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I was waiting for it to be done before I decided to play it but it's been a while since the last update.
地图四关且偏短,半个小时就搞完了。黑色水流,第二关伤害机关没太搞懂,还有人机不会避开地上的熔岩区域。小僵尸刷的还挺多的,最后救援守点就一个入口,入口离得还远,还送把镭射ak,也就最后双麻薯麻烦了点。
Consider making all the 180 degree archways out 8 segments instead of 4 to make it look smoother.
More tier 1 guns on map 1 please.
Rescue Closets. Add some (or more). Defibs don’t cut it when people die in pits or on lava floors.
Consider putting brush entity func_nav_blocker on each of the death floors, lava floors, etc, so the bots don’t just walk onto them and die. You can use a trigger_multiple to disable them with the UnblockNav command OnStartTouch (when any survivor is touching the trigger), and enable them with BlockNav on EndTouchAll. Send the func_nav_blocker the UnblockNav command when the map starts so it will work. That way the bots won't walk on them unless the players do, or they get dragged there by a charger/smoker/jockey.
Map Egypt22 missing stringtable dictionary, don't ship this way!!!
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But after that I don't think you should make any more changes.
Actually there's a random idea to "nerf" this perfect camping spot. If you want, you can add some holes on the ceiling near the rescue gate so zombies can jump down from there too. This way, if survivors camp around the rescue gate, they still need to watch for zombies coming from the holes near the rescue gate.
The finale goes to the area where the rescue vehicle is (but not inside) and where the finale trigger is. All Players must be in the finale zone otherwise it wont work thats even on valve finale (pressing a radio) all players must be in the zone.
Battlefield is where you want zobs to spawn even using Func_Nav_Attribute marking it as battlefield, when you use Z_bug 1 you can see that hammer already marks these nav meshes for you. so they are required.