needs more work...
needs more work...
the map looks great and is an awesome port. However, as a KF map, it doesn't fare so well. Here are my viewpoints and suggestions.
1) the map is super easy and not challenging at all. With only 1 trader, players just camp at the archway to the stairs leading down to it and easily wipe all the zeds as they filter into the main interior room. They NEVER go more than 20 feet away from the trader area. Adding 2-3 more traders would benefit this map greatly, and force the players to keep moving. Increasing zombie spawn values could help push the characters out of the keep also.
2) with the camping problem, the rest of the map goes to waste. There are so many other viable areas that players are not using, which is a real shame because most of the map layout is really good. The players need to have a reason to go to and use these areas. This goes hand in hand with my First suggestion.
3) the tower itself is not used at all ?!? why not ? It dominates part of the map and aesthetics and goes completely to waste. I would definitely put a trader volume at the very top of the tower, with the door leading to it on the outside of the main hold. This alone would help issues 1 and 2. I am really surprised that you ignored the tower to begin with, it has great potential to be a player "pinch" point as long as there were floors leading to the top instead of just one huge spiral staircase which I would avoid at all costs (zeds have a distinct disadvantage going up and down stairs).
4) the one area in the keep that has the steps going up to the archer's balcony needs some tweaking. The main issue being the archer window slits along the outer wall being unrealistically too narrow. They look good, but can not be effectively used due to a very limited FOV through them. I personally suggest decreasing the number of windows and doubling their width. This area is the only one that is great for the Sharpshooter class and can't be effectively utilized. Sure, they could run outside and pray that the team watches out for them, but since most players are currently camping the trader arch this is highly unlikely to happen.
5) the map needs a lot more zombie spawn volumes. I noticed that most of the time the Zeds spawned way outside in the battlefield area and slowly made their way towards the Keep. This gave the players lots of time to shut and weld the doors (only way into the keep making it an easy zombie choke point) and sufficiently trap the area so that once the zeds broke the door down there was a mine field of pipe bombs that they had to move through that destroyed most of the wave before the players had to worry about mowing down the few remaining with a rain of bullets and grenades.
This map is a prime example of how badly UT DM maps port over to KF if not done correctly. This map has much potential but right now is too flawed to be used for a KF server. Sadly, I had to remove this map from my rotation because of these flaws. I would really love to see this map patched and fixed up to be a viable option. The work on it so far is really good and hope to see more work done with it to make it even more epic.
thanx for taking the time to read my suggestions.