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some levelling design tricks I used in this campaign :) maybe the buttons make no sense to you, but they immerse the player. Possible bugs on the navigation and director side. Even though there were testers with me, we can't predict everything, and the game can't show us everything.
注意
人机寻路有点问题
很多无限尸潮
第一关矿车前面的木板别走上去用近战打,小心被矿车撞死
被舌头拉住有时候会卡住,要admin
第二关电梯特别久
奇奇怪怪的空气墙围绕着救援车辆
救援关一堆没用的开关
救援关,基地到直升机那里好像有一扇门打不开,而且那段路没丧尸生成
救援关小僵尸在你眼皮底子下生成
bots couldnt follow me well, is that a navigation problem?
when the smokers got me, i was helped and found that I was stuck in some strange places
i got fucked by the mine cart in the 1st level because i used the melee to break the wooden bars
elevator event in level 2 is too long
some weird air walls surround the rescue vehicles, it would be better to add some fences
many meaningless buttons in the final
1 of the doors that couldnt be opened and zombie couldnt be spawned on the way to the chopper.
commons spawned right under my nose in the final
The layout is well thought out and offers plenty of variety. Each area feels unique, with different environments that keep things fresh. The use of lighting and atmosphere is excellent, especially in the darker sections where the eerie ambiance adds to the tension. It’s clear a lot of effort went into making the world feel immersive.
The level design is challenging but fair. The pacing feels great, with just the right amount of hordes and special infected. We had moments of genuine tension as we navigated narrow corridors while fending off waves of zombies. The defensive positions were well placed, offering strategic play, but we never felt like there was one “best” way to approach things.
Fantastic job!