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The initial level has a complicated layout that takes some time getting used to. This is fine.
There are numerous rather arbitrary spawns that I'm not fan of. On the first half, I get the one with Sergeant on the right, but I note that there's a Bouncer one and a Bartender that really seemed out of place to me. This is a minor grievance here but unfortunately I see you double down on this mechanic on the second half where it's becoming blatantly more ludicrous. At least it does prep you up for the ambush that I somehow managed to clear on my first try.
I get the intent of these spawns to create certain sequences by injecting for example melee enemies between you and a Patriarch and so on. However, I also think you could still get the same effect but have more of an "ease" into them. Say, a delay of few seconds and some light or exit sign turning on as an indicator.
Thanks for playing, I really appreciate it.
*Upwards or downwards.
If you want the trap wire to be invisible, then connect a destroy trigger that is detecting a street and activating a command spawn for the shotgun trap. Streets can’t be destroyed so it can’t suddenly appear.
If you need help or clarification, just ask me mire and I’ll help you.