STEAM GROUP
L4D2 E3 group E3-L4D2-BETA
STEAM GROUP
L4D2 E3 group E3-L4D2-BETA
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IN-GAME
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ONLINE
Founded
September 21, 2011
Language
English
Location
United States 
 This topic has been pinned, so it's probably important
Q&A Section
Questions and Answers
This discussion here is to elaborate on some common questions and answers given to the team. If you have any further questions, please use the comment box below. We look forward to reading your feedback!


What is the Left 4 Dead 2 Beta Pack?
The Beta Pack, formally known as the Beta Restoration Project, is a mod pack with a sole purpose of being a complete accurate representation of the pre-release Left 4 Dead 2 Beta build shown at E3 2009 show floor.


Is the Left 4 Dead 2 Beta Pack complete?
It's no secret that the Beta Restoration Project is very close to a 1 for 1 replica of the E3 2009 show floor demo. But, no need to panic. Even though we’ve made it this far, we are not seizing the entire development of the project. Just like we’ve always done, we will continue to add as we find. Whether that means developing our own assets based on newly found footage, or coordinating with other modders based on their research. Valve asset discoveries are being made day by day, so the team still enforces our responsibility of being on the lookout. Aside from that, the team does not plan on releasing any more major updates, announcements, or correlating videos. In other words, the v3.8 patch will be the last major update for the Beta Pack project. We feel the cinematic trailer is a symbol of giving the Left 4 Dead 2 Beta Pack a proper final touch, as Sourcerer will now begin pivoting towards other projects.


What should we expect in further Beta Pack updates?
In short, we will continue monitoring the project for hot-fixes and quality of life improvements. You should also expect any asset discoveries to be added if they are found. Furthermore, we also have a transitioning plan for all Beta Pack assets to be made internally over the next few years, as well as discord events and contests to maintain community engagement.


What is the purpose of the Asset Transition Plan?
The purpose of this is to not only fully eliminate legality throughout the content creator space, but it allows our team to keep better track of what’s involved, offer it in uniformity, and keep it at the highest quality possible. Given the timeline of all the team's personal schedules, this process is expected to take up to a few years.


Why are we limited to the Parish Campaign?
The only playable locations of the build shown at the E3 2009 show floor were The Parish Campaign levels 1 and 2. With that said, the remaining campaigns were not revealed until subsequent builds later that same year. And since we’re replicating that specific demo, there is no reason for us not to abide by that. If you wish to play with other campaigns, please download the Online Edition or stay tuned for other projects.


Why are we limited to Local Servers?
Local servers are what permit the user to activating our E3-styled vScripts in online multiplayer games. This is so you and your friends can experience the adjustments together. For the Beta Pack to work as intended (i.e. with Charger mechanics, weapon stats, item spawns, etc.), scripts are absolutely necessary in order to maintain these changes. Using an official server eliminates any scripting capabilities which cause direct conflict between the mod's contents and therefore is not acceptable. A local server allows the host to essentially set the game director's rules and regulation for all other players' games to follow.


Are the main menu limitations necessary?
While we understand it does cause inconvenience for some players, the options are limited in order to give you an authentic demo-like experience. They are completely replicated just like the E3 demo footage shows them, however, with the exception of Extras and Addons. Simply disable the mod or download the Online Edition to access all default menu strings.


What is the "Online Edition"?
The Online Edition is a variation of the Beta Pack that pulls unused assets from all different pre-release builds of Left 4 Dead 2, including the E3 demo, and places them all in one concise package, with the full intention of eliminating the tedious process of installing addons individually. For example, users might see E3 Coach alongside a Concept-styled Spitter reskin. Obviously, this was never historically accurate, but the idea still works effectively. The real main aspect of this variant, however, was the removal of scripts which control gameplay and features as seen in our traditional versions. For example, there are no limiting menu options, forces of local servers, or a removal of the Jockey from existence.


What's the current issue with the Online Edition?
Over the last few years, the team had a bugged mirror on the GameMaps platform where users would download a blank vpk file. We were unsure why this was the case. Around the same time, we shifted all priorities to our main package as we started to hone in on fundamental creations such as the E3 Charger vScripts. But this still didn't allow us to forget our responsibility for the Online Edition. Overtime, we began redeveloping the Online Edition from scratch but have ran into a legality-based issue. The Online Edition has not received an update in over 4 years, and many addons were released in this timeframe. Trying to coordinate with all those developers can take a serious amount of time. And for a product that has no specific barriers of entry other than unused content from (basically) every era of development, that shouldn’t be a surprise to anyone. So now begs the question, would it be easier to develop an official Online Edition Mod Collection instead of playing catch-up? This does conflict with the already established argument we made before, but when you take permissions into consideration, it becomes very messy. So, why not both then? Currently, a private version of the Online Edition collection exists, and the team is actively working on putting it together. The team also plans on adding its own individual addons to this collection, as we are also developers of some of those assets in which are currently only exclusive to the primary version of the mod. We still plan to push the Online Edition once we establish control for newer assets and release it on the Nexus Mods and GameMaps platforms. However, given the uncertainty for communication among developers, the schedule for release remains to be determined.


Can you elaborate on "Discord Events"?
For those who don't know, the team likes to host side-mode events that take place in the E3 demo setting. Consider it a method of world-building and further exploring our team's creativity. As of August 2025, the team already hosted two events. Our first one was an event for Left 4 Dead’s 14th anniversary, where players would be able to play the Beta Charger in an E3 Parish versus lobby against developers. We also had an event where content creators came together to compete in a Speed Run contest, with specialized scoring and a custom timer scripted into the game’s server. Both were really cool experiences that brought the community together, and we don’t plan on letting go of that engagement.


Will you create a Left 4 Dead 1 Beta Pack?
This is arguably our most asked question, and I'll answer it from a manager's perspective. One of the biggest marketing aspects of the Beta Pack was that you don’t need to install a huge variety of addons to relive that pre-release build experience. Having to manually enable and disable dozens of addons just to enjoy a remake for (maybe) 30 minutes at a time tends to get tedious after a while. And that’s even more prevalent with many newer generation Left 4 Dead fans. In the case of the Left 4 Dead 1 Beta specifically, fans use even more addons to recreate that experience because of the large variety of assets present in those builds. So, now a concise product with a full team’s oversight makes the idea of Left 4 Dead 1 Beta Pack sound great. But that’s until legality gets involved. For the many that don’t know, there was a Left 4 Dead 1 Beta Pack in early production back in July of 2014. Just like the Left 4 Dead 2 Beta Pack, I published this (concept) product on GameMaps (at the time known as L4DMaps). However, I quickly removed this listing because I found out shortly after that a different team was already handling a similar project, known as Left 4 Dead Zero, with their debut being around August of 2014, also already at a much more advanced stage. Unfortunately, the L4D0 project, and subsequent TRS-based projects following, all fell-through due to inconsistent copyright and ownership disputes, community disagreements, and eventually a lack of motivation. I do not side on anyone’s behalf, but regardless of how you may view the situation, it’s sad to see such a great thing take a turn for the worst, especially with all the great talent that was involved. Going back to the question, all I can say is that I am not opposed to managing a project like this, but don’t count on that anytime soon.


How would you maintain operational control for a Left 4 Dead 1 Beta Pack?
If many creators were to grant Sourcerer official permission of their items, then, just like the Left 4 Dead 2 Beta Pack, Sourcerer will be in charge of coordinating any efforts and maintaining strict accountability of everyone's content. The team will also be in charge of publishing any products relating to the project (such as mod variants, videos, etc.) on our accounts and media platforms. Additionally, if the team needs to, we will either make adjustments to a given asset, or internally develop the item from scratch. Sourcerer will also not force any relations between creators and respect a creator's rightful ownership of their given product, thereby keeping peace and distance between modders. However, regardless of the person, all modders should also expect to provide sufficient resources and maintain faithful communication to the team. This will force the donating creator to uphold an equal level of responsibility in our project's space.


Will Sourcerer develop other Left 4 Dead projects?
The team has some pretty interesting ideas for Left 4 Dead 2. However, we're not going to share anything at this time due to the infancy of the ideas. Just understand that we are thinking pretty creatively about things.


What is the next project Sourcerer plans to tackle?
As of right now, Sourcerer still wants to proceed with the passion of living an alternate history with classic video games. What I can say for certain is that we are currently looking at Jet X2O, a PlayStation 2 water racing game. What’s interesting is that this game actually shares a lot of similar concepts to Left 4 Dead 2 in terms of pre-release and beta development; Different pre-release builds that showcase the evolution of design throughout the game’s making. This means that the transition between these two games is not something that would be foreign to our team nor the fans. To give an idea of where we are with Jet X2O, the team currently has access to 3 different prototypes (two of which are physical), and are essentially working with a back to front initiative utilizing these assets. We even managed to speak with some of the game’s developers to gather additional insight and also got my hands on the official press kit. Can you say we’re pretty far-in with these tools? Well, we can’t say we’re at the tip of the iceberg at least.


What other games and content is Sourcerer looking into?
Jet X2O is obviously no secret, but other ideas we have talked about are remasters, prototype restorations, and even full blown fan remakes. Of course, there is still a lot to learn and a lot of factors to consider throughout this time, such as learning each game’s individual code, engine, structure, formatting, etc. The team has been talking about this transition for a while, so the idea of us branching out is not something new to us. Games currently on our radar include Teamfortress 2, Croc, and Spongebob the Movie. Pretty well-rounded material to start, especially given their genres and native platforms, but as I mentioned before, nothing is set in stone at this time. If you have ideas or would like to be a part of this growth, please join our Discord, reach out to a developer, and we’ll coordinate. Again, these projects are not meant to be full-blown professional game design, but rather passionate explorations of our beloved nostalgic escapes from reality!


Will you still use the same social platforms for games aside from Left 4 Dead?
This question is something we're still working out. Depending on the platform (which dictates what we can and can't edit) will determine if we adjust our platform accordingly. As of right now, we only plan to adjust the Discord Server for when we fully develop more projects and release them to the public. This also means that media sites, such as the Steam Group, will remain the same. However, we will publish only major announcements (not patch notes) regarding these adjacent projects on the platforms we cannot edit. Sourcerer also has its own website published that is completely independent of the Beta Pack so be sure to check universal updates for all of our projects there (work in-progress).


Do you guys prefer the Beta over the retail Left 4 Dead 2?
You may find this interesting, but, no, we do not prefer the Beta over the final release. Valve handled Left 4 Dead 2's development correctly, especially when considering the massive boycott backlash attempts during its production. However, there are elements used in the E3 demo that a lot of us prefer, but not all of which are consistent. For example, one member enjoys the Beta Charger, but dislikes the old horde soundtrack, while another one dislikes the old Rochelle design, but believes the Left 4 Dead 1 weapon animations were much nicer. Opinions on each aspect of development differs based on who you ask. But this doesn't change our love for what is Left 4 Dead and Left 4 Dead 2 as a whole.

We don't remake the E3 demo version of Left 4 Dead 2 because we fully prefer the game that way... we remake it because we are just passionate Valve fans who also deeply respect the game's development and history.
Last edited by Gigan; Sep 22 @ 3:33pm