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Map 1 - 2/5
Confusing. I like that there are survivor voice lines to help guide the players but it's not enough. Also, having the church guy become a tank sucked. It's like it's punishing players for doing the actual holdout. It doesn't even trigger unless you're very close to the door which feels cheap and feels like it was meant to troll. Place is cramped af too.
Map 2 - 0/5
Way more confusing and too long. 2 generator holdouts WITH tanks, throwable cement benches, WITH THE STORM? and then after all that you gotta do another holdout, THEN run to the chopper. Why is there even a chopper during a storm? The chopper also does not have a highlight which would help with the navigation. I didn't even know you could enter the building if I haven't read the reviews.
Summary - 1/5 campaign
I can see the vision. Not the worst map I've played. I do recommend playing through the in-game developer commentary.
Map making is hard so I understand why it's been cut to 2-maps. Some of the comments on this are unreasonably harsh but I do hope you take their criticisms about the map design to heart in order to fix this, hopefully in the future.
Atmosphere - 4/5
The stormy, desolate, nighttime atmosphere is great. Realistically what I feel like Philippines would be like in a zombie apocalypse ('cause this country can't have enough storms). Though I do feel like there is an over abundance of clutter in the already cramped up areas, making bot and infected navigation f***ed.
Map Layout - 1/5
Too many false saferoom doors, dead ends, resources spread out (even the starting med kits aren't on the starting safe area like.. why?), too many spots for smokers and spitters where you can't even see them because there aren't dim lights, arrow and safehouse sprays that's just confusing, etc.
别浪费你的时间,这个地图没有玩家队友根本过不到,指路引导太乱了!赶往发电机的路线太密麻了!谢谢!