Crazy0
Scarcely Lethal Noob
During the playtest the bosses health were too high and considering the scaling increasing the duration of the bossfights it would make it unfeasible to beat it in a timely manner. Also considering that Ryuji would be put into map rotation it would only be played by regulars as getting to the boss fight in the first place let alone do the parkcore segments would be too much for newbies to handle. The boss fight for stage one and three have issues in design. The aquatic boss rotates around the arena and shoots tidal waves that pushes humans into the water, the problem with the tidal waves is that they come from random angles around the arena so while people are focused on the boss they cannot anticipate the push even with third person enabled. I suggest to fix the boss fight is lowering the health significantly and have the tidal waves come from the boss itself like from the final boss of squid games as to have consistent play. The third boss which is the skull has an inherent design flaw where in the tf2 engine there is damage falloff at large distances and sometimes the bullets don't even render far enough to hit the skull. The lasers are fine but T-rev needs to stagger the boss's charge attack since by the time players are close enough to damage the skull it would have started charging since at the very start of the arena from my understanding it would start charging up it's attack. I think T-rev needs to fix the ze plugin issue where scouts are double jumping since it gives an unfair advantage to both players and zombies getting into areas not intended for normal play. A problem I keep seeing are people getting Teleported with the zombies due to overextending since it's like rizomata where it's a walking simulator and the door is very far away from where the defense is happening perhaps a way to remedy this is to have the triggers have a sound play like the bell at spawn. At this point of the development I don't think it's possible to fix the walking distance of the map which is meandering at times but there's a reason why bigger maps aren't played as often since it takes a long time to get from point A to point B. The map gives off a cinematic aesthetic which in time would be grating due to how long it'll take to finish a stage.
Wo0 at least allows other players to reach the dev room at the final stage and while I haven't played long enough to see all that the map has to offer is the dev room exclusive to staff at skial? At least then I know who the map was intended for play if it's the casual tf2 ze player or the regulars.
If it's possible give the Indina jones boulders sound that trigger on proximity as to not have players back up into it due to tunnel vision. A stock rumbling sound would do.
Wo0 at least allows other players to reach the dev room at the final stage and while I haven't played long enough to see all that the map has to offer is the dev room exclusive to staff at skial? At least then I know who the map was intended for play if it's the casual tf2 ze player or the regulars.
If it's possible give the Indina jones boulders sound that trigger on proximity as to not have players back up into it due to tunnel vision. A stock rumbling sound would do.
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