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Though, I do disagree with one thing, I think that everyone getting to the safe room very easily is more on the aforementioned lack of attack points in some areas rather than the map length, the first level of No Mercy is shorter than any of the maps in this campaign and I hardly see people even get halfway across
Map 1: Nothing really to add, final version is good.
Map 2: Also good. The changes to the auto garage work well. For some reason the event felt a little harder but that may have just been me being a goofball, but I do like it being harder.
It would be nice if the player had more incentive to go over to the left side because the auto garage is far more appealing and easy to find.
Map 3: Map could maybe be a little longer. Changes to event area are nice by the way. It would be cool if maybe there was more to do in the 2nd area the vehicle has to get through, like the zombies slow down a little bit and then you have to grab a fuel can or two because the vehicle stops. This would help balance out the length of the map a little I think without making any actual changes to the length. I also think there could be some extra cars on the road outside of the tunnel, like some big tricks or an extra alarm car, just as extra cover for the infected. (Also if a tank spawns there's a way to actually juke it!)
Map 4: This is the only map that I think needs a significant improvement to length. It's generally solid but it's so so short and it means you're not really properly worn down for the event. I'd recommend adding in more areas to get through between the factory and the event, but besides that the level itself is fine.
Map 5: More difficult now that you can't camp somewhere completely safe. Even with just 2 players on expert we did it fine, because the boxes are pretty good for holding out, but it was more challenging and I appreciate that. Haven't had a chance to test the finale in versus unfortunately!
Issues that happened in multiple maps:
1. Witches like to spawn in places that are impossible to get to or have her be startled from. Ex: On top of the apartments, on top of the store roof.
2. Maybe slightly too many defibs. These maps aren't that long and not super hard (except for the event in map 3, but that's still doable). With 2 players we only had to use defibs for that specific event because the bots aren't very good. With 4 players you don't really need defibs on any maps. Personally, I feel like 1 defib spawn for Map 2, 3 and 4 is fine. Though idk, maybe with only 2 players the director was taking it easy on us for item spawns.
3. Not enough tanks spawned during our playthrough. Weird thing to say I know. A witch spawned on nearly every map but besides finale we had tank spawn once. I feel like maps 2 and 4 could really use that tank spawn to make them a little harder, but I know that's somewhat up to the mercy of the director. I'm not saying to add in scripted tanks (please don't) but if there's any way to increase the odds that a tank could spawn in a map I'd recommend it.
Overall: The campaign is really solid and these improvements are all good. The biggest issue with the campaign I have at the moment is probably that it's a bit on the easier side, but that's just a personal thing.
Yeah, sure, I’ll add that
Weird, but I’ll try to fix it
Sure
Level 1 doesn’t have any tank spawns because they’d be too overpowered in the claustrophobic areas of the office or on the rooftops, so that was on purpose, for every other level, though, yeah, that was probably on the director, because the only thing I did to limit tank spawns is on 2-way forks in the road so you can’t avoid them by going the other way
Too much skill issue
Let him in then
Anyways, thanks for the response again, I’m fixing some things right now
https://www.twitch.tv/videos/1529484268
Issues I found:
Saw a zombie climb on the air.
Way too many throwables, ammo packs, ect. We were playing on Realism Expert and this many items probably shouldn't be spawning on that difficulty level.
I think the armory in Map 4 is a little too generous in retrospect. The map isn't very long and it gives you 4 pills and pretty much any gun you want.
During the finale a zombie was clipping into the ground.
This was all I really noticed while playing. Difficulty is a bit on the lower side with the sheer amount of items, that really needs to be looked at. The campaign is pretty much fine as is otherwise, maybe there's like an area or two that could use an extra object to fill space.
The only thing I really could recommend doing at this point is extending at least Maps 3-4 but all of them could really use it. I know I keep saying this, but every map in this campaign is really on the short side.
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Feedback for Survival:
The Park is a good survival map imo. There's a good balance between items and the cramped area is fun to fight in. There's a couple spots where you can get on top of the buildings, especially if a tank smacks you, but you're still confined to the park boundaries. Nothing game breaking but I felt I should point it out.
The Fortress map on the other hand... I didn't get to play much of it but you just hold out in the room by the stairs with all the desks. Very easy, could maybe use a 2nd entrance in that area to make it harder to defend. Other than that, the desks (and some other objects) emit spitter goo when stood on for too long, so that's something to look into.
I haven't had a chance to check out any of the other survival maps yet, but I plan on doing so in the future.