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The map offers just about the right level of challenge imo, enough to kill the player a couple of times, but not enough so that he/she runs into a wall and gives up.
Custom Units: 2
The zombies didn't really seem special. They were fine, they did the job, but at the end of the day I was just bonking grey people on the head; the soldiers also looked great, but you only see them sparingly. Would have been nice if we had a few different zombie types in there, a big boy or two, something to break up the weak ones prior to the chase scene.
Thumbnail: 1
I almost culled the map because at first glance it looks kind of bland and non-descript, and the black text against a dark grey image is questionable.
Fun Factor: 3
Overall, very fun map full marks there.
Total Score: 19/22
Overall the map looks good. Dreary, darkened corridors; random damage to the facility, hanging pipes, stacked crates etc. However, things were a bit too messy imo, like too many clutter objects over the floor, it didn't look right, like they didn't belong. That said, I think enough was done right to cancel out the things that could have been improved.
Technical Design: 6
With its own functional save system, scripted chase events with obstacles for the player to figure out and overcome, and a myriad of immersive fogs, sounds and jump scares, this map is very well made. The GOTC rusty walls caught me out though, I feel like that needed hinting at somewhere. I feel half of the map was a bit too tame, a lot of walking around activating generators to open doors with mini-ambushes to break it up, I think in an ideal world you could have put another set piece or gimmick in the middle of all that to liven it up a bit.