This is a re-evaluation of the previous whitelist pass with a few additions due to fixed maps. It does not include any "new" submissions. It also has more comprehensive notes on errors.
Here are the changes for this update:
Added:
KF-cardenhillV3 by
HateMe
KF-corruption by
Swanky
KF-Deadsimple by
Fubar!
KF-StillAlive by
HateMe
KF-Peak-Mission by
S281
KF-CandleSmoke-Revamp by
Fel
Unable to add Due To Exploits:
Ammonia - exploit at the start you can go under the planks in the middle and the zeds cant get you but other than that this level is good if that gets fixed this map passes.
bioticslablastlevel - This level did not run well and crashed
defence-b8 - this one doesn't get a pass because there is not enough zed spawns.
ways to make this map better is
1. make it where some zeds can jump over the walls
2. the very top needs a zed spawn over your head because it is to easy to hold up
3. add more stuff in the middle ground level(something like a small city or houses) this would give players a reason to go that far down.
fort - has a scar drop and way too easy
french garden - Exploit because there is only one trader and it is to easy to just hold up right by the trader.
1. if there was more traders and made the players need a reason to move would make this better
2. if it was only going to have the one trader in the middle of the map it needs more zeds comming at you from more than just 2 spots.
horzine-retreat - The testers deemed this too easy
1. not enough zed spawns
2. you can hold up on the bridge and there is spots where zeds could drop on your head but they dont
3. we were able to confuse the zeds because there were no paths to us. so they would keep walking back and forth till you kill them all.
innerfortress - The testers deemed this too easy because
1. not enough zed spawns
2. the zeds got hung up in a lot of places making it to where sometimes you would on have to fight them one at a time
3. get to the highest point and you can hold up with no worrys of anything getting you
ancient-ruins - The testers deemed this too easy because
1. the rooms are to open and the zeds only come from a few spots
2. the NPC player fighting the zeds too
staircase -Great idea with the portals but the stairs are kinda a exploit
wolverine's lair 2500bc - Map did not work
arenawarsV3 - The testers deemed this too easy because
1. the spawn rate has to be brought up a lot because of the size and how open it is
bankV4 - AK drop easy to get to and some of the pictures cant be used
ComunidadArgentina - no because of the drops
defence-b2 - this one doesn't get a pass because there is not enough zed spawns.
ways to make this map better is
1. up the spawn rate
2. make it where some zeds can jump over the walls
3.add more stuff in the middle ground level(something like a small city or houses) this would give players a reason to go that far down.
defence classic - The testers deemed this too easy
1. up the spawn rate
2. make it where some zeds can jump over the walls
3.add more stuff in the middle ground level(something like a small city or houses) this would give players a reason to go that far down.
4. it is to easy to hold up on the highest point and nothing can come behind you
ElfuerteArgentino - The testers deemed this too easy because
1. to many money drops that keep coming back
2. the spawn rate needs to be faster
3. to open
Forgotten warehouse - The testers deemed this too easy because
1. the spawn rate needs to be higher
office22 - The testers deemed this too easy because
1. the ammo crates respon in the forcefield room to quick
crystal lake - You can open the door to where it and the walls keep zeds back if that could get fixed this would be a good level
horzin-warehouse - Clots get stuck on the railing up top but no other zeds do if that gets fixed this level passes.there is no bot paths to you if you stand in the middle of the bridge so they only come from one way. the money drops keep respawning.
block party - The testers deemed this too easy because
1. The beds are a exploit on the head board
2. you can get on the roofs of some of the houses and no one can get you
3. the pools are an exploit because the bots cant path to you
4. some of the fences can be jumped on and leads to other exploit
Tomb of rameses b2 - The testers deemed this too easy because
1. some rooms are too open
2. at the begenning there is a door behind you. you can hold up in there then a door opens up in that room that takes you right to the trader.after you go to the trader right outside the spot that you just teleported to go back to that same place and you can do the samething again and again.
3. the spawn rate needs to be raised
4. there are railings that you can jump on and no one but husk can get you
5. money spawns an higher tier weapons keep respawning
Tomb of rameses V1.2 - The perks are taken away but it is too easy
1. some rooms are too open
2. at the begenning there is a door behind you. you can hold up in there then a door opens up in that room that takes you right to the trader. after you go to the trader right outside the spot that you just teleported to go back to that same place and you can do the samething again and again.
3. the spawn rate needs to be raised
4. there are railings that you can jump on and no one but husk can get you
5. money spawns an higher tier weapons keep respawning
waterCeanal - The testers deemed this too easy because
1.the map is a little to open in a lot of times but if the spawn rate was raised i think that would fix the easy issue with the open
Lostcity - The testers deemed this too easy because
1. there is a lot of things that can be jumped on and only the husk can hit you
2.things on the sides of the buildings dont need to have colision on them because it leads to places that zeds can get to
if those things are fixed this will be able to be whitelisted
If you correct the issues on the maps please re submit them for whitelist testing. There are a few more maps in line for testing, but at the time of this posting they didn't have their final review in yet. I will jump on them as soon as I see them go up.