OK, so I played this solo and the only problem I had was getting lost on Map #1. Missed something in that large outdoor area with small hills (upside down bowls) so I'll have to try again. There are plenty of supplies and Bot navigation was good (they picked up items and stayed close to me).
Maps 2-4 took me 1hr and 43 min to complete. There are some tricks and traps like the chess set (I didn't see code so did it the hard way <G>).
On the map with the witches crawling every where on multiple levels I used the sniper rifle to clear the close ones around the entrance and then around the top. There are several fuel canisters (3) in each corner. Toss these down one by one into a group of witches and light it. Take your time repeating and you'll burn them all out and have a clear path. You have to go to the bottom to push a button to open a door up top.
There is a diving board high over a pool that I really thought about trying (so tempting <G>). Sanity prevailed but if anyone tries it post if you survive (might not even let you jump off).
The Dr Who Tardis was a nice touch.
A tank knocked a Nick off the roof but amazingly he didn't die (actually in several falls I only took damage so no instant death traps). Rochelle went all the way down to revive him. Took about 10 minutes for them to climb up.
The shooting targets to open the doors I used the sniper rifle and stood behind the bots while tossing a pipe bomb to slow the horde. Lastly I tossed a bile bomb on the last one and that gave me enough time to hit the target and open the door.
So a really nice campaign that is laid out nicely. Plenty of supplies with throwing, special ammo, every possible weapon, and first aid kits and pills available (note there are plenty of defibrillators although none were needed).
Thanks for creating the campaign as I had a lot of fun playing it. It was well worth the time spent on what is a long campaign (didn't seem so until final stats show time)
This was actually my 2nd play. The first time I played this campaign was on Steam, when the maps were still 5 in total. This new version removed one map, & smoker's area. Well, fortunately I still have the old version, so I can visit the removed map again later to check which parts were removed.
In overview, actually this campaign is still playable. There's no instant-death trap so people can rest assured, Most traps are just special infected traps, especially boomer. There are also some challenges & puzzles here, but I'll give some explanations below. The supplies are more than enough, to the point that you will always have a grenade ready & supplies replenished when reaching new areas. Bot navigation is good in overalls, but they have problems in doing platforming at certain areas.
Map 1 has a some boomer trap greeting survivors. The mechanism is simple, as one survivor needs to check which place to trigger the switch to open the door. Map 1 also has a maze. Survivors need to go through blue tunnels to reach destination. The tunnels are explorable so there's a chance that survivors will go back to previous locations if they don't memorize the route well. Near the end of map, there's an extreme escape event. It's really an escape event in which survivors must run at all costs. Why? Because lots of sitting witches & lots of tanks will be spawned when trying to open the door. Their spawn locations are not too close to survivors so survivors still have a chance to run. & the most difficult part in this map is the last event, "Sniping Event". Survivors need to shoot a button really far away that even the scope can hardly help see it. There's a clue about the location of the switch provided near the sniping area. My clue is, try to scope from right side.
Map 2 has a very wide garden area with a building at the center surrounded by water, & with a switch at the other side. It takes several minutes to arrive to the switch at the other side. In my play, I took shorter time because I used "Air Dash" feature on my mod. But just rest assured, as the garden is free of zombie, at least until survivors try to enter the building at the center. After pressing the switch & accessing the building at the center, there are platforms to jump. However, bots are bugged here. Bots can't follow players, & they somehow keep getting warped back when trying to jump (probably this is a safety system put by the author for the bots). After passing this area, soon survivors will arrive at chess area. The chess area has a puzzle in which survivors need to step on platforms with chess symbols (some don't have symbols). The puzzle has unknown patterns, & probably it has something to do with the codes on the switch at the wide garden outside the building. Somehow in my plays, even my 1st & 2nd plays, I couldn't figure out so I just jumped randomly to trigger the traps. The traps are not dangerous, as there are only 4 types of traps: horde, special infected, tank, witch. Tank & witch are rarely triggered, while special infected & horde are the frequently triggered traps.
Map 3 has several challenges in it. The first challenge survivors have to face is witch's area. Lots of wandering witches will be spawned once survivors enter this area. The door at this area only opens when pressing a switch at the lower floor, while many witches are wandering around (I don't know if killing all witches is also the mission, as I killed all witches in my 1st & 2nd plays :D ). Bots have a great disadvantage here as they often touch a witch by accident when walking, so, if you have a mod to order bots to stop/ wait, you can use it & then finish the mission on your own. 2nd challenge is easier, as it's only climbing spiral stairs with endless horde chasing from behind & special infected spawning either from the tower at the center or from behind. Just keep running & keep throwing a grenade when you find one, & you'll be fine. The real problem is the last challenge. It's a tank's challenge on the rooftop. 2 tanks are spawned when survivors are warped on the rooftop. The main objective is the phone booth at the center. Players can use some strategies to move around in order to enter the phone booth. Again, bots are at disadvantages here as they are bad at avoiding tank. So if you play with bots, ignore them & just go to the phone booth.
Map 4 has several traps before reaching the escape area. In the beginning, burning lemons will greet survivors. When normally people squeeze lemons, these burning lemons will squeeze survivors if they're too close. They have movement patterns so they're easy to avoid. The first events to clear are sniping events. Survivors need to shoot targets until they break or stop moving & the paths will open. There's also one last trap that could be troublesome: electricity trap. This trap has patterns so normally it's easy to pass. What makes it troublesome is that it's paired with charger's spawn at some areas. Their spawn locations are not too close to survivors & they spawn behind generators most of the time so it's still safe & fair enough for survivors. Sometimes it's only one charger, & sometimes 2 or 3 chargers at once. As the chargers are spawned in aggressive state, players need to listen & look around carefully to prepare for charge attacks. When arriving at the escape area, the only mission left is to escape. Twin tanks will greet behind a door, but as the area is wide enough, this thing shouldn't be a problem.Just focus on luring tanks & then run away.
So in overalls, compared to "hehe" series or campaigns with cruel traps, this campaign is still very friendly to players. Even compared to "Questionable Ethics" & "Power Station" campaigns, this campaign still has much friendlier traps, so there's no need to worry about the traps. This campaign is playable with bots & other players, but at some areas that I mentioned above, bots will be at disadvantages so if you play with bots, prepare yourself when arriving at the areas I mentioned above. & for the author, if possible, I think it would be better to provide both versions as well, because the version with removed map was also a good one. Keep the great work.
Your typical unbalanced trollish campaign filled to the brim with bullshittery. There's a lot of running in this campaign, many tanks to fight, many witches to avoid and some puzzles to solve, it will keep you going for a long time. There is a lot of supplies provided, but unfortunately it doesn't really help just due to how unbalanced the infected spawns are. Very unfun, avoid.