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Some advice:
- Give AR to elites
- Hangar choppers opened by button that is really hard to notice
- Second chapter felt somewhat weak. Zombies are just kinda in the way, providing more of annoyance. Maybe it would've been better to make chapter 2 a lil bit of horror, taking inspiration from EZ1 & Ravenholm, utilizing fast zombies as well
- Evac at the end works, but gunship animation is broken. It kinda just spins at same place.
Other than that, I really enjoyed it
Although, at the end, the dropship ran away from me, so small point deduction.
1.if you bring a friendly elite with an ar2 into the zombie section, they can just one-shot the cool gonome mini-boss with an energy orb
2.the 2 helicopters located in the garages beside each other, why are the buttons near the floor
overall, fun map with a few problems. my elite buddy was better than me
Why force the player to backtrack through winding corridors twice , instead of going the Skyrim route and opening up a shortcut to loop back around?
Why not keep things consistent with the ladders from the base game, as opposed to forcing the player to guess the magic key which will allow them to let go?
Why place the door mechanism in the final map at the player's feet with zero visual guidance, despite the rebels on the roof dragging the player's attention to the sky?
And most confusing of all... Why use Remuneration as BGM for a hectic shootout in an open area? It gives off the completely wrong vibe.
This map pack is such a mindboggling mess of anti-fun design decisions... It really needed some better ideas. The first three minutes are good, well balanced, and then the quality just takes a nosedive.
At least the maps are well decorated. Plenty of detail at display here, well done on that front.
try to make it slow and MAKE IT DESTROY CAUSE I WANT TEAR IT BREAK IT BOOM IT
Very well done