Killing Floor

Killing Floor

KF-Abandoned_Rock
2 Comments
Xel'crin 9 Sep, 2016 @ 2:11am 
If I was not a Berserker, I would have been killed early on, and in the end it is what killed me when the Fleshpounds came. My suggestion, going back to theme and such, is that you change the description and narrative of the map, to suit better the fact the walls are how they are. That or invest in an actual skybox of some sort. To address your previous comments however, I would like to say simply this. NEVER… release something, especially when it isn’t in a WIP, Alpha, or Beta stage, knowing there are issues, and ignoring them. If you know there is an issue and openly admit to it, FIX… it. Thank you. My score: 5/10. Full experience and in depth to what I am saying: https://www.youtube.com/watch?v=JjbJaq-Qcx8&index=99&list=PLlmlbsZG4QluPqq1LpaVoCzW8rIDc8jWA .
Xel'crin 9 Sep, 2016 @ 2:11am 
So this map… was an experience to say the least. It wasn’t inherently bad, nor was it inherently good, but while I understood what you were going for, I feel you did the theme terribly. For example the theme of the map was that we are supposed to be on a planet. Yet when we go to the edge of the map, we encounter a solid wall for a sky. While it looks pretty and nice, it makes quite literally no sense. If the theme was for example, a cave or something, it would make more sense. However that is not the theme, as your extremely lengthy description made clear. On top of that, the structures externally are just simply shapes without any detail to them. While they look good internally, they really need improvement from the outside. On top of that at 7:30, and at 31:00, I was led to a location in which the trader simply ceased to exist, despite the map telling me a trader existed at that spot. Then at 18:45, well… I think I’ll let my words describe the problem. Please fix ASAP.