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Rambo headed to Left 4 Dead to kill zombies in jungle campaign.


A new campaign mod for Left 4 Dead has been announced by a Romanian-based developer who goes by the name Unforgiven. Currently working with one other developer, Nomad, the two are creating a new campaign for Valve’s zombie shooter game. Rather ambitiously, not only will it be based in a jungle environment at dawn, but all four survivors will be replaced by new models.

Today, the pair released some images via Mod DB of two characters they’re currently working on, those being models of Sylvester Stallone’s representation of Rambo and Julia Nickson’s character Co Bao. Spot a theme? Yes, this Left 4 Dead mod is based in the Rambo world, or, more specifically, Rambo: First Blood Part II. Clearly Rambo fans, they call it First Blood and the remaining characters are also from the movie. These last two characters will be modelled after Samuel Trautman, as played by Richard Crenna, and a new survivor that’s yet to be announced, the developer mysteriously adding “we would like to leave it as a surprise.”

Rambo: Rambo

For those upset with what they see as a fairly small and jarred campaign in the original game, this could well be up your alley. “The story will have a connection with the rest,” says the developer, and the action “will take place in a Jungle environment: wood bridges, tribes statue, camp fires and so on.” Rather than random zombie spawns, however, it seems the developer intends to make their placement more static. “The hordes will not be triggered by itself and it will be logically thinked [sic],” it says.

Curious to see what they do with this. If their inspiration for level design and campaign basis are nearly as impressive as their sculpting skills, this could be a hit. The Rambo model, in particular, is already pretty well done for what they call a work-in-progress, although we presume the polygon count will drop come release. If not, then consider us wowed.

Rambo: Co Bao

Update: As expected, the developer says these work-in-progress models are, indeed, high-poly versions. Although they’ll be reduced in polygonal complexity, much of the detail will remain, however, thanks to techniques like normal mapping. “The models you see here are highpoly, zbrush sculpts, the lowpoly mesh will come after this stage is passed, then we’ll bake all the information from the highrez in the lowpoly mesh. This process is called pretexturing on a more known term – normalmap and ambient occlusion,” writes Unforgiven.