Not really, no. L4D1 was about scavenging resources (which were available in decent amounts if you knew where to look but you couldn't be wasteful with it, either) and a slow, hold-the-line gameplay (unless nothing was going on).Mr.Tea said:"Entirely different" and "opposite" gameplay? Sure you're not exaggerating just a tiny, little, planet-sized bit here? But it's all right; Sarge up there explained, rationally, how L4D2's few additions can affect a certain level of play.
L4D2 drowns you in weapons and forces you to keep moving constantly, the faster the better.
One proof would be shotguns. While the L4D1-Versions had more spare ammo, they had more spread, too. And if you were empty, you had to pump in a new shell before you could fire again (meaning that emptying the weapon was a BAD idea). L4D2? Scrapped that mechanic entirely.
Other weapons also got buffed that way.
And let's not mention that all your new sidearms, through the bank, were literally hardcoded to insta-gib commons (you know, 95% of the enemies you're facing?), regardless of difficulty and mode.
And don't get me started on the defi and hardcoded medkits (quick version: L4D1 had FOUR medkits you were sure to find outside any saferoom or Finale in the entire game - one was at the end of No Mercy 3, the other three in the final stretch of Death Toll 5. L4D2? I counted at least 22 on the base campaigns alone!)