login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem









Need at least one Support, but best to have at least 2.
A few tips for people new to the map:
1. There's a window with a view of every door from the outside. Blow out that window and kill zeds that come bangin' on the door.
2. Have at least one Support to go around and fix up broken doors/windows. Everyone should be welding to keep doors/windows sealed up.
3. If there are fleshpounds/scrakes banging on the windows/doors REQUEST HELP, to quickly dispose of them before they break them.
What I do, seriously, need to do is to rebalance the Zed spawning volumes - it was painfully obvious, from personal playing on servers for the original Kholnee to Confined with Seanchaoz, is that the Zeds will spawn far more in the south than in the north... which ironically the consequences of me re-balancing it before as it was too many in the north, too few in the south, derp.
Excellent gameplay, thank you very much once more!
Alrighty, firstly, thank you awfully for recording that gameplay, really giddy to see other people actually play through this thing, and its wonderful for seeing what needs to be improved.
Just to note, and this is entirely my fault, the bed that constantly got in the way? Good lord I could feel your annoyance if you had any, would be frustrating, also I fixed it! Yesterday; bed was turned onto it's side and had it's collision altered, so no more awkwardly trying to find a good shooting position. Also fixed the 'bars' that show up on the exits - they were supposed to be half-visible and composed of fog, but I used the wrong kind of material for it.
(continued)
https://www.youtube.com/watch?v=cS0sirXRwTs
http://steamcommunity.com/sharedfiles/filedetails/?id=815185360