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2) I feel like this is true only for the spawn area but at the same time there isn't many doors, so I feel like its fine personally. It allows there to be some difficulty in an already otherwise easy map.
3) Agreed, however I'd really like it if they had better or more thought out rewards as a pack-a-punched raygun is no where near worth my time.
4) If what we've seen with the Revolver is any indication, I don't feel like that'd be a good idea as the revolver is heavily overpowered.
5) I'll tree all of the 2.0 perk ideas as a single Idea;
* The system itself is somewhat interesting but also too large of an idea for a map this small. The map is already easy, this should be saved for a larger map.
* (Mule Kick 2.0) There is no limit to the weapon swapping speed, so this is useless.
* (Juggernog 2.0) The red being there is fairly important. I don't see why you'd want this.
* (Deadshot 2.0) Not too strong, not too weak; that's fine.
* (Stamin Up 2.0) A little strong but its fine.
* (Electric Cherry 2.0) Sure.
* (Speed Cola 2.0) Extremely powered, unsure about this.
6) I'm personally completely against this, buyable endings are just dumb. Why would I want to not keep going? Isn't the goal of Zombies to live as long as possible?
7) It's nicely sized, I feel like if more areas are added they shouldn't be more than a single room additions that are dead ends.
8) What?