Greetings,
after KF-Carnival is exploited, you'll get the chance to try another one by the Colonel.
This will also enter Wave 2 of the contest, and you better be prepared for good stuff this time
Update 09-02-2009: Added another screenshot. Enjoy!
Update 09-19-2009: Better screenshots. Beta will be out this afternoon.
BETA RELEASE 2: KF-Chthon092
---> Download at www.schade-blog.de/schade-studios/the_crypt/KF-Chthon092.rar <---
Mirroring is welcome!
This the second release.
Added more detail, ambient sound, and blocked most of the spawning areas. Final release will happen once perfomance tweaking and bug fixing is done.
Things that are still missing:
-Music
-A few static meshes for more detailing
-A few zed spawn points, but the gameflow is quite good for now
Known bugs:
Sometimes zed get stuck behind a door. Door angles are being revisited.
The water surface in the catacombs has no sound effects.
When you playtest the map, please check for the following:
Are the weapon spawn points right?
Is there enough pressure?
Is there too much pressure?
Are there any exploits? (e.g. places where the players can hide)
Do zeds get stuck in doorways, have wrong pathing, etc.
Also, feel free to make suggestion on the overall looks of the map.
Have fun!
Cheers,
the Colonel
after KF-Carnival is exploited, you'll get the chance to try another one by the Colonel.
This will also enter Wave 2 of the contest, and you better be prepared for good stuff this time
Update 09-02-2009: Added another screenshot. Enjoy!
Update 09-19-2009: Better screenshots. Beta will be out this afternoon.
BETA RELEASE 2: KF-Chthon092
---> Download at www.schade-blog.de/schade-studios/the_crypt/KF-Chthon092.rar <---
Mirroring is welcome!
This the second release.
Added more detail, ambient sound, and blocked most of the spawning areas. Final release will happen once perfomance tweaking and bug fixing is done.
Things that are still missing:
-Music
-A few static meshes for more detailing
-A few zed spawn points, but the gameflow is quite good for now
Known bugs:
Sometimes zed get stuck behind a door. Door angles are being revisited.
The water surface in the catacombs has no sound effects.
When you playtest the map, please check for the following:
Are the weapon spawn points right?
Is there enough pressure?
Is there too much pressure?
Are there any exploits? (e.g. places where the players can hide)
Do zeds get stuck in doorways, have wrong pathing, etc.
Also, feel free to make suggestion on the overall looks of the map.
Have fun!
Cheers,
the Colonel
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