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报告翻译问题






If I return to the workshop, I realize that the campaign I'm playing has nothing to do with the other campaigns.
At the end of the first part, they're in a padded room, like the hospital. I never appear.
I just have no patience collecting those cans and battery while doing multiple backtracking, which is even worse if you playing single player since you can only carry 1 can and their distance is so damn long, had to hoard every single adrenaline shot so i can run faster
Aside from atrocious amount of scavenge and backtrack, this map is quite solid
Los capítulos 5 y 7 son malisimos especialmente el final debido a que los bots se buguean y te dejan solo ademas que debes de enfrentar a 3 tanks fijos en cada intento. Una pena porque los primeros mapas eran entretenidos.
The idea and the aesthetics are great.
I like to explore and doing quests before proceeding further.
The gampeplay sucks. With bots it's torture, with players it's manageable, except the finale.
Infected spawns are bad, despite the big map it feels small since the hordes and specials spawn close, in rooms you have explored or behind corners you just passed.
The finale is worse: commons, specials and even tanks spawn IN DIRECT LINE OF SIGHT.
Spawns should be either further away making them believable, or in unaccessable points of the map, like in Dark Carnival Finale.
Some places should also be rebalanced.
There is nothing more frustrating than jumping in a room, surrounded with zombies in the water with tier 1 weapons.
Even worse when a tank spawns there.
Random tank spawns should be removed altogether since the fixed spawns during events are well executed.
I would not recommend this map, unless you play on easier difficulties.
The other tank spawns felt a bit unfair since activating any event seemed to spawn 2 tanks without warning.
The second map had some kind of softlock. I just coulnt find a way to blow up the grate to proceed and had to noclip. Very frustrating since you could clearly see a explosive barrel behind it which for some reason is unshootable.
I enjoyed the secret room referencing the Peelz meme. Nice nostalgia bait!
I also really like the idea of flowing through streams in the vents like its some kind of Futurama episode. Both to enter and exit different saferooms.
The scavenge bit was too spread out making it annoying to backtrack if a spitter reset the gas cans.
6/10 Good visuals with some cool new ideas but overall the maps were too big for their own good.
Ironic for a campaign called "claustrophobia".
It is so nice to not have to follow the yellow arrow brick road. Much more fun to explore everything.
Thank you so much.
Glad it says 12 cans, but it is really only 10 cans in the finale.
26 years with never a game crash. The secret is not using performance mods, or what was universally called "Cheat Mods" in the late 1990's. My opinion. If you need them to win that is always your choice. This is a great map to play with bots and zero mods.
много узких долгих коридоров и скорее немного утомляет.
в конце волна за волной, пока находишь канистры + много танков.
9/10