Just gonna list what I've seen without repeating whats already been reported
Santa's Workshop
Santa's Workshop
- 1# Priority is the spawns in the boss room. They are completely broken for both boss and regular waves. They have no line of sight detection and will constantly spawn zeds in the open this happens ALL the time.
- Spawns seem to be stuck outside the boss room, you can hear zeds (not the ambient effects) outside this wall:
- Additionally, their spawning is completely unbalanced, the priority for them makes the boss room pretty broken to play in, the fast and rapid spawns are uncharacteristic for the rest of the map. The spawns can be cheesed so you can camp one spot on endless:
- Non-hidden flex meshes in 2nd area next to trader and first escort:
- The LOD shadow pop for the pillars are extremely jarring and detracts away from an otherwise beautiful map, I would suggest increasing the distance of the LOD or at least overriding them per instance based on their viewing distance.
- The little wooden plane that flies around the giant krampus snow globe doesnt have moving propellers
- Zeds are consistently getting stuck on the top floor, its not just that spot, it happens in a couple of different areas
- Crawlers constantly get stuck in shop:
- SplatMap enabled on Water Mesh
- Vending Machine Render Distances are not set up correctly, main machine culls way before it should while fractured mesh and light remains visible:
- Physics volumes here do nothing, recommend using hidden ramp meshes to make players slide off instead.
- Non-connected splines for SYG
- I absolutely adore Santa's Workshop and I'm really disappointed you cannot play it on Vanilla Survival. It would be great if you implemented a new Objective game mode that extends KFGame Survival so we could select between the 2.
- In endless you get teleported to the Boss Room. I bet this is intended but its bad game feel.
- Shopping Spree has some bad design choices. This is the first map where a noticeable dead-end has been introduced. Up until now, the design of all maps have been implemented to avoid this. I'm talking about the elevator drop down, I would highly recommend changing this by blocking off the circled red:
- Additionally these shitty paint cans should not have a blocking volume around them....this is really poor design here. It creates a false sense of traversal-able space. I would remove them and just block off the counter.