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Nope I couldn't find all the dolls, maybe i'll look at the event it triggers in SDK and just cheat it later xD.
And yep, portcullis sounds fine too as long as it's not getting zeds stuck everywhere.
Probably, I didn't understand all your points and I would like to discuss some.
1.Player spawns I'll correct (maybe place them in different rooms?)
2.Have you found all dolls? (It concerns one of your points I'll discuss later)
3.About blocking portcullis - it's not a bug, it's a feature:
my question about disabling zombie volumes that you helped ma to find a solution (which I finally didn't use) was caused by the case when zombies may spawn behind the closed door - I didn't want neither to block them enabling player to kill then through the door, nor allow them to path through the door when player see it. So, my final solution is to enable zeds go through a closed door when player does not look at that door: zeds may reach player even if they were born in different sections of the map. I'm not sure that you mention this as an issue (sorry for my English, I'm not OK whit it)
Placing decorations as landmarks is a great idea! I'l do)
KF-Stronghold uses rubble and more, maybe some of that here? xD
Lighting is at a good ambient level but your actual lights are suffering, an extra brighter, smaller light source up there would make it look as if they're actually lights.
And ofc the portcullis has pathing issues as shown in the screenshot. corridors are tight but zeds are good at navigating them so your pathnodes work and are in the clear. Only demos will hate you for tight spaces mostly :D
^idk how to deal with portcullis pathing issues, maybe levers and use triggers also open them up, but only from 1 side, and tradertime would cause the same event either opening or closing them again :o
You also got "MyTrader" log spam every time someone enters trader. A problem that even some official maps have so oof
Plz Excuse the wall text. Have fun mapping!
• The player spawn I spawned in had me sort of floating and half clipped into a barrel at first :P
• The rocks behind the first spawn have bouncy collision, flat blocking volume may work as a replacement.
• Ideally the workshop upload would be called KF-Labyrinth (to specify that it's a map of this gametype)
• It needs decoration/landmarks:
(It definitely feels like a labyrinth, I forever get lost. But static mesh arrangements and more of those suttle differences would add replay-ability, more things to look at, and reward players for it.)
• My OCD really but bear in mind teleporters and player spawns act as navigation points, so you don't need to place path nodes on top of them.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2384363817
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2384364138