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The path/event variations are really creative and make this campaign stand out.
My only grip is that depending on RNG you will get an easy path (skipping event) or a fairly difficult one (Map 1: wade through sewers; Map 2: infinite horde in tunnels; Map 4: planting bomb in mineshaft).
I don't mind fighting lots of tanks. But the spawn locations will decide whether you make it or not because the tanks are often accompanied by a large horde (Map 2: sometimes in front of you after entering code in generator room; Map 3: in front of saferoom after dropping down wall).
Map 5 is especially unfair because 2 tanks will 100% spawn at the very end which you can hardly evade. If you somehow do get past them there will be one last "Fuck you" to the player (hint: airplane propellers).
All in all still fun campaign but some things just make the game jump from challenging to unfair. And the git-gud-argument won't work if one has put 3000 hours into the game.
Public Lobby for a mod? Whaaat? Yeah.
You aren't going to beat every map your first try, especially on harder difficulties.
So, learn from your mistakes.
Look, there is *always* a bile on level 1!
Level 2 has a door sound at the beginning..
Level 3 is a skill check full of supplies. The elevator is a glitch-ridden ride praying you don't fall through.
Level 4 punishes the greedy: birds and witches call hordes that queue behind other hordes. That half-way event isn't for show. It's easy to defend, and has ammo and healing items to boot. 1 can stay inside to end it *much* quicker. You've got a horde, anyways, right?
Level 5 is 100% scripted, if you know this, you can lure the tanks in the map with the plentiful miniguns. First event back to the start of the map!
..and the Epilogue finale map can be completed without an event or finale.
Some small tidbits.
but the comments are fun to read