I only got to play one round on this map, so I didn't get to really explore, but I noticed that the flashlight is very dim. Why are some maps this way, and some aren't? I'm not sure how that works from a mapping standpoint, but I dislike it very much.
No trader model in the sewers. I never played 1.0, so I don't know if that's how it was supposed to be, just seeking clarification.
honestly the flashlight needs a bit more work because it doesnt act well when youre outside (it needs a surface to bounce off of) but when youre inside the bldg it works fine.. also, this is unreal engine so it can react pretty badly to surfaces: BSP, static meshes, terrain, certain textures, etc.. anyways, yeah i know what youre talking about, it is really dim when youre outside unless you point it at the ground. i dislike it also.
i used the "trader" from 1.0, the weapons locker. in 1.0 you would have these lockers scattered throughout the maps and you would run over and buy from them at any time (zombies would get you if you didnt have someone watching your back). sadly i couldnt recreate this because im no good in coding so whatever. so instead i just put the locker in the traders room. it has a 3 way kinda effect:
1. you learn kf history.
2. mod vets get all nostalgiac and weepy
3. it keeps with the 1.0 theme of the map.
PS: for new mappers, you dont need to have the physical trader in the trader room, the physical trader is just to remind ppl what they are doing XD
PPS: i like to type.