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Sounds like a skill issue.
Constantly spawning enemies right behind the player is not good level design.
From the first mission alone i can tell some serious love was put into this. I was expecting a neat yet minor change to just have flood in each mission. Yet from the moment I hopped out I noticed that some of the dialogue had been altered, and then the shit hit the fan. The dark tunnels I had once ran through bored out of my mind, had suddenly became genuinely terrifying.
Great effort and work all around, hope to see you finish it :)
Cons: Not enough Battle Rifle ammo... :(
PLEASE tell me you worked out a way to prevent Keyes from being such a paper-weight, preferably similar to how SPV3 did it by making him invincible (with the exception of him being "knocked out" but obviously can be "revived" by walking up and pressing the "use" button on him of course) so that during the TaR mission he won't going " Oww... every single time he idiotically going into a horde of Floodies.