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#1
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NOTE: This map was previously called kf-how.
UPDATE: July 30, added new version. This will be the one that I submit for the contest. I will also get this version whitelisted. Map Name: kf-Downtown_derelict_2-7.rom Beta: 2.7 Playable: yes Description: Tight hallways and barricades litter this abandoned office building. Each turn of the corner brings you face to face with another specimen. Pictures: ![]() ![]() ![]() ![]() Download: http://www.filefront.com/14160499/kf...relict_2-7.zip http://www.moddb.com/games/killing-f...wn-derelictrom http://killingfloormods.com/index.ph...8&packageId=65 Things that I would appreciate if you did: -Tell me area's in the map where I might be lacking in detail. -Tell me your approximate frame rates (push "~" and type "stat fps") and system specs. My computer is overkill for this game and I don't have a more modest computer with which to test this map. -How are the levels of lighting? (I don't trust my monitor's calibration) The map should be dark with pockets of light scattered throughout. -You aren't supposed to be able to climb on most of the file cabinets, boxes, etc... if they are stacked on top of each other. Tell me of any that you can climb on. -I've noticed that the specimens rarely will bunch up and get stuck right below the door to the basement during tests. Comment if you also see this happening. Changes to beta 2.7 -doors don't hurt you -added music -6 ran away because 7 ate 9 Changes to beta 2.5 -added various blocking meshes to boxes, desks, and file cabinets that I had previously missed -tweaked some rendering optimizations Change2 to beta 2.4 -Changed the name to Downtown Derelict -added various blocking meshes to boxes, desks, and file cabinets that I had previously missed -added detail to the other side of the overpass zombie spawn -Zoned rooms and hallways more thoroughly -finked with the collision of static meshes that were unreacheable or inside of blocking volumes. -removed player collision on posters and paintings on the walls -added zombie spawn volumes inside the building only for the patriarch Last edited by Bej-Bej; 08-01-2009 at 01:03 PM. Reason: new version of the map |
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#2
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Ok. The cabinets in front of the doors (stacked two high) are accessible from the stairs and block specs. Most of the other places I noted are odd spots for the player models, but do not block specs. A particular garbage pile traps the player model. A desk in the desk-cade is still accessible although without broken possiblilies. The papers on the floor flicker.
Lighting is good for me, but I have my gamma up high. Details are fine. Medic and zerkers are no more broken on this map than on biotics lab. More crawler ceiling spawns would make the map closer to officials, but I don't like that. There are more than enough already in my opinion. (Pics I promised are too big to upload. I'm not going to take the time to resize them soon. Might post them eventually if people don't understand the areas I'm talking about) |
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#3
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updated the first post for the most recent version of this map
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#4
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Much improved since the first beta. Nice job.
The couch under the stairs is impossible to get out of expect walking on the arms. The garbage needs to be fixed so it doesn't prevent the player from getting off. Needs good music, but otherwise one of the better maps I've played. |
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#5
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If you back up to the barricade while crouching you can sort of get behind a filing cabinet and both clots and gorefasts have issues trying to get to you.
The stacked filing cabinets in the office across from the angled ramp cabinet allows the player to climb. |
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#6
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New version, updated first post. It would be cool if people posted some comments.
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KF-Downtown Derelict: http://forums.tripwireinteractive.co...ad.php?t=34873 |
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#7
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Well, a good map has some idea behind it. Good map mimics the looks of a real place, while maintaining playable layout.
That map surely doesn't. It's just a random maze constructed without much thought. Nearly all places look the same, it's hard to navigate and there are no routes to outmaneuver specimen. Staircases don't even aspire to look like a real thing, and overall height of floors is claustrophobic (it's ok in basement level, but only there). My advice would be: 1) Try going to some actual building, make a photo of fire escape plan, make it into a map. 2) Place barricades and spawn points thinking of gameplay. 3) Put details last, try not to be so repetitive with it (file cabinets usually don't fill 90% of space in real bureaus)
__________________
Drive me closer! I want to hit them with my sword! |
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#8
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#9
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And this weeks Thread from the Dead award goes to...vealck!
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#10
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Quote:
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