Reviews for Unforgivable Night

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    • AmazingNep02
      AmazingNep02

      Posted this review

      2

      Horrible balance, needs A LOT of work

      design wise, I liked it though some were clearly copy/paste which is lazy but for first map i get that if it is a first map, but the balance, first tip... Let the director BE the director, dont jus spawn zombie entities which make EVERYONE lag, its horrible and unbalanced, like on bridge and all along the map, and final needs A LOT of work too with same issues, and needs to learn how to use game instructor for hints(where heli is, what events start things, going on bridge so RUN. I would be happy to replay and re-review it if it gets fixed and balanced better
      • never finished my comment, if u do fix it and balance it  a lot i will reply and hopefully it lives up to a higher rating
      • either fix the campaign so ur not force spawning zombies(like i said let the director do its job, it does it well dynamically) as a mapper u can trigger event horde, or run event to get to a trigger to stop a horde AND learn finale mechanics in hammer, so its not an utter FPS breaking onslaught, and take away the increase common hordes in between, challenge is fine, lack of any balance whatsoever is not
        
        Also, if u do decide to fix and balance it with finale(you also didnt do this right, as u get on the helicopter, u can still die and then u get sent back to the saferoom even tho ur watching credits then ur in nonstop black after
      • I worked on this map for many days and I put a lot of work on it but you gave me 1 star, thank you for your opinion but no exaggeration!
    • ErrorUnknownGT
      ErrorUnknownGT

      Posted this review

      8

      Review

      Very challenging campaign - limited supplies, limited visibility, more infected and more bosses, an intense campaign all 'round that requires your utmost attention to survive. Only problem are ping spikes when your map spawns more infected at the bridge sections, and the rescue chopper coming suddenly with no music indicating it arrives and it being underanimated lol. Although the campaign tagline says we'll see something strange on the rooftop, nothing really out of the ordinary, false advertising! Nice campaign, more supplies wouldn't hurt but it's obvious that's not what you were going for, and you succeeded heheh. Good stuff! Level design is fine, although a tad bit empty at times (like locked doors), but not really noticeable overall.
    • seramphanx
      seramphanx

      Posted this review

      10

      pretty intense fight on the bridge

      Make more maps or I'm not forgive you
    • DHenk
      DHenk

      Posted this review

      8

      Nice 4 map campaign!

      Enjoyable Campaign to play. Kurochama just below has posted a very accurate review which leaves me to have little to add. :-)
      The hold out area on the stage is the only place that makes any sense as Kurochama noted. Anywhere else you stand a chance of a charger putting you off the building. The Band cases make effective blocks and have a very nice supply of throwables and ammo. I spaced (far enough apart so they only go off one at a time) out all the fireworks boxes at some distance on likely access routes. I had the Sniper rifle to set them off one at a time. Molotovs I saved for the tanks. Bile bombs I saved to clear a path to what I expected to be a helicopter pick up (it was). Pipe bombs into the hordes.Oh and there are show fireworks on the front of the stage. Set those off with the control box to take out any undead that make it that far.
      
      Thanks for uploading this campaign as I believe folks will enjoy it.
    • kurochama
      kurochama

      Posted this review

      8

      Enjoyable small campaign

      This campaign actually has 4 maps. The tag has wrong number of maps, probably will be fixed later by the author. It's a kind of enjoyable campaign. Just like the title, it's a long night to pass. Bot navigation is good & supplies are enough. Even there are several vomitjars on each area. The directions & hints are clear, but somehow the finale has similar problem to the prequel, but I'll explain that later. Zombie spawn locations are somehow intriguing & unpredictable as they can also jump from the top of buildings, & that makes the play more challenging.
      .
      Map 1 is about exploration through bridge & cliffs. The bridge reminds me of either The Parish or Crash Course, a good spot for charger to push one or some survivors out of the bridge. The paths are clear so survivors just need to follow the trails.
      .
      There are another bridge & cliffs on map 2. Sometimes tank is spawned on the bridge, but there's enough space to run back so it's no problem.
      .
      Map 3 has the sensation of mixed explorations between the road of No Mercy and Parish, the rooms inside the hospital & the exploration on the rooftop. The paths are clear. Somehow there are less rooms for hiding from horde during walking on road, so walls are the only options to protect from the attack from behind, though zombies can also jump from the top of building.
      .
      The finale is kind of fun. It's a concert on the rooftop. However, it's kind of open area with very few places to camp as there's no accessible room at all. The best location to camp is probably the stage itself, as there are enough supplies. But one charge from a charger could bring a survivor down to the bottom of the building or in other words, an instant death. There are some problems here similar to the prequel. When pressing the switch to start the concert, there's no hint whether the finale is started or not, but actually it's started. The Midnight Rider songs somehow aren't timed well so tank theme may override when one of the songs is still playing. Second song is played after quite long silence. There's no sign about when the rescue unit arrives, so probably it's better to add a notification about the arrival of the rescue unit like usual (though survivors can see the rescue unit from the stage).
      .
      In short, this campaign playable with bots & players. I kind of like how the zombie spawn locations are made unpredictable during panic even & even they jump from the top of buildings & cliffs. Good job in making the campaign, & I hope that the problems on the finale can be fixed later.
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