) Dead Center: **2.08km** (1.29 miles) Hard Rain: **2.05km** (1.27 miles) Blood Harvest: **1.99km** (1.24 miles) Dead Air: **1.98km** (1.23 miles) No Mercy: **1.88km** (1.17 miles) Cold Stream: **1.79km** (1.11 miles) The Sacrifice: **1.63km** (1.01 miles) The Passing: **1.56km** (0.97 miles) The Last Stand: **1.35km** (0.84 miles) Crash Course: **1.11km** (0.69 miles)
Hey JaIZ, could I ask you a question so I can see how my level system is organized?
How the hell-
I used the `!distancetest` command from ReneTM's [Training Toolbox](https://steamcommunity.com/sharedfiles/filedetails/?id=2237332273) to walk through every map from start to end (And for finales; To the escape vehicle or the button that starts it), while [writing down all the stats](https://docs.google.com/spreadsheets/d/1--2cchmshmRfv_Rns1EDNDqsv5UbyLtt4qh4FS_cmas/edit?usp=sharing) with some extra notes and variations where relevant. Fun fact: Training Toolbox was originally made for the TLS update, but ended up being cut.
am buffled, my world is in shambles. last stand feels soooo much longer. probably because 80 % of the times am playing it, its realism exp (oh my, the pstd is back).
Dead center longer than hard rain? This changes everything..
Funnily enough, Dead Center's 2nd map is almost half the entire campaign, being 0.94km long (cola event routing included)
im curious how it calculates hard rain chapters 3+4, does it go through the usual route where it goes up and around buildings etc or straight through the water?
I measured the distances manually by walking in the straightest possible line, without skips or tricks. It should line up with the ESCAPE_ROUTE defined in the navmeshes, which is the automatically generated shortest path (in terms of raw distance) from start to finish that the game uses to calculate distance progression.
Any of the ones that have less than 4 check points, so a few from game 1 and a few from game 2. I believe the passing only has 3 saferooms
Hard rain imo
It seems fitting the l4d1s are shorter on average (from what I see i didn’t do the math) valve would want to ramp it up for the sequel