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We've spent more than 8 hours fixing and optimizing this old map to make it look and play a little better. For the full list of changes made you can read the map changelog, but here is a few highlights:
* Thousands of meshes have been optimized and combined to produced fewer Draw Calls, better collision calculations and improved blood splatter.
* The ZED navmesh has been heavily optimized allowing them to move more efficiently around the map.
* Blood splatters across the entire map has been completely reworked and now looks much better.
* Automated draw distance culling has been reworked on thousands of meshes, resulting in a significant overall performance increase.
And a LOT more!
We were server hopping to find custom maps people were playing, and it was refreshing to find such a detailed, well made map. It seemed a good deal larger than standard KF maps, which some players might not be in to. But it was well put together, and I enjoyed running around exploring the place.
Rad
That concept was scrapped, and the map was made into a regular survival map instead, with the (poor) choice of leaving that timed door in. Once we are finished polishing version 2.0, that door will go away.
During the past few days Sean and I have been putting in a lot of hours to bring the map up to speed with a version 2 release, as there are a LOT of things that needs fixing and improving. All of your bug reports have been fixed and the map will have much better performance very soon
And also a glitchy item spawn location: https://steamuserimages-a.akamaihd.net/ugc/96106427695318545/4D50776B38A80CB9E217638A5F299F9CFDC2D8B4/
Hosted on HplssDmcrcy|Ranked|HOE|50+CustomMaps|32Players
IP: 23.24.240.133:7777
https://steamhost.cn/steamcommunity_com/groups/hopelessdemocracy
All in all, it's a very good map, but there are a few minor things I think need some work. Other comments point out some other issues I haven't discovered, as well.
[This review has been truncated. Full review can be found in the Discussions section.]
Second one is I found a map exploit where the players can get out of the map and be untargetable and undamageable by ZEDs. The spot is located in the cargo bay where the one cargo container that you can close the door on and get yourself stuck inside is. Next to it is a wall with crates on the ground but there's a small opening between the boxes you can crouch through to go behind and the ZEDs will just form up outside.
great otherwise though
But Unfortunately some areas of the map...The Framerate decreases or weakened.
Bad Optimization ? to check