The Wanderer & Zerreth proudly present : KF-DEPARTED
Trailer
Backstory[/SIZE]
CONNECTENNEX - ONLINE
MOD DB - ONLINE
BETA4 SCREENSHOTS
(New screenshots will be added soon...)
01 - 02 - 03 - 04 - 05 - 06 -
[02 October 2009, 15:57 GMT+1 - UPDATE 08]
FINAL RELEASE
DOWNLOAD AVAILABLE
(beta4)
DOWNLOAD AVAILABLE
(beta3)
[07 September 2009, 23:35 GMT+1 - UPDATE 05]
DOWNLOAD AVAILABLE
(beta2)
[07 September 2009, 00:45 GMT+1 - UPDATE 04]
THE FINAL COUNTDOWN
If all goes well in the next few hours then 7 september will be BETA day...
Filesize will be around 290-320mb extracted, 110-140mb compressed rar.
Downloads will be available @ Rapidshare, Megaupload & my very own hosting.
This is a very ambitious project for us, and we are definitely feeling the time pressure.
First Beta is a gameplay oriented release, and yes, there's a lot of content in there that's unfinished, but the map is playable and we need feedback and exploit hunters.
note:
It goes without saying that it's forbidden to use our content in your map, but as soon as this competition is over all content will be free for you to use. Hopefully by winning this competition all our content joy will be spread around...
[26 August 2009, 23:55 GMT+1 - UPDATE 03]
New skins for old corpses
[IMG12]
What's that on that building over there ? (teaser)
[IMG13]
Still working hard guys...
[24 August 2009, 05:12 - UPDATE 02]
Hi guys, it's 5:12 in the morning here and it's about a week till beta release, so I thought I should give you another small update.
Well, here are the new (very WIP) screenshots:
[IMG06] [IMG07] [IMG08] [IMG09] [IMG10]
[IMG11]
As I said It's still very WIP, I'm still adding a lot of stuff here and there as I feel that the newer area's feel a bit empty and I'm not fully satisfied with the lighting.
We now have the full layout done and it's just a matter of stuffing the place with content and setting the right mood. If we don't get all the content in there when beta day comes we're releasing the map with some dev stuff still in there. The beta is all about gameplay, not looks, and if we don't nail the gameplay then we may have a pretty, but useless map.
Oh on a side note, I'm having trouble with the bloom settings, it seems that there some kind of minimum bloom ? Even when I push my bloom settings way down in Levelinfo the sky still looks like it's fueled by the power of 1000 suns. I'm currently compensating via colorcorrection, but this is hardly ideal...
What have you seen ?
- Warehouse
- Offices (partial)
What do you still need to see ?
- Train station
- Sidestreet with docks
- City streets
- Underground corridors with maintenance stuff, pipes and ****
And with that, I'm off to bed.
[17 August 2009, 02:14 - UPDATE 01]
Hi guys, me and the wanderer have been working on our entree for the mapping competition. And we feel it's about time that we showed a little something.
Without further delay I present you very WIP shots of our yet unnamed map:
[IMG01] [IMG02] [IMG03] [IMG04] [IMG05]
About 99% of this map is custom content and currently we're pushing at around 110 mb of custom models & textures. We expect this number to be doubled when we hit the first beta release. (Just so you know, we're about quality, not quantity...)
The map is mainly devided into 3 sections: a warehouse, industrial trainstation and a little section of suburbs/city.
We are aiming for an end august/beginning september beta release and we're hoping that you'll be willing to beta test our map.
Stay tuned for updates & more info...
Trailer
Backstory[/SIZE]
In our escape from West-Londen we took a chopper from an abandoned military base. Halfway to recon point omega up north we ran out of fuel and had to make an emergency landing on a helipad in an industrial area. We've probably caught some attention while going down, so be ready for combat. If intel was right, there should be a train down here, maybe that's our ride out of this ****hole...
CONNECTENNEX - ONLINE
MOD DB - ONLINE
BETA4 SCREENSHOTS
(New screenshots will be added soon...)
01 - 02 - 03 - 04 - 05 - 06 -
Spoiler!
[02 October 2009, 15:57 GMT+1 - UPDATE 08]
FINAL RELEASE
[29 September 2009, 23:00 GMT+1 - UPDATE 07]FIXES AND CHANGES
===================================
- Various exploits & bugs have been fixed.
- All packages are now complete.
- Some areas have been given an extra quality pass to maintain the visual quality bar.
- Added levelpreview and backstory
- Changed the music lineup
DOWNLOAD AVAILABLE
(beta4)
[10 September 2009, 04:35 GMT+1 - UPDATE 06]FIXES AND CHANGES
===================================
/PERFORMANCE
- Packages have been merged and slimmed down, resulting in a smaller overall size than the first beta release.
- Map has been optimized to render a lot less, resulting in performance increases and lower tricounts across the board
- Some staticmeshes & textures have been downscaled, again resulting in a small performance jump
/GAMEPLAY
- Train has been moved more into the tunnel, opening a more direct way through the trainyard and eliminating dead ends.
- The claustrofobic deathtrap (the deserted store) is now a more open video rental store with an underpass through the building.
/STUFF
- Again, more stuff has been added and almost all existing stuff has been textured.
KNOWN ISSUES
===================================
- Small zone in unreachable area is broken, but doesn't form an issue at all (zoning can be a *****)
- Docks area continues to be the most performance heavy place of the map, which isn't such a big of an issue, but we still take the overall performance of the map very seriously.
DOWNLOAD AVAILABLE
(beta3)
FIXES AND CHANGES
===================================
TUNNELS
- major entrances to the tunnels now have double doors to prevent zeds from getting stuck
- chainlink fence now has correct collision so that the player can crouch through (experimental)
- tunnel entrance near the city part has been given a facelift to make the area more interesting and allow for more overview
- blocking volumes added to prevent the player from glitching onto
areas they were not meant to be
WAREHOUSE
- lighting errors resulting in green or black blobs have been resolved
- the door next to the rollup gate has now been closed off
- the broken windows with wooden boards connecting the 2 buildings now have a larger gap so that the zeds don't get stuck, eliminating a camping spot
- the back room at the crane controll panel (crane needs to be added) now spawns more specimen and is inaccessible by players eliminating a 2nd camping spot
- rescaled the trafficpoles
DOCKS
- Entrances to the docks now have barricades to indicate that players can't move to that area, this is a temporal sollution, as a more fitting model will be made to close this area off
TRAINSTATION
- the wooden boards now have been replaced with retractable metal plate thingies
- blockingvolumes have been adjusted
- broken handrails have been added to the left of the trainstation enterance at the docks area, adding a new one way route to quickly ascape a zed swarm at the train station, and removing a dead end
- a spelling error in the twax lightbox poster has been fixed
OFFICE
- ceilingholes have been slightly reworked
- stairwells now have small spots, adding light to the sudden dark voids around the corner
- the building exterior at the docks side has been given 'a slight redecoration'
- trader now has trofees
- tipped over file cabinet now has a blocking volume around it, preventing players from jumping on it
CITY STREET
- a manhole was added to break up the long street and to
increase the time till the player gets surrounded by zeds
- a small error with a certain ladder should be fixed
- distant scenery was added to give the "city" feel
- a semi collapsed bridge was added to end one of the 2 roads
- a bus was added to end the other road
- general scenery items, like electricity wires, etc... , were
added
- fixed an error with the specimen spawn on top of the bank where
they could get stuck on the billboard next to them
CITY ALLEY
- fixed some minor issues
- added a new specimen spawn to decrease camping effectivity and
one that wasn't spawning correctly has been fixed
[07 September 2009, 23:35 GMT+1 - UPDATE 05]
DOWNLOAD AVAILABLE
(beta2)
[07 September 2009, 00:45 GMT+1 - UPDATE 04]
THE FINAL COUNTDOWN
If all goes well in the next few hours then 7 september will be BETA day...
Filesize will be around 290-320mb extracted, 110-140mb compressed rar.
Downloads will be available @ Rapidshare, Megaupload & my very own hosting.
This is a very ambitious project for us, and we are definitely feeling the time pressure.
First Beta is a gameplay oriented release, and yes, there's a lot of content in there that's unfinished, but the map is playable and we need feedback and exploit hunters.
note:
It goes without saying that it's forbidden to use our content in your map, but as soon as this competition is over all content will be free for you to use. Hopefully by winning this competition all our content joy will be spread around...
[26 August 2009, 23:55 GMT+1 - UPDATE 03]
New skins for old corpses
[IMG12]
What's that on that building over there ? (teaser)
[IMG13]
Still working hard guys...
[24 August 2009, 05:12 - UPDATE 02]
Hi guys, it's 5:12 in the morning here and it's about a week till beta release, so I thought I should give you another small update.
Well, here are the new (very WIP) screenshots:
[IMG06] [IMG07] [IMG08] [IMG09] [IMG10]
[IMG11]
As I said It's still very WIP, I'm still adding a lot of stuff here and there as I feel that the newer area's feel a bit empty and I'm not fully satisfied with the lighting.
We now have the full layout done and it's just a matter of stuffing the place with content and setting the right mood. If we don't get all the content in there when beta day comes we're releasing the map with some dev stuff still in there. The beta is all about gameplay, not looks, and if we don't nail the gameplay then we may have a pretty, but useless map.
Oh on a side note, I'm having trouble with the bloom settings, it seems that there some kind of minimum bloom ? Even when I push my bloom settings way down in Levelinfo the sky still looks like it's fueled by the power of 1000 suns. I'm currently compensating via colorcorrection, but this is hardly ideal...
What have you seen ?
- Warehouse
- Offices (partial)
What do you still need to see ?
- Train station
- Sidestreet with docks
- City streets
- Underground corridors with maintenance stuff, pipes and ****
And with that, I'm off to bed.
[17 August 2009, 02:14 - UPDATE 01]
Hi guys, me and the wanderer have been working on our entree for the mapping competition. And we feel it's about time that we showed a little something.
Without further delay I present you very WIP shots of our yet unnamed map:
[IMG01] [IMG02] [IMG03] [IMG04] [IMG05]
About 99% of this map is custom content and currently we're pushing at around 110 mb of custom models & textures. We expect this number to be doubled when we hit the first beta release. (Just so you know, we're about quality, not quantity...)
The map is mainly devided into 3 sections: a warehouse, industrial trainstation and a little section of suburbs/city.
We are aiming for an end august/beginning september beta release and we're hoping that you'll be willing to beta test our map.
Stay tuned for updates & more info...
Last edited: