I tested out V5 and I must say I liked it. There are a lot of things to be done. There are some things that need change. But you seem on the right way and this map has a big potential of becoming highly enjoyable and re-playable piece of content made for KF2. Good job so far, but a lot of work is ahead.
I'll start with the features I liked. I jumped on the car, then on the roof of the truck. There are no blocking volumes! And zeds followed me. They didn't stuck, they weren't dumbly walking around. They moved directly to me and hit me. Good job on this one! I hate than people are making "fake 3D maps" (kindda tribute to Doom) which are basically flat: you see 3D objects, but can't jump on them, because there are blocking volumes everywhere
(*cough*cough* Volter Manor) I'm glad that you didn't followed that lazy way and made available to jump.
Next cool thing: I jumped on the car, broke the window and jumped inside the hotel. Nice trick to win a few seconds while escaping from the zeds. The same feature inside:
jump on the box, then on the bar and jump outside. I like those kind of shortcuts. Maybe you should add more stuff like these.
And of course good job on those holes in the upper floor. You can jump down and zeds follow you. You can run around and zeds won't fall down. Or you can lure zeds to fall down, but it's tricky.
Now let's talk about what I want to improve. A few exploits first:
http://steamcommunity.com/sharedfiles/filedetails/?id=464338611
http://steamcommunity.com/sharedfiles/filedetails/?id=464343478
Minor adjustments next:
- Trash pile on the side way has blocking volume in the middle. You can climb up half way and then suddenly stop at the invisible wall. Put some rocks or other meshes there to clearly show that path is blocked.
- This room looks two empty. There are another room on the other side. Same applies to that too.
- This car has no collision.
- Yellow car has weird collision and you can fall between it and the car besides (from both sides). I suggest putting blocking volume there to make sure players and zeds won't fall down or get stuck.
- It feels weird that you can't jump on this police car while you can jump on another one. As level designer, I know that there is blocking volume and nothing behind it. But as player it doesn't play good. At least turn it around or put in on the side. And it looks cheap that 3 pathways are blocked absolutely identically by the police cars. Use your imagination to put different meshes there: e.g. ambulance, fire truck etc.
- Same applies on this truck. You can't jump on it while you can do it on another one.
- This doesn't look like a crack in a wall. It looks more like somebody glued pieces of concrete there for some ridiculous reason
Volter Manor has underground entrance mesh that is exactly what you need here.
Now let's talk about major gameplay improvements.
Street
- I like the feature that you can jump on the car and then jump inside the hotel though the window. But I dislike an option to simply jump through the window (possible from outside only). Make barricades higher, so players would have to jump on the car first or perform a shotgun-jump.
- Put some objects next to windows inside the hotel, so players would be able to jump outside too. Like you did with a bar, but I'd like to see such shortcut on the other side as well.
Side walks
Both side doors are dead ends and there is no place for dead ends on arena-style map. You need to do two things to fix it:
- Open gate to the street. Just don't open all of them. Otherwise we'll end up running around the street in circles without entering the hotel at all. Open one gate to first street and open another gate at the opposite to the second street. So players would need to enter the hotel to pass from one street to another. I made fully functional gate door for my Dark Zone. You are welcome to copy it.
- Fire Stairs. Leading from one side walk to the upper floor and to the roof. Or just the roof.
Fire stairs are absolutely needed to make your hotel look and play cool. I see two options here:
- Currently you have two stairs leading to upper floor. Remove one and replace it with fire stairs outside and fire exit on both roof and upper floor. I think this is the best option. And you will have a place to add fifth hotel room.
- Or you can go easy way: leave both hotel stairs and make fire stairs connected to the roof only.
Ground Floor
Ground floor is fine as it is now, but I'm not quite happy with those "furniture barricades". I know that you tried to make an illusion that hotel personal and visitors tried to barricade themselves from the zeds. But nobody puts barricades like that. It would make more sense to barricade doors, windows or at least staircases to block enemy of moving upstairs. Trying to build barricade across the widest place in the room isn't that smart.
Upper Floor
I don't like that all hotel rooms look the same. Yes, I know that it is a hotel, and rooms in most hotels do look similar. But now every hotel is suitable to play Killing Floor

Imagine such situations when people are playing your map:
- Guys, I need help.
- Where are you?
- I'm inside the hotel room.
- Which one?
- Room with a big TV and the pool table.
- Wait a minute... all rooms have big TV and pools..
...and now players realize that your map is too trivial. Each area on the map should have a name. You can leave room layouts as they are now. Just put a life into them. Let's imagine that there were visitors inside the hotel when The Outbreak started:
- First room was empty. Everything is clean and shinny. Waiting for a new guest.
- Second room was occupied by old couple. They were sleeping while zeds invaded the hotel. Put two corpses in the bed and blood around.
- Lonely businessman was living in the third room. He was eaten alive while watching TV and checking some documents.
- There was a birthday party in the fourth room. Just use assets from Biotics Lab