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░░░░░▐█▄█▌░░░░░░▀█▄░░
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS SPOOKY BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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It utilizes quick loadout switch binds to spam zombi abilities.
Howto replicate:
bind load_itempreset
use engineer
multiple people can increase the speed of the exploit but you can do it with as little as one player (it'll just take awhile)
hold rightclick and mash the bind.
You can "fix" this quickly by doing what devastation and atoll did by limiting the switch ability in the spawn regions, although i think a better solution would be to cap the entities spawned through the vscript.
Additionally players are able to subvert respawn timers by switching classes so you could probably do the same thing on those maps by using a kill bind + join_class
I hope you read/fix this because it has the potential to be a really nasty long term bug
Other than this map is okay and played fun!
missing a spec cam tho
As a L4D2 mapper and superfan, you folks have outdone yourselves. I would really, really love to see zombies officially added to TF2
the spawns could use some func_respawnrooms that get deleted on round start to allow for loadout switching
tall ask but I think it'd be cool if the zombies could get onto the clipped parts of the roof up top, perhaps using func_forcefield