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Pros: The campaign is much longer and much more detailed than before, and features some easter egg scavenger hunts if you want. Plus, great visuals, nice detail (custom graffiti), interesting places to visit like restaurants and a witch den, etc. Finale isn't as easily cheesable anymore. The atmosphere/time of day is a lot more unique than before.
Cons: Map 1 is pretty redundant and you can skip the entire map if you jump onto the sewer's ladder from the starting saferoom...which I was able to do. I think the weirder issue is all the defibs scattered around instead of medkits, plus I wasn't able to figure out the point of the danger area at the start of map 2, or all the big vents you can climb into (although maybe that's for Versus). After you open the emergency door to the crescendo event in Map 3, there is a crazy number of extra side rooms along the hallway, but you pretty much don't need to go into any of them. Map 4 is significantly shorter by comparison to the previous maps. I would suggest adding a somewhat sizable amount more, similar to what No Mercy does to its finale map, and in addition a one-way drop-off can be added there to prevent backtracking to the saferoom as well. Lastly, the brightness of the sky kind of conflicts with the city skyline in the finale, so if possible, that should be made to match a bit better.
Misc. Notes: The way I see it, map 2's length isn't really a problem; it's long for sure, but I don't think it needs to be split up into two maps. More length to good maps is a good thing. On the contrary, I think the third and fourth maps should receive additions; for the third, there should be more explorable stores or larger open mall sections/side passages (see Dead Center for reference), and map 4 should have an additional bit added to the beginning as previously mentioned. Then the lengths wouldn't really be so different.