Pros: Map 1:
*Good amount of cover for the infected in the outdoor sections.
*Very good displacement work in the stone tunnels bit.
*Good size length.
*I liked the setting of the panic event.
*You managed to recreate the outdoor environment very well, with just the right levels of fog to keep the player on edge, without completly blinding them.
Map 2:
*Again, good job on making the rural environment.
*Not sure if this was set up like this, but I laughed when I went into the first house I came to, saw the supplies, then saw the tank waiting right beside them.
*Good us of different heights of terrain.
*Liked the extra attentiondetail of putting wooden stairs into some of the steeper hills.
*2 Tanks killed- woohoo!
Map 3:
*Liked having pills, pipe bombs and molotovs in the beginning spawn room. Made me think that this map was going to be tougher than usual.
*Having a choice of taking the direct route or detouring to that big house for supplies first worked very well in this map.
*Loved the caravan. Nich touch. Shame it wasn't a model.
*Like the differences of routes you can take. Only came across the tunnel-spiralling-down route by accident. Thought I was following my previous route lol.
Map 4:
*Nice bit of detail with the rotating fan and the volumetric light.
*Good layout and well detailed.
*Nice idea having the big window letting some offices overlook a warehouse. Good effect.
*Good idea having the extra route through the vents between the generators of the offices.
*Was a bit longer than most maps I think, but the differences in layout and enviornment stopped it from feeling long and going on forever. Well done.
Map 5:
*Really liked the scene shown behind the chainlink fence near the beginning of the map. I think it's good to see the place you are aiming for, and made me think that the survivors may actually survive.
*Nice to just have a smaller area to have the finale in.
*Good to hear you used the Dead Air finale voices in this map.
Cons: Map 1:
*Outdoor sections felt too closed in and linear. Needs to be slightly wider so you don't feel you are being pushed in one direction.
*Was strange seeing tunnels made of displacements suddenly changed to a flat walled tunnel, which then for some reason led right inside a house.
*You can completly avoid the alarmed car by going around the back of the house, which takes about the same amount of time as the alarmed car route. Need to either block that route off or make it longer, so people have to decide on the longer safer route, or to risk it with the car.
*There were a lot of common infected right next to the starting room. Would probably be better to have them start a bit further away from the starting room, to let the survivors have a chance to get out of the room before they attack.
*Special infected were spawning behind the panic event doors while they were still closed and were stuck there.
Map 2:
*Special infected were spawning from the very start, before we had even left the safe room, which I haven't seen in any other maps before.
*A normal infected was waiting in the beginning saferoom when we spawned.
*A huge horde spawned inside the beginning safe room, before we had left it.
*The blue car between the building and the ravine disappeared a short time after reaching that area, just leaving its glass windows and its headlights behind. Might have something to do with it being hit during the tank fight.
*At the bridge panic event, it is too easy to stand with your back to the barricade and just camp there until it is over.
*I think there was a second panic event with a train on a bridge in the background. Not sure if I set that off, or if it happens automatically, as there was nothing to warn about it, so I was a bit confused there.
Map 3:
*Special infected were spawning from the very start, before we had even left the safe room. They may not be able to get in, but the smoker's tongue sure can.
*The house with the 3 tables all together in the middle of the room - the survivors bots won't go into it at all for some reason.
*When a tank appeared when all the vehicles are all over the place, it managed to climb an invisible wall near the red truck towing the trailer, until it was about 3 or 4 times higher than the truck.
*I cam across very very few health kits or pills. Not sure if that was the way it was planned, or if it was down to the director poking me with the big pointy stick of low health.
*Very easy to camp in the room which had the switch that started the panic event at the end of the map.
Map 4:
*In long corridors, if you stand at one end of it, the other end disappears completly. As you move forward, it suddenly appears.
*There were items on shelves that neither myself or the bots were able to pick up. Was a bit frustrating seeing a health kit or molotov in front of you, but not being able to pick it up and use it.
*The ending saferoom did not have much detail in it. A bit of a disappointment since the rest of the map was detailed very well.
Map 5:
*Suffers the same problem as the Dead Air finale - if you just stand with your backs to the big gate, the infected can only come at you from the front, making it easy to kill them. Also, if you stand in this area, the only place the infected can spawn is far away, making them easy to pick off before they reach you.
*The mounted guns seem to be facing the gates, where the infected hardly ever come from.
*The area is too open for the tank to be a threat. There needs to be more cover or things for him to hit, otherwise he is finished off really quickly.
*After boarding the plane, the view quickly cut to inside the saferoom, before it went back to the plane taking off.
*There was no music played over the ending credits.
Improvements: Just a few tweaks here and there as mentioned in the Cons section.
Notes: I played this on Advanced with just bots.
I've only played 2 campaigns so far, Dead Aboard and this one. I can definetly say that this is my favourite out of the two. This is certainly Valve quality mapping, and it's plain to see that you have spent a lot of time on it. The maps are just the right length for the sort of action and setting going on.The attention to detail is brilliant, and the choice of routes in some places is a very nice touch. I can sadly see why these maps would not be too good in versus, but you have made some excellent campaign maps. You shoudl be very proud of yourself. I look forward to playing this with other people. Well done.
Noob for life ;-P