The knot of Heaven Can Wait is quite normal to measures of Left 4 Dead: the plane by which heroes flied, crashes at the center of terrain where some infection walks about. Military stopped trying to rescue those who didn't get sick yet, threw part of technique and somewhere left. Survived decide that will be able to wait passions in an air-raid shelter, and go there. Levels five: a ruin place, motel, the suburb of some megalopolis, town council (under it there passes the secret branch of the subway which carries to an air-raid shelter) and the military base built round the treasured bunker. Of course, as well as in a case with original campaigns, the list of "sights" isn't restricted to the places which are carried out in names of maps.
Differs from other user operations of HCW in workmanship which isn't worse at all, than at campaigns from Valve. Levels are quite great here, and their passing has some elements of nonlinearity: you begin and finish, of course, in one place, but it is possible to get to some locations two, and even three methods. The big size of maps doesn't mean their low detailing or absence of variety at all: everything is worked equally well, whatever way you selected, and levels aren't similar the friend to the friend. Also competently executed lighting (for informal campaigns — a big rarity), and absence of technical issues like missing textures or invisible holes — a thing obvious pleases.
Launch the VPK file.