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Also my gf and I both experienced worsened framerates while any filters were active. And I know it's the filters because after losing, our next attempt didn't have a filter - so I was able to directly compare the performance of the same day with and without the filter. I was getting 20-30 fps with it on, and 140+ with it off. It is definitely 100% the filter causing lag
Not sure why the random instakills were happening. I have an idea for a fix but I don't know if it'll work. Multiplayer-specific issues in this game are a nightmare for me to troubleshoot and the way this map's events are set up is a mess.
I can tweak alligators' visibility and tone down the shaders, too. I wanted each shader to be distinct, but yeah some of them do kinda look like ass. But, I don't know if they would've been causing lag? I know TU has a multiplayer-specific bug where hiding items can cause lag, and this map's events rely heavily on hiding items to work, so that could be it. In that case, I can't do anything about it, though.
Got to Day 5 and it was completely impassable. Constantly getting instakilled 3 seconds after getting res'd. There's like 10 billion zombies everywhere and you take damage just for existing. This map is the very definition of "♥♥♥♥♥♥♥♥ difficulty" and it pissed me off for wasting half an hour of my life
I gotta say the map looks beautiful and really could be fun if it was toned WAAY down, but as it is, this was genuinely the worst experience I have ever had in zombie massacre
- I felt the mandatory generator objective was the single most punishing consequence in the whole map. At the very least it should be reduced to 1 or 2 instead of a whopping 3. Also, while it was too difficult for me to do so, you could abuse that to destroy the point economy and potentially max out in a single day.
Positives:
- I LOVED the messages in the bottle, both because they were fun little references and also because YOU CAN FIND FUEL AND SKIP A GENERATOR OBJECTIVE.
- The pumpkin spawns felt fair. I never felt overwhelmed by them.
- The map is beautiful and has so much attention to detail in it.
- The objectives that did complete quickly were much appreciated. Maps that have objectives requiring you to hunker down for nearly half the timer feel boring.
Hopefully my feedback helps! I'm looking forward to more from you in the future!
- The rainy weather on top of the high amount of zombies caused a ton of performance issues.
- The nightvision goggles from the Find Supplies objective actually made it *more* difficult to see. The skeletons were completely washed out!
- There are a lot of spots you can find yourself cornered and not realize it, namely around the steps down to the pier. I was expecting to fall down off the ledge and watched myself get pulverized instead.
- The tokens were unique, but I felt I couldn't find the time to go out of my way to redeem them while also doing the objectives. Also, I never got any other result but nothing and enemy spawns so I ended up feeling it wasn't worth engaging with.
- The custom "enemy" of the exploding skeleton could have a slightly longer telegraph. I also felt like it teleported too fast to fight.
That said, I think there are still some problems with the map:
- Difficulty scaling: werewolves on day 2 and the amount of ghost spawns aren't insurmountable, but definitely felt like a rough spike. If anything I'd swap when the vampire and the werewolf spawns because the werewolf has more health.
- I felt the uneven terrain made targeting difficult (but that's more TU's fault). This made defending certain objectives like the generator on the hill more difficult than they needed to be.
I adore the amount of detail in this map, the unique mechanics, and the design itself. That's why it hurts so much to leave a review like this.