I didn't read the previous pages so, some of my recommendations are probably already posted.First of all, that's a great map! I rarely see a map which I want to play again and again for try my best... actually 46 rounds (

) for some reasons that I will quote.
These problems I've seen can be separate in two sections: Technical problems/bugs that should be necessarily patched and design/balancing negligence.
Technical:
-In co-op, the clients don't see the animations of the dogs.
-Killing a large pack with the upgraded Thundergun commonly makes the game crashing. This isn't relative to the dogs. I got this error with zombies only.
-The map needs a huge patch of "invisible walls" to smooth the angles. We are stuck almost everywhere.
-In co-op (not tested in solo) when the players have Vulture aid, a lot of freezes happens. I'm not sure this depends of vulture, but it happened in the only game we bought it.
-In co-op, the zombies seems to ignore the Z axis. Example: I'm on the first floor at mule kick's room, my teammate have all the zombies in the first room. He go to the MP40's room, and a lot of zombies comes to me.
-When a player hurt the box, the wunderfizz, or a perk machine, the zombies comes to it.
Design:
I know this part will probably be abandoned because its based on advices thus more subjective, but consider this as a tip gived by an experimented player in high rounds (especially for finding technics).
This part of the message is also for other mappers who wants to improve their map for the high rounds, you can contact me if you need a beta tester.There is just one problem on your map with the design: the box locations. This is a Shangri-La themed map for the high rounds (like a lot of maps, because it's the most simple "weapon style" map): Exploit the zones for a good spawn, killing packed 24/25 zombies with the wonder weapon, and when the gun is out of ammo, it's time to recycle it in the box with a complete horde of zombies next to the player. The box locations of Shangri-La are the best example for illustrate how the rooms must be designed with the box. For those who says a map becomes unskilled if there are always a way to don't being killed, I would answer, this game isn't a try and die, and the difficulty is brought by the manipulation of the risk/reward connection - Yes, this can be applied to a suicidal way to continue, or waiting the zombies dies by themselves but the objective is to set a "playable" way to play the map.
So, there are the precise problems with the box:
-The places next to the power switch and the pack-a-punch should be removed for an obvious reason.
-The box location next to mule kick isn't unplayable, but very risky. The only way to recycle here would be to take away the zombies, but the debris next to mule kick shoud be opened, and it's important to keep it closed for some reasons... spawn contr... ahem camping till 40... But I think that room is abandoned compared to the others, probably the place where you spend as little time when mapping. Maybe revise the organization of the obstacles could improve it.
Also, if you want to add a place for the box, the first room (a bit lack of features for his size) could take it in. This is a suggestion of the place:
I hope this can help you (and other mappers) for improving their maps for high rounds!
