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Hay un poco de nivel en tus arboles bro
I have rated maps that are very obviously a creator's first higher than I am this piece of shit. 1/10, you only get a point for the fact that I did enjoy the city section (as hard as it was to navigate since you seem to be allergic to lighting)
First of all, how many times are you going to throw people into sewers? first one had them, fine, that makes sense they were in No Mercy. Crash Course, okay, what ever, maybe you just really like sewers. But this one? Half the game play is spent in a sewer and the other half a wooded in-between state before you dive, guess what, into another sewer! The whole map is dark as shit so you can't see anything, and becomes maze like really quick at one point. I hadn't even gotten to the finale yet and I already feel compelled to yell at you for your sheer blunder that is this campaign.
It's fun, but there are a bit too many sewer segments.
The maps just go on, they're at a minimum 2x the length or even like 2.5x the average length. The same brushes, same groupings of area copied from the other maps (I've been visiting them all and this was extra egregious) and my God the sewers. And not just sewers, but ones loaded with sight-blocking foliage and are mazes at times. This was not exclusive to one map this was all across the campaign. DT had one sewer for one map so I guess add more sewers, cook my King. I understand the starving of resources but my brother in Christ, at least cut down on the open space. The finale was ok with a team watching the flanks and having the boat show up behind where the supplies/gun is. I should mention the essentially obfuscated button to open the door on the final stage was...a design choice. Debatable if that was a good one.
Overal 20/10, difficulty 10/10 (on imba RE), fun 1000/10. Play took ~1h45m (2h25m but I took a 20-25m break before finale). Totally worth it.
Death Toll is my favorite from the default maps, and this just makes it a lot more fun to play on. Perfectly balanced horde spawn, some bad RNG Tank/Witch spawn that forces sacrifice but that's already expected on RE. Item spawn rate is just right.
Almost 0 navigation help adds another level of brain usage, and the wide play area doesn't help much either. Map really forces game sense and common predictions. I fucking love it.
My settings for imba RE makes everything based on human on the map much stronger, and somehow it feels like a perfect match.