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It feels repetitive as a human, takes too long to reach as a zombie, since soldier-bombing alone isn't enough
The roof holes prevent the previously fun top floor from being viable at all, since there's no way to hold it when zombies drop through them
This also made the interesting elevator entirely unused. It's unique addition to the map was entirely gutted
The scaffolds make all other floors worse by allowing zombies to pour into every window, and give them more high ground over the courtyard.
Without the holes if the top floor might be viable, but due to the windows I think it would still never come close to the roof in viability.
This was my favorite of the ZI maps, but I have struggled to have fun on the new version as either team
░░░░░▐█▄█▌░░░░░░▀█▄░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS SPOOKY BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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It utilizes quick loadout switch binds to spam zombi abilities.
Howto replicate:
bind load_itempreset
use engineer
multiple people can increase the speed of the exploit but you can do it with as little as one player (it'll just take awhile)
hold rightclick and mash the bind.
You can "fix" this quickly by doing what devastation and atoll did by limiting the switch ability in the spawn regions, although i think a better solution would be to cap the entities spawned through the vscript.
Additionally players are able to subvert respawn timers by switching classes so you could probably do the same thing on those maps by using a kill bind + join_class
I hope you read/fix this because it has the potential to be a really nasty long term bug
Other than this map is okay and played fun!
missing a spec cam tho