This is arguable. I've been camped at the first resist with nothing I can do, but I don't see it too often due to almost only playing with two start zombies.fr blood wrote: Here is my opinion for all current maps :
- ZE01 : This map is balanced, the victory depends of the skill that have the zombies and humans.
Yeah, this I've found is hit-or-miss. Two Start Zombies can certainly change up the map pretty badly-the beginning plays wildly different, so I haven't seen humans win that badly. The start camp is a pain if you're the solo start zombie though.fr blood wrote: - ZE02 : Very open, if the humans got a certain skill zombies have no chance.
If zombies play well, I find the second resist is hard to defend, and again, two start zombies are a lot harder to shoot off the bridge (and into the prison) than one start zombie.fr blood wrote: - ZE03 : This map is balanced.
The start is a pain here, but it plays better with two start zombies-one in the cave, one in the other side.fr blood wrote: - ZE04 : If zombies spawn in the cave, some humans make them waste much time, so the others will secure safe place and zombies will lose.
Definitely.fr blood wrote: - ZE05 : This map is a bit unfair for humans, I think an anti-zombie shield can be good before the elevator, the mistake is from that platform that is hard to defend because sometimes there are already 8 zombies before the first resist.
Erm, that last resist is grenade spam and all, butfr blood wrote: - ZE06 : balanced map, if humans succes to rush the lowest floor, they can win by grenade spam.
A: How do I prevent zombies from spamming elevator? This map is impossible if the zombies are smart and split up to occupy all 4 elevators, and
B: Grenade spam won't help if there's 20 players on and say, 8 of them are zombies. There's not that many grenades (16 on last count).
This map is fun, but it does not play well with 20+ players at all.
Exactly, and likewise ZE07 doesn't play as well if there's lots of players.fr blood wrote: - ZE07 : balanced map, the victory of humans depend of how many zombies are already infected before the third resist.
- ZE08 : The third resist is hard to defend.
- ZE09 : This map is balanced.
This is not balance. If the balance of the map depends on one resist -the first- and nothing else, it's not balance, and again, two start zombies is nasty here.fr blood wrote: - ZE10 : This map is balanced, if humans force zombies to stay at begining they can win easily.
That's the problem. I'll detail that later.fr blood wrote: - ZE11 : I don't know, but too many humans get infected at beginning, so that mistake seal the rest of the game.
Eh, it's not as bad as in others, but it happens a bit. It doesn't tend to happen if there's two start zombies.fr blood wrote: - ZE12 : If zombie doesn't have a certain skill, he get killed at beginning.
Can someone please edit the map to give a notification that the chandeliers can be shot down to burn zombies? No one seems to know this.fr blood wrote: - ZE13 : This map is balanced.
Also, the second-last resist is kind of impossible to defend, and again two start zombies can be a pain here.
The problem with this map is that there's no way to stop zombie advancement on the resists.fr blood wrote: - ZE15 : I don't know how zombies manage to win 80% of the times.
The gate? yeah, but zombies can go around, and it's only one resist. Big deal.
Hacking the door (2nd Resist) has no way to stop zombies conveniently. The bridge right before the resist room should be broken a la ZE10's second resist bridge. Oh what the heck, all the bridges in the map could use it.
Final Resist: Um, where can I stall the zombies and prevent them from advancing? There's nowhere to stop them, so I have 8-12 zombies enter safe room (remember, I tend to play at 20+ players, so there usually is that many), and suddenly humans get eaten.
Secret Ending Final Resist: I can't keep the zombies from entering the ship, I'd recommend making the jump a bit farther (but still short enough one can make the jump, of course. Just enough that zombies can get shot easily. Remember, there's more zombies at this resist by now then at the first)
It's not too bad unless humans play badly. I'd make the last resist have a thinner bridge, as that's where humans tend to lose the mission-they can't shoot the zombies off, and since it's last resist, there's more zombies.fr blood wrote: - ZE16 : Because of the new help for humans at end this one is more balanced, but if the zombie know the map and got a certain skill, he can infect a lot of humans before the first gate has tome to lower.
If you can get something troll-proof for the pillars, do it for the cave too.fr blood wrote: - ZE17 : That trolls who raise the pillars against their teammates, ruin the gameplay ... I'll do something.
No comment. The design looks balanced to me.fr blood wrote: - ZE19 : This map is balanced.
How the Hell do I defend the last resist? Anti-Zombie shield only gets me half of the resist timer, and there's no way to stall zombie advancement in the whole map, so they can often enter the safe zone before the humans do!fr blood wrote: - ZE20 : This map is balanced ( Don't forget to fix the door ).
I tend not to notice it due to playing with two start zombies.fr blood wrote: - ZE25 : If zombie doesn't have a certain skill, humans will block him at begining.
I haven't played this map, sorry.fr blood wrote: - ZE26 : I didn't noticed this map is like a labyrinth for new players, so as humans their chance to survive are low.
I haven't found it to be too bad, though again two start zombies means things go less badly for zombies.fr blood wrote: - ZM01 : I think the map is too open, zombie get sniped from all sides.
I'm worse at marking ZM maps, but yeah, this looks pretty accurate.fr blood wrote: - ZM02 : The map is balanced.
- ZM03 : The map is balanced.
- ZM04 : The map is balanced.
- ZM05 : The map is balanced.
- ZM06 : The map is balanced.
...Aside from the cave camp.fr blood wrote: - ZM08 : The map is balanced ( finally !!! ).
Eh, Zombies have a decent win rate. Though, Whiteface /only/ targeting humans ruins the fun. Gotta give something for zombies to be afraid of. Heck, having whiteface target both humans and zombies works because whiteface noclips so humans camping can still be caught and zombies can still run.fr blood wrote: - ZM09 : Some new op camps spots, make the map a little unfair for zombies ( but this chance can turns with whiteface or ravish ).
I don't know the maps well, but yeah. Pretty decent.fr blood wrote: - ZM13 : The map is balanced
- ZM16 : The map is balanced
My thoughts exactly. Zombies get free reign of map.fr blood wrote: - ZM17 : The map is unfair for humans, I think more camp spots are needed, but the big problem is from the doors, they take too long time to open.
The problem with a lot of ZE maps is that most resists in the game assume there's X zombies, but the problem is the first resist has less than X zombies (due to it being just starters) and the last has far more (due to the various raked up infections). That's why the last resist has to be the easiest; because there's more zombies by that point in the map.