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Map of the Week (+Reviews)

:eek: Oh god, I can't miss reviews like this!

Sorry everyone, I ended up effectively bedridden as I caught a flu that managed to simulate the effects of food poisoning for 4 days. Damn.

I will try my best to scout out good maps in the little bit of week I have left, and if I can find one and review it in time, I shall! :D

I actually have one in mind, so hopefully nothing will come up.
 
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I found this one by chance, suggested by a friend (actually, the same who suggested I make this thread), and I must say, it is excellent.

Harbour V3 by Sergiusz "TAP-CHAN" Ustyniak

Forum Page: http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harborhttp://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harborhttp://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor[url]http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor[/URL]

Download: http://www.moddb.com/games/killing-floor/addons/kf-harbourhttp://www.moddb.com/games/killing-floor/addons/kf-harbourhttp://www.moddb.com/games/killing-floor/addons/kf-harbour[url]http://www.moddb.com/games/killing-floor/addons/kf-harbour[/URL]


shot00189k.jpg

Map Basics: Size: Medium
Difficulty: Moderate (be warned, I rarely post "easy maps" here)


Visuals: This is a very stunning map, visually and game-wise. I love the different "settings" of each part, the mood of each area, which is so varied and beautiful, and yet it fits together so smoothly. When the gorgeous Mediterranean style is lighted by the golden sunset, it actually makes the zombie doomsday even more dramatic. The dank, foggy and eerie sublevels and sewers have their own style that still fits in with the rest; quite a treat, even on lower settings (higher settings make it even more stunning, but are not necessary)

Gameplay: This is a well designed map. Seriously, it is. It is moderately difficult, with few obvious "camp here" spots, but a number of (very dramatic) well varied spots throughout the map to suit your team. It is far from monotonous, and the varied shapes of specific rooms or areas makes each spot unique. Truly a fun experience.

More Screens:
Spoiler!


Verdict: Very good. Worth downloading, for sure. Great for team or solo play. Just greeeat:IS2:
i saw this in person, it is quite atmosferic
 
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#6: Cthulu + Dosh =Profit????

#6: Cthulu + Dosh =Profit????

Some technical difficulties, and some difficult judgements here. I actually had to think about it; this map is not famous, but among certain circles it is well known, but, in the end, it simply had to be included.

KF-Chton by Colonel Justice

Forum Page: [URL]http://forums.tripwireinteractive.com/showthread.php?t=36778[/URL]

Download: [URL]http://www.moddb.com/games/killing-floor/addons/kf-chthon[/URL]

Cthon7.jpg


Map Basics:
Size: Large
Difficulty: Harder than your average map, but not insanely hard

Atmoshphere/Visuals: This is the strong point of the map; this map is insane. I was running on Low, and still it was awestriking. The scenes are really quite impressive, and I was just beyond words with it. The attention to detail is impressive, the overall structure is breathtaking, the areas each hold a unique something while mantaining the same theme, and the main theme itself was also just O.O .

Gameplay: Now this is where it is historically a little more debatable; really, you have to play it yourself to decide. The map itself is pretty smooth, and has lots of unique areas, lots of well placed spawns, and nice pathing. I personally liked it alot, it flowed well, but I've also heard complaints; most of them originate from the fact that it is rather large, with lots of interconnecting passageways, and many corridors that just stop in dead ends. Really, that was my only qualm with the map, and to me it was only a little irritating. But if you find that game-breaking, than sadly its quite evident. But the other factors in gameplay were well done, so I suppose its a wash.

Negatives: See Gameplay for more insight; in short, it is a tad labyrinth-like. Other than that (rather noticeable) factor, I have no immediate qualms with it.

More Screens (Gather round for pretty pictures!)
Spoiler!


Verdict: Altogether, a must-play. Its a map where you really have to decide the long-term value for itself, and as for short term value, its got plenty (the visuals alone are an incentive).

Jump off the bridge for the hidden candies!
 
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I found this one by chance, suggested by a friend (actually, the same who suggested I make this thread), and I must say, it is excellent.

Harbour V3 by Sergiusz "TAP-CHAN" Ustyniak

Forum Page: [URL="http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor"][URL="http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor"][URL="http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor"][URL="http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor"][url]http://forums.tripwireinteractive.com/showthread.php?t=38511&highlight=harbor[/URL][/URL][/URL][/URL][/URL]

Download: [URL="http://www.moddb.com/games/killing-floor/addons/kf-harbour"][URL="http://www.moddb.com/games/killing-floor/addons/kf-harbour"][URL="http://www.moddb.com/games/killing-floor/addons/kf-harbour"][URL="http://www.moddb.com/games/killing-floor/addons/kf-harbour"][url]http://www.moddb.com/games/killing-floor/addons/kf-harbour[/URL][/URL][/URL][/URL][/URL]


shot00189k.jpg

Map Basics: Size: Medium
Difficulty: Moderate (be warned, I rarely post "easy maps" here)


Visuals: This is a very stunning map, visually and game-wise. I love the different "settings" of each part, the mood of each area, which is so varied and beautiful, and yet it fits together so smoothly. When the gorgeous Mediterranean style is lighted by the golden sunset, it actually makes the zombie doomsday even more dramatic. The dank, foggy and eerie sublevels and sewers have their own style that still fits in with the rest; quite a treat, even on lower settings (higher settings make it even more stunning, but are not necessary)

Gameplay: This is a well designed map. Seriously, it is. It is moderately difficult, with few obvious "camp here" spots, but a number of (very dramatic) well varied spots throughout the map to suit your team. It is far from monotonous, and the varied shapes of specific rooms or areas makes each spot unique. Truly a fun experience.

More Screens:
Spoiler!


Verdict: Very good. Worth downloading, for sure. Great for team or solo play. Just greeeat:IS2:

I've actually found a glitch/exploit on this map, won't say where on th forums however.

Talk to me on steam sometime/get me in a game with it and i'll tell you/show you the glitch so it can be fixed.

Because we all hate glitches/glitchers
 
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I'm looking forward to trying these maps! I've tried Constriction and loved it, but I must say, it reminds me very, very heavily of the first Resident Evil game. It's awesome.

I thought so as well; Constriction's overall atmosphere reminded me of a lot of ver different games, really.
timur,

I'd just like to day a big thanks for what you are doing here... so far every map you've reviewed has made it onto my server as part of the map rotation.

So big thumbs up to you! :D

NB; [url]http://excea.ex.funpic.de/KF-Constriction_V105.zip[/URL] is the current link for KF-Constriction

I'm overjoyed that my reviews are in use! :D I'm always happy to see that community content is being used by the community.

And thank you very much for the link!
I've actually found a glitch/exploit on this map, won't say where on th forums however.

Talk to me on steam sometime/get me in a game with it and i'll tell you/show you the glitch so it can be fixed.

Because we all hate glitches/glitchers

Aye; unfortunately, many maps are plagued with exploits, and understandably so; with so many elements that have to be just right, and so many blocking volumes, exploits will naturally be in any map.

Is there any evidence of its use? Because I'd hate to un-whitelist such a nice map by reporting this in immediatley, but no matter what it is important that we record the glitch and talk to the author. Then we can compile any and all exploits of the map, and either get the author to release a new version, or get a benevolent mapper to patch it and release another.
 
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Is there any evidence of its use? Because I'd hate to un-whitelist such a nice map by reporting this in immediatley, but no matter what it is important that we record the glitch and talk to the author. Then we can compile any and all exploits of the map, and either get the author to release a new version, or get a benevolent mapper to patch it and release another.

I'm not sure there's evidence of it being used by the masses, however i have personally seen it in use. It's not necessarily the most obvious glitch, however someone from KEPT should've picked it up straight away.

I would say contact the maker to change one or two small blocking volumes would end the glitching.
 
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#7: When in Rome...

#7: When in Rome...

This review came with a good deal of conflict as I tried to decide between 3 quality maps, and with very little time; I can't review this weekend, so I'm tackling it early...but I still worry I may have rushed. But don't worry, in my playthroughs I put every ounce of analysyzing and observation into them.

KF-Aventine by Dextronaut

forum page: [URL]http://forums.tripwireinteractive.com/showthread.php?t=38841&highlight=kf-aventine[/URL]

download: [URL]http://www.filefront.com/14977521/KF-Aventine.rar[/URL]

Aventine3.jpg


Map Basics:
Size: Moderate, but if I had to say, maybe slightly smaller.
Difficulty: Certainly not easy, ranges Harder to Moderate.

Atmosphere/Visuals: Well, yet another good looker, this map may not venture too far from it's roots, but it manages to look excellent nonetheless; a consistent atmosphere, blending supplementary areas to add variation (however, some parts repeat). I have to say, this map feels good and looks good. Of course, its not perfection; some areas feel rather repetetive, and some of the more mazish areas tend to look...well, like a maze. To be fair, though, it tries to buck this repetition, and, on deeper thought, it really is more varied in a lot of ways than some of our own Retail maps.

Gameplay: This map features nice, varied gameplay as it channels players into a variety of different positions (and with varied geometry, which actually translates into a lot for a team). Strategic spawns and hallways carefully make it so no place is obviously preferable; and this choice, not by memory but by what your team needs, is a good thing to me. Now there is a "labyrinth" which rather annoys me (visually as well), but it is small and not that bad (and avoidable easily), and on top it just feels like you might be lost-ish (you probably aren't really even lost). All in all, gameplay matches visuals in quality.

Negatives: As much as I complain, it really doesn't have all too many glaring weaknesses. It was well made, with good spawning and pathing, and with awesome visuals and gameplay.

So I guess that leaves me with just one: Why would you give it such a name and yet no trace of Rome, Hills, or wolves in the map =P?

Screen-Time!:
Spoiler!


Verdict: Really, aside from some minor complaints that are probably personal taste, this is a wonderful map. I mean, visually it may not stray far from the tree, but it works art with what it does do. Gameplay is fantastic. And yet this map lies forgotten, nearly unplayed, despite being what I think is Dex's best map yet. So you know what I say: try it. Download it, play around, see if it is to your tastes. I think you'll see that Rome's treasures lie not just in fine wines ;D
 
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