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This map is good if you want to run. - Because thats what you do. You run more or less from Trader to trader,
Stand you ground events are far from the next trader and sometimes it's so far away, you will not make it. If you run from the last trader to the next "Stand your ground" you will lose some zeds in that process.
Due to the large map, Zeds tend to despawn or get stuck in doorways - especially the big ones.
I do not know if this is intended or not. This map makes you play like:
Ok, I will not make it to the Stand your ground without killing zeds in the process and maybe not 'winning' the stand your ground, And maybe you will not make it to the trader, so you eigher have to run for the trader, or run for the event.
Brings you into a Situation where you are eigher frustrated, or you need to rethink your ammo and armor management.
Anyways: The graphics looks nice and there are a lot of "Place Hold" carriages.
Traders are looking to promote map exploration, ammo boxes are to counter lost trade.
Some feedback after my first play session:
- The traders are too far apart. I was 90-something meters away when a wave ended and could not make it to the dock trader in time. This was a common issue in KF1 map design that Tripwire made a conscious effort to resolve in KF2. It simply isn't very fun to have to micromanage your team's location during a wave.
- There's at least a couple doors near the starting spawn that are dead ends. I would prefer if these paths were blocked off with some sort of garbage or corpses - anything that would indicate the doors are non-functional.
- Ammo drops feel a bit too plentiful. I suppose this is necessary right now due to the distance between traders, but if that issue is resolved, then ammo should probably be scaled back a bit.
Anyway, great work! I'm keeping this map in my rotation :)