KeeLoker submitted a new map: Shipment - A linear style infection map based in an infected shipping yard near the ocean Read more about this map...
KeeLoker updated Shipment with a new update entry: 1st Update (Post Finalization) - Infected Spawns, Map Geometry, etc. Read the rest of this update entry...
KeeLoker updated Shipment with a new update entry: 2nd Update (Post Finalization) - New infected spawns, Scripting, etc. Read the rest of this update entry...
KeeLoker updated Shipment with a new update entry: 1st Bug Fix Update: Spawning Read the rest of this update entry...
KeeLoker updated Shipment with a new update entry: (Hopefully) Final Update?: Gameplay Issues, Aesthetics, etc. Read the rest of this update entry...
KeeLoker updated Shipment with a new update entry: Hah jk. FINAL final update: Zombie spawns, secret weapons, etc. Read the rest of this update entry...
KeeLoker updated Shipment with a new update entry: New Holdout, Changed Weapons, etc. Read the rest of this update entry...
Played this and had fun. Although when my buddy had a gravity hammer and became last man. Gravity hammer + unlimited ammo = unstoppable against zombies.
KeeLoker updated Shipment with a new update entry: Monitor's Bounty Update Read the rest of this update entry...
Thanks for submitting you map Loker, here is what I gathered from everyone who tested the map with me >Players would have liked to see more industrial colors for the shipment crates with possibly rust and grime on them, rather than colorful and out of place reds greens and blues, etc. and with a mix of sizes for crates for more diversity ^You could change colors from bright blues and reds to grays, browns, still have possibly muted yellows and reds to have a bit of color rather than bright, lush colored crates that don't fit the infection mood >Players also noted they would have liked to have more diversity of weapons for the survivors such as gunfighter magnums, dmrs, and others >Cut down the very huge sightlines, however I personally noticed it not to be such a problem since infected had a faster base speed. >I believe your addition to have a marker be placed on any survivors who stay in the beginning area of the map also affect Infected, so a bunch of markers crowd your screen and consequently get in the way of the players view. >Could add more decorations to you interior spaces >Despite these critiques, we all were really into this map and hope to see more linear infection maps such as this. Additionally it was refreshing to see such length for a linear map.
Thank you for the feedback. I can work on most of what you said and the nav markers have already been fixed. Also regarding the variety of weapons, there are hidden weapons on the map that provide a sort of risk vs reward but I can add more of a variety. Thanks for playing it!