The Cold White Chorus
I thought this map had a lot of issues, which I'll be sure to address next time I'll be working on it in Forge. I quickly found that humans were in no way sticking together like I intended to make happen, because they were not forced to do such thing due to the map's mechanics. For instance, being able to knock in that barricade made out of crates yourself allowed egocentric humans to already move ahead to the holdout, whilst the turret carrying guys were still struggling to even make it to the door. Furthermore, the elevator crate was broken, but I should be able to fix that using a one-way shield like you guys suggested. I'm not satisfied with the section between the elevator shaft and the tank either: I'm going to make some big changes and see how it turns out in my next test. Overall, I'm glad that some of the things I tried going for did actually already come into frame, which is certainly a relief.
Percy
I'll cover just the second game on Percy, seeing how it already countered some of the issues found in the first test such as the teleporter spawn timers. First of all, I was really happy with the way the zombie attacks now occurred because the removal of sprint forced them to be much more tactical, and it also made for a more organized and therefore more thrilling experience from the humans' point of view. The bridge was an issue, I will change it into something broader. If I have any money left, I might actually add some invisible barriers in the areas where humans are not supposed to drop down, and I will definitely try and add some aesthetically pleasing yet obvious clue to where the humans should enter the forest and leave the mountain road. A finally issue that might pop up is the confusion after people have reached the city, because the few times it happened I saw people wondering around not knowing where to go. However, this usually happened after the group got thinned out because a couple of the few humans left died too after falling into the water, so I'll have to test it again with the new bridge in order to be able to tell if this needs to be addressed.
Alkaline City
The urban theme may be overdone, but it was still well executed. The final area, with the barriers and all stacked on the freeway, and the little shops on the side of the road made for a cool vibe. The biggest issue at this point is the lack of options for the zombies, and I think this map could be so much better if only the zombies had more options. I'll get you that version of mine by the end of this week to show you how you could alter this into a more favourable balance between humans and zombies. Like I said, I have some easy fixes in mind that will make it a much much better experience balance-wise, but also MUCH more
fun and tactical for the zombies in general. I can't really go about explaining it, I'll just have to show you Orzium. But that comes next Friday. I guess that again, you could just compare it to what I did with Favela Vengeance (although I have no intention to brag).
Industry
I liked this map a lot. In the beginning area, I felt the zombies were a bit restricted in their options because they could only run towards the zombies in a linear direction. The fact that the area was quite cluttered with crates and other cover objects prevent the first phase from being a slaughter fest, but I still felt that the zombies were highly limited in their moveability. Maybe give them a side path, something like a shelf or ledge on the left (as viewed by the zombies spawn area). It might make for a bit less of a mindless experience from a zombie's perspective. What I liked about the second area was the semi-hidden sniper rifle, as well as the applying of the natural environments of Erosion to make for natural sightline blockers. Having a zombie teleporter really high up in the air in the third phase was a very good thing as well, because it automatically gives the zombies movement advantages over the group of survivors down below, who in turn have weapons to shoot at them. More tests on this map would be necessary though in order for me to make up my mind about the map as a whole: I like the idea of adding in a Mantis but it would be hard to balance. So far, I didn't experience enough gameplay to say anything worthwile.
S-Bend
Unlike some of the players, I did not feel that zombies had too hard of a time to infect players. The fact that I was able to assassinate a human in the back of the pack made it only the more easy for me to gain victory with my fellow Flood players. I think you guys did a great job of achieving that rooftop feel too, it's ridiculous to say that the map is lacking in terms of a theme to be honest. I also enjoyed the fact that this one palisade with the crate on one side for zombies to jump on top of (I hope you know which one I'm talking about, it's in the first phase) isn't actually very easy for humans to climb on, because it makes for scary moments seeing how every now and then a zombie will jump over and attack you by surprise - but if you do manage to get on top of it, it allows you a good position to counter the attacks from that direction. This rewards skilful players to apply their jumping skills and give the group of survivors a slight extra advantage. Not sure if you guys did this on purpose, but it's a cool and competitive little thing I found while playing.
The rocket launcher hidden in the bathroom is a fun Risk vs Reward, but I never needed to grab it because this far into the map, I usually knew I could just go and rock my shotgun/assault rifle combo anyway because of the open nature of the last area. I know a rocket launcher is usually a great weapon in Flood and I know lots of people would still try and grab it, but for me personally there wasn't really a tendency to go after it, because it's put so far into the map anyway that you're not really willing to risk your life for it unless you absolutely need to. I don't know if this is an issue with the map though, it's just something that came to mind after I had played the map. I'll see if I'm in more of a need to seize it next time I get a go with this map.
Wickery Farm
Whilst I like the idea of spawning inside of a plane and dropping out to land in the abandoned countryside, I think it was poorly executed. The first area was a living hell for zombies, because they had in no way a chance of actually killing a human. This could be fixed by either having two floors on the plane instead of just one, or having two lanes that the zombies could walk/run through instead of just one as of now. Both ways around you'll be dividing the humans into two groups of players who must guide both paths if they want to progress any further into the map. Having zombies sneak through the windows could also work, though it would again be forcing them into doing something without having too many options, since the windows are so small. If you combine this with the multiple pathways though, I think it
could work. The farm itside was pretty boring because of the reasons Psychoduck already pointed out. After escaping the plane, you were pretty much guaranteed to survive unless you did something stupid. But that's just how I felt after this one game: I'd need to play the map more often before I could really give you any proper feedback on the farm.
Favela Vengeance
Perfect map, don't change anything about it mr. creator.