Hi lovelies, i would like to suggest a change on Kapras map (can only comment on v3 as that is all i have played), it's a good map but it can often decend into a shooting gallery or with a few zombies camping the ladders to the underground, it can induce a hunt but it does nothing for people who camp the containers, stagnating their role. I am not trying to defend them, i don't like camping either but people play for all different reasons.
The zombie role after a minute or so can feel dry so they will try to ambush in the underground, not always bad but it slows down the gameplay for campers and zombies, too much of that makes the rounds feel drawn out. I think a good solution would be to not disturb those roles but give zombies more options to build momentum back up again.
What i would like to suggest is reducing the amount of damage this
takes to destroy and the destination of this teleporter
possibly to here
. The upside of this is to offer more choices for the zombies and give some action to the roles. From this spot you could ambush the hunters near the underground (you'd still have to run a gauntlet to get through the container campers) or a couple of zombies could try sneak round here
for a long jump/RB. It also gives humans more reason for activating this teleporter
and give this room
a little more utility than just smutty spray room ( ͡° ͜ʖ ͡°).
The ambush factor is still there on the map and this change doesn't stifle any of the roles, people can still camp the containers (and will still succeed), if anything, it enhances all roles by giving the campers more fodder (with or without a successful ambush), hunters will still hunt (not everyone knows how to get into the armoury and will still camp underground) and gives the zombies more options and planning (kinda like gathering zombies on the train in rush final). If you can turn enough zombies with the ambush then you can have a good shot at taking down the container campers.
Currently the teleporter takes you here
, but it might as well be taking you here
.I get that room is made for humans, in all the times i played the map, almost no human uses it.
I could easily be overlooking something due to stuff i don't know about the game mechanics or map secrets etc, if i am then roast me. Had to load up the maps to make sure the names are correct
.
The zombie role after a minute or so can feel dry so they will try to ambush in the underground, not always bad but it slows down the gameplay for campers and zombies, too much of that makes the rounds feel drawn out. I think a good solution would be to not disturb those roles but give zombies more options to build momentum back up again.
What i would like to suggest is reducing the amount of damage this
The ambush factor is still there on the map and this change doesn't stifle any of the roles, people can still camp the containers (and will still succeed), if anything, it enhances all roles by giving the campers more fodder (with or without a successful ambush), hunters will still hunt (not everyone knows how to get into the armoury and will still camp underground) and gives the zombies more options and planning (kinda like gathering zombies on the train in rush final). If you can turn enough zombies with the ambush then you can have a good shot at taking down the container campers.
Currently the teleporter takes you here
I could easily be overlooking something due to stuff i don't know about the game mechanics or map secrets etc, if i am then roast me. Had to load up the maps to make sure the names are correct