I suppose it you're going to make it night time in the West London and Offices versions?
Wrong thread?
1. People have a tendency to camp the U shaped room. I was wondering if custom spawns can be added inside to prevent this.
2. The right door near the U shaped room's trader cannot be welded. However, the left one can. Would it be ok to keep both doors unweldable?
You could always have random extra damage added to the map, doors knocked out here and there, the generator room should be offline and should look utterly devastated, which would go some way to explaining exactly why the lights went out.
Its already "offline" since I removed all the lights and electricity effects from it, but I suppose I could attempt to give it a more devastated looks.
Well, I actually considered making both doors unweldable, but I dont know. I might aswell remove the doors I guess - lol.
If your up to it, having the doors still there but broken off the hinges (or rails I suppose since they slide)
Doom 3 is known for its low lightning and visibility and can sometimes drive people insane. - just like these maps (not me, I love it!)
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Anyways, can't wait for the other lights-out maps, keep up the good work!
but in KF it actually helps the gameplay mechanics and challenge some, especially with team play.
maybe have one door half jammed so it isn't out of the way, but cannot be operated, stops people being able to charge round the level without having to worry about running headlong into doors.
Played this a few times, have it on my server maplist.... I've noticed that if you weld the door to the U-shaped room and everyone stays on the other side of the room, the zeds don't seem to attack the door and break it down.
Ive done some changes in the map
1. Removed the doors from the other side of the U-room and made the ones on the other side malfunction (which means they dont close fully and you are unable to weld them). In short, you cant weld any doors in the U-room.
2. Made some flames and sparks come out of the generators (like mamoo suggested) but its nothing too special because Im not that good of a mapper yet.
3. Added a flashlight on the dead guy to give some light (but not nearly enough light for it to be useful, just a graphical detail)
4. Added a few flickering lights here and there, but Im not sure wether I want to keep them because they look sorta weird in total darkness.
I havent uploaded the new version anywhere yet, tho. Consider this as a progress update :3