Main issue on atix_panic

In Yan

Active Member
4 Mar 2024
29
5
3
24
Hello, I just recently noticed a problem on this map that brutally destroys the balance.
In the demo presented, you can see 2 cases: the first one starting from about 28400 frame, and the second one, which more clearly shows the problem from about 43900 frame.
As we know, the exits from the rooms to the stairs are located on different floors. And when humans leave through the upper floor, this allows zombies to get to the stairs through the same exit before humans from the lower floors, since none of the players who went through the upper exit cover their comrades below, holding back the zombies while the players from the lower floors also safely go through the stairs. As a result, a significant part of the players from the lower floors often fall directly into the paws of zombies when they go up the stairs, which ruins the gameplay for many players. In my opinion, a trigger should be placed on the upper floor, which would at least for a short time still keep zombies from passing after humans pass there.
 

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In my honest opinion just....fall back early?

It's the most V3 thing that happens in your demo in both time frames mentioned. Players fall back as soon as the doors open,you stay behind to cover them and when you eventually fall back,surprise surprise,your teammates are already at the chopper area and haven't covered you.

That's nowhere near the main issue of this map. No need for that kind of trigger,your problem can easily be fixed if you just fall back right after the breakable metal sheets open up. You simply "overdefended" the spots (speaking in ze terms,I hope I am understood).Also sometimes,even if you fall back on time,some other open side can be breached by humans that turned into zombies. This isn't really a map bug or a map issue. It's more of a team coordination one. That's not what makes this map unplayable/unbalanced.

The real problems,which can be seen in your demo in multiple time frames,are the tight corridors,buggy stairs and spots with too many props or one easily blockable entrance which cause the players to be eternally stuck.That's the exact reason the map needs admin supervision to be played and admin(s) specifically in spec to teleport stuck people.