Mister Muffin good sir, you have done the impossible: creating an infection experience that doesn't make me want tear out my hair and gouge my eyes out with a blunt spoon. One of my main complaints with the infection gametype as a whole is that the zombie experience essentially boils down to nothing more than being a floaty, sword wielding spartan. That said, I think you have done an incredible job crafting a game space that allows for the zombie gameplay to feel truly unique. I found myself creeping, and stalking, waiting for that perfect moment to make my move. But the option to rush in was always there, and sometimes it was best option as well. For the first time since, well, FOREVER I actually found myself excited to have another go as a zombie. That in and of itself is a feat worth mentioning. But this map was not without its share of things I felt could be done better. Firstly, I understand the need to limit how many ways the zombies can attack from. It would be impossible for the spartans to set up any kind of defense if zombies could spring forth from every nook and cranny. But I was literally going down the EXACT same paths every single time. I'm not saying that's always a bad thing here, however I do see this map becoming tiresome much quicker than it deserves. Even just one additional path for either team could add quite a bit of replayabilty. I do love me some options... Secondly, hiding in a corner was just a little too effective IMO. This was especially apparent while waiting for the first barrier to go down. I'm not quite sure what you could do to prevent this, but anything that was less "backs to the wall" and more "backs to backs" could benefit the tension greatly. Also, while i'm on the subject of that first barrier room... you can actually see the zombies teleport into the area if you're standing by the entrance. At one point I was being pinged by a turret the second I popped through the teleporter, which lead to some frustrating deaths. Lastly, there were times it felt much too easy to kill the zombies, which negated the need to work as a unified whole, and focus on taking down the undead together. Obviously, your options for refining health and damage are limited by Reach, so there isn't much more that can be done here. But I figured i'd go ahead and point it out anyway. Overall, great map, and fantastic job creating two very unique gameplay experiences in single space. This is fast, fun, and highly addicting. Can't wait to see the final product.
I've taken into account what you've said, Stuffz, and am going to attempt to fix the teleportation-sight issue. Did that affect you multiple times, though? Even if it didn't, I would try to fix it, but I don't have much time left to enter this, so any changes I'm really making now are only for if the map absolutely needs them. I have tried fixing the feeling that you are obligated as the zombie to choose only one pathway by adding a second path toward the end of the map that is much more dangerous, but is quicker and gives you a shotgun. Now, for the first holdout, I, again, can't really go in depth with that issue due to time restraints. If I did, I would fix it, as it does get frustrating when that happens. I think you just have to have another zombie with you or surprise them to get at least one hit, but I do understand. The turret has low sensitivity and can't react to the zombies fast, though. I'm glad you liked the map. I wished today's lobby didn't have bad connection. It would've been a hell of a lot better and I could've gotten some more great feedback. Thanks for sharing your ideas.