Difficulty allows for many strategies to come into play and requires high levels of teamwork.
Build times for barriers and other elements are reasonably balanced.
Not too many special infected to get in your way.
Two layered difficulty (Main game difficulty and the lobby within the map) for the playstyle you would like.
Bots' pathfinding could be enhanced a little. They like to stay outside of the helicopter even when you're inside.
Oh jeez a tank... oh no not 2. Wait a minute 3? 4? 5? 6? 7? 0_0 Yeah for some reason when I play this map I sometimes get a ridiculous amount of Tanks coming and smash up my team. Not sure if it's the server I was on or the map though.
Despite the ridiculous but rare tank raid and the bots this map is solid. The concept is rather fresh and demands teamwork which is rarely seen ins some custom maps. Special infected don't come too often which is good. They usually only come at the start of the round and then every now and then in between. The difficulty room was also a nice touch to fine tune gameplay. Overall a great map, good job!
+ Reduced building time*
+ Reduced equipping time
+ Extra supplies
+ Bots grab supplies themselves
- Hordes never stopped, they last a long time.
- Specific special infected spawned at specific spots
- No pipebombs or bile jars in the machine
- Bots fall and die
**********With bots on normal difficulty.***********
I suggest all the gas picking spots out there be connected with each other.
IF possible, extend the suspension between the hordes(Mobs+a tank) or shorten the time horde lasts.
Specified spawning is bullying.
Concerning the reduced building time, its a fact that the developer valued our time; but the loop of mobs and tanks on the other hand denied that fact.
That gas spot in the middle of the gate, has nothing around it. There was nothing for the bots to take shelter and watch my back. It's just out there on the ground and when I tried to grab the can I was the sitting duck.
Don't try to make the map hard, but instead make it enjoyable.
Finally If it's just me feeling the onslaught is too heavy and the delivery is toilsome, blame the Bots.
EXTRA: + 0.5 (for the goodies and reduced building time.)
- A hybrid building/scavenge system
- The map forces you to be proactive and not camp
- Difficulty seems in the sweet spot
- A smart move making bile and pipes rare, giving you only the molotov! Bile is a life saver on this map.
- Forcing players between purchasing items and funding their escape route adds depth.
- Some items seem priced too low; unlimited defibs for 3 makes things far easier than they would be otherwise
- The defensive structures only occasionally feel worth constructing
- Gas cans can be permenantly destroyed in accidents, but piles do not regenerate, which can render the map unwinnable in a disaster
- The bots like to jump off the really tall stuff to their doom frequently - some landings to break the fall could be helpful!
- Bots cannot use the gear acquiring buttons, forcing you to buy a second item to toggle and "drop."
So far of all the other Let's Build maps I've gotten a chance to check out today, so far, my favorite bar none is this one.. there's a few quirks here and there (The SIG won't be active unless you have modded or used a change level, for example, making the most expensive item shoot blanks) but overall, I definitely had the most fun with this one.
Smart design decisions encouraging a proactive role in building your escape is a huge help. I was able to play the map fine with bots by using the "Buy an AK47, then buy an Uzi so you can toggle and drop them" route, but it made things rough. If you could make the items appear/drop instead of transfer directly to the character purchasing them, you would vastly improve the single player or low-player co-op experience! It's rough having to manually buy medkits and pills for each bot.
None the less, these are mild things that can be repaired. I wish you good luck!
+Awesome concept design
+very good ways of blocking the zombies
+original unlock tree
+Really asks what is better, staying & putting up stuff, or focus on the objective
+Many zombies without going over-the-border
+Good amount of tanks
+Gas focused upgrades!
-Bots fell of the ladder and then they died, forcing me to get the Defib early
-Very few bugs
Another unique take on Rimrooks' system.
Gas-cans play a vital role
Good structure of the map - making it have a believable 'Base/Facility' structure
A simple to play let's build game - allowing us to play on expert with ease; but... ->
Useful barricade positions
Good use of 50.Cal positions
Good indicators for where to go and when the helicopter is ready, players know exactly where to go and what to do
Gas-can stacks which are not unlimited
Finally no lag on a let's build map
No survivor dialogue or Ambient sound to add a bit of atmosphere
Extremely easy no matter what difficulty, I like that there was no lag due to the small hordes - but there was just a lack of tanks and SI - (I only encountered 2 tanks and about a few SI - Either the spawns need to be increased for that or the NAV needs to be fixed so they get to us)
The map is not fully utilized - it would be nice if we had to go for gas-cans throughout the entire map.
The over-all experience was quick, there was just no sense of challenge nor enough time being spent playing the map.
Bots don't pick up ammo stack
A bit of bad NAV from regular human bots as well.
This is another really good let's build map - I find the only thing 'bad' about this is the easy and quick game-time. This needs a bit of a difficulty buff as I/(we) found it too easy. Also, the fact that I rarely saw SI and Tanks makes me think that their NAV is either a bit messed up or their spawns must be buffed. Hopefully you will take this into account as apart from that, there is nothing really wrong with this map. Also, I felt that most of the map was not used because there was a bit of an 'over-abundance of gas-cans, it would be nice if we had to move around the map a bit more somehow.