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I just gave up on all the locked doors with goodies behind them.
Creating scenarios like this are like telling a story. If you tell me that stealth is an important factor, and I try to play it stealthy, but then it turns out that being stealthy is irrelevant because the zombies already know where you are, it kinda spoils it. If you lock up the goodies in locked rooms, but don't provide any hint as to how to access them, all that hand placed stuff becomes irrelevant.
"Chekhov's gun" (Чеховское ружьё) is a narrative principle that every element in a story be necessary, while irrelevant elements should be removed. For example, if you tell the reader that there is a pistol hanging on the wall in chapter 1, then by chapter 2 somebody better have been shot with it. (by Anton Chekhov, as advice for young playwrights.)
Keep at it. You'll get better.
There's also a task towards the end to overload a generator, and admittedly I half assed its implementation. It's not an intuitive task and its method of completion is lazy. I know a lot more about the editor and game design nowadays and would probably redo that too. These things would significantly improve gameplay, in addition to tweaking the zombie spawning mechanics and their reactions to the player. Thank you again for your feedback!
Not listed in the required mods on the right.
Also, go to the police checkpoint and the refugee camp. There's dead soldiers with M16 rifles and you can also find ammo there for the MP5SD that you begin the mission with. There's also an unmarked gun store and a bandit cache you can find, the bandit cache is in a sawmill on the east side of the area and has an M107. Good luck!