1) It's so badly optimised. I have a 2 month old machine (i7, GTX 460 with 4GB DDR3) and this map makes my game freeze for a second or two fairly frequently. It's not even a top of the range engine anymore (but that in itself probably explains some of the poor performance, see 6).
2) The fog distance inside is atrociously low. There's just no respite from the fog.
3) Ammo placement seems completely arbitrary. Hiding in corridors that rarely get used, in rooms out of the general trader-to-trader paths or several found in extremely close proximity. There seems to have been no method to such madness.
4) Theres no space for a full team (6) to comfortably holdout, anywhere on the map besides 1 room where zombies literally rain down on you from the rafters all rooms/areas are of similar sizes besides the spawn (which you only fight at when you spawn).
5) The player clipping is morbidly over zealous. Things that look like they can be walked over or jumped onto cannot (not even for exploitation, but just so other players can get a line of sight). Edges of large props/models with wide bases that look like they can be walked past... specimens will trap you against invisible collision boxes with 6 ft of room.
6) The density of detail is too much. It's just everywhere. It gets in your way when walking. It gets in your line of sight. There's no justification for the density of detail.
7) For some reason this map is just full of crawlers. Everywhere. a good 50% of the zombies i see are crawlers. Not sure why, but it's really annoying.
8) There are almost no doors to weld and those that are are in completely none useful locations.
9) The map lends itself to griefers because of the many small doorways and corridors that litter the map. It hasn't been too much of an issue because most people are achievement farming; but if i felt like it the trader positions can be so distant i can stop and force a team to fight with practically no ammo because i stood in one of the many narrow doorways. This is problematic enough when there's a small door on the trader entrance.
10) Zombie entrances are everywhere. No location is really more advantagious to hold than any other and besides going outside (where zombies potentially spawn right on you) there's almost no way to put a distance between you and the specimens.
I've played this map about 25-30 times and i don't enjoy myself. Mostly i am disappointed because this is a map that's supposed to be a KF feature this holiday season. I'm disappointed because i love KF and this collaborative (TF2) publicity stunt has brought us many new players and i feel like they aren't getting a good experience because the server list is saturated with dedicated servers running this map 24/7.
2) The fog distance inside is atrociously low. There's just no respite from the fog.
3) Ammo placement seems completely arbitrary. Hiding in corridors that rarely get used, in rooms out of the general trader-to-trader paths or several found in extremely close proximity. There seems to have been no method to such madness.
4) Theres no space for a full team (6) to comfortably holdout, anywhere on the map besides 1 room where zombies literally rain down on you from the rafters all rooms/areas are of similar sizes besides the spawn (which you only fight at when you spawn).
5) The player clipping is morbidly over zealous. Things that look like they can be walked over or jumped onto cannot (not even for exploitation, but just so other players can get a line of sight). Edges of large props/models with wide bases that look like they can be walked past... specimens will trap you against invisible collision boxes with 6 ft of room.
6) The density of detail is too much. It's just everywhere. It gets in your way when walking. It gets in your line of sight. There's no justification for the density of detail.
7) For some reason this map is just full of crawlers. Everywhere. a good 50% of the zombies i see are crawlers. Not sure why, but it's really annoying.
8) There are almost no doors to weld and those that are are in completely none useful locations.
9) The map lends itself to griefers because of the many small doorways and corridors that litter the map. It hasn't been too much of an issue because most people are achievement farming; but if i felt like it the trader positions can be so distant i can stop and force a team to fight with practically no ammo because i stood in one of the many narrow doorways. This is problematic enough when there's a small door on the trader entrance.
10) Zombie entrances are everywhere. No location is really more advantagious to hold than any other and besides going outside (where zombies potentially spawn right on you) there's almost no way to put a distance between you and the specimens.
I've played this map about 25-30 times and i don't enjoy myself. Mostly i am disappointed because this is a map that's supposed to be a KF feature this holiday season. I'm disappointed because i love KF and this collaborative (TF2) publicity stunt has brought us many new players and i feel like they aren't getting a good experience because the server list is saturated with dedicated servers running this map 24/7.