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Beta Map KF-Taganka

About textures. I just didn`t know about myLevel package when started it. And now I don`t know easy way to replace all from my metro pack to myLevel. If you know how, plz tell me, I`ll do it.

I sent you a PM with a link to a version of your map with the textures added to 'myLevel'.

All of the static meshes have had their textues relinked to the myLevel ones and as far as I can see all of the standard wall type textures have as well. I didn't notice you had a second trader in and you may have to check the textures in there if it's anything like the first trader.

Remove your metro texture pack from your texture folder and open this map in game or in the editor to explore for anything I've missed.

Your map compresses to a very comfortable 11mb. It would be smaller but I added those custom vehicle textures as well.
 
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Ok it looks like I have problem with my ftp and with my server (or ports) :((( But Thx for trying
And other thing. Why texture package downloading so loooong. I can pack *.rom but how can I pack *.utx?

So direct link [url]http://sneer.ru/maps/MetroPackage.utx[/URL]

We`r testing it right now and found some exploits + "Hard" difficult it`s very hard really. I should make it Normal.
 
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We had much fun and found some interesting things.

tag.jpg
 
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It was cool. And especial because Arramus`s shown me many things to fix. He finds bugs like pro :)))
Really, thank you.

p.s. 2 xyrz if you have some problem with my server you can use this links:
[url]http://sneer.ru/maps/MetroPackage.utx[/URL]
[url]http://sneer.ru/maps/KF-Taganka_v_0_8_0_3.rom[/URL]
(I don`t pack it like BartBear does because it`s not one of beta release and other people would be better wait for 0_8_0_4 where I`m going fix all bugs which we found)
 
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Looking good SubSneer. Very different then most maps in KF where the buildings are one story high and have tight corridors. The architecture definitely has potential.

I do have a couple suggestions though...
Flow seems to be an issue in this level. For example, the second floor has two entrances on one end, but once you move towards the front of the building your suck. The same goes for the basement and the lower arena. All these dead ends really restricts the players movement though out the level. One suggestion would be to add stairs from the top floor all the way to the basement in the front of the building. Maybe turn one of the receptionist booths into a stair well.
Second is the z-axis scale, it feels grand but a little to much. If you lowered the z-axis scale a tad it would be easier to include shorter stair wells making it easier to connect the three levels.

Keep up the good work :)
 
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