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Old 01-30-2010, 05:56 PM
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Default KF-MountainPass_Day and KF-MountainPass_Night

KF-MountainPassDay and KF-MountainPassNight
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Download [Filefront]

Gamers' Life Line Mirrors [thanks TurkeySub]
Night
Day

Author: Kevin 'DrGuppy' Butt
Email: DrGuppy.Kevin@gmail.com
Filename: KF-MountainPassDay and KF-MountainPassNight
Release Date: February 10th, 2010.
Map Size: 10MB compressed / 36MB uncompressed

Installation
Simply unzip and place the .rom file in C:\Program Files\Steam\steamapps\common\killingfloor\Maps

Breif Description [Day]
Earlier this morning a call came in from dispatch notifying us that a top Horzine scientist was being pursued by police somewhere in the northern mountains. Then all went silent. Command deemed it necessary to fly in and investigate, despite the early morning fog and our pilot's objections. Looks like he was right, our chopper went down in the forest near the highway. So now we're stranded, our pilot is dead, we've got no backup, and there's no way that howling sound is just the wind.

Breif Description [Night]
After the chopper crash this morning things really went from bad to worse. We're still alive though, barely. That top Horzine scientist the cops were after? Who cares, probably as dead as our pilot. Command hasn't said a word since we went down. Either these things have got to them too or they've simply written us off. Either way, we're on our own. Today was hell. Tonight isn't going to be any easier.

----------------------------------------
All content created by Tripwire Interactive and myself. Some textures have been heavily edited from CGTextures.com.

As always, you are free to use all of my custom content for your Killing Floor maps. A small mention in your map thread or readme would be nice but is not required.
----------------------------------------

Quote:
Final Changelog

+ Added a few more zombie spawns.
* Tweaked several areas to improve the specimen pathing.
* Flipped the red cars in order to correct the steering wheels / licence plates.
* Tweaked some cull distances to prevent popping or help optimization.
* Turned down the brightness of the tunnel lights slightly.
* Reduced the overall bloom levels by a marginal amount.
* Moved / added / deleted some static meshes for performance and gameplay reasons.
The final version is finally done! Actually, there's two versions, day and night. The daytime map is the one you've come to know and (hopefully) love. The night map is there to give players a change of atmosphere and difficulty. Give them both a try and let me know what you think! Thanks to everyone who commented or played on the map during its development!

Screenshots
Attached Images
File Type: jpg GUP-MountainPassDay_S1.jpg (78.2 KB, 253 views)
File Type: jpg GUP-MountainPassDay_S2.jpg (70.7 KB, 240 views)
File Type: jpg GUP-MountainPassNight_S1.jpg (26.8 KB, 288 views)
File Type: jpg GUP-MountainPassNight_S2.jpg (28.6 KB, 289 views)
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Last edited by [TW]DrGuppy; 03-08-2010 at 07:31 AM.
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Old 01-30-2010, 08:12 PM
Aerowinder Aerowinder is offline
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Glad to see you produce a new version of this map. I will try it out when I get the chance.
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Old 01-31-2010, 12:55 AM
PrimeEvil PrimeEvil is offline
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I think the gameplay seems a little tighter, but I have to say I think the lighting is horrid. Many of the lights are as bright as the sun!
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Old 01-31-2010, 01:10 PM
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Quote:
Originally Posted by PrimeEvil View Post
I think the gameplay seems a little tighter, but I have to say I think the lighting is horrid. Many of the lights are as bright as the sun!
I haven't played the final yet but in Beta 3 the lighting was stunning. I don't know what settings you're running but on my pc I loved the lighting and I can't wait for the night version. That will add a spooky aspect to this map! Nice work.
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Old 02-01-2010, 07:39 AM
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The night version really is something else. I get that same alone scary feeling I get when I play the improved Suburbia_Beta3. No more 200 metre head shots now. It's dark, mean and oppressive. Not interested in the daylight version. This map never made sense as a daylight frolic. It's was too easy to camp and kill Zeds over 200 metres away. The night time version is a new evil beast. Night maps are the future of KF and this one is up there with WestLondonV7, Suburbia_Beta3 and Bedlam.
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Old 02-02-2010, 05:35 AM
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the visuals are stunning, the layout is good, the action is low.

the coronas are to dominant, to bright to big. its unnatural and since this maps aims to be realistic this wont fit.

since the map has this farmlike layout its difficult to keep the players under pressure. a solution could be more spawns, lower spawn distance, lower spawn rate. dextronaut uses this feature in grenova to maximum effekt.
a medium fog for the dayversion could provide some cover for advancing zeds.
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Old 02-03-2010, 08:37 PM
PrimeEvil PrimeEvil is offline
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Quote:
Originally Posted by SgtHermann View Post
the coronas are to dominant, to bright to big. its unnatural and since this maps aims to be realistic this wont fit.
Agreed. DrGuppy did you intend this to be this bright? The video below is just a sample. It's kinda low quality, but I think everyone can get the picture.

YouTube - My Eyes! They're Burning!
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Old 02-04-2010, 03:22 AM
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Yeah, something is definitely not right. Sigh. I'm currently on an old CRT monitor that is in its final death throes and cannot use standard settings. I guess I'll be releasing a fixed lighting version in a few days, probably named KF-MountainPassDay (removes the underscore). Sorry for the inconvenience everyone.
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Old 02-04-2010, 04:50 PM
PrimeEvil PrimeEvil is offline
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Hey, just want to let you know that I think the map is great other than these lighting issues. I was talking to a couple of other guys at AHZ and we all love your maps except for the lighting. Time for a new LCD man!
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Old 02-11-2010, 02:04 AM
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The final version is now up again (see original post). Lighting has been fixed in the day version and redone in the night version. Let me know what you think.

Quote:
Originally Posted by PrimeEvil View Post
Time for a new LCD man!
My graphics card recently died and had to be replaced, so I had to hold off on the new monitor.
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Old 02-11-2010, 07:47 PM
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We've uploaded the new release on our DEV server. I'll be taking a look at it shortly and I'll let you know if it's better. After-Hourz dev server is always open if you wanna run a map test before release. There's usually a few of us around that can jump in on the testing. The guys are usually very helpful.
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Old 02-12-2010, 09:40 PM
PrimeEvil PrimeEvil is offline
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OK, I took a look at both. The lighting is definitely much better in the night map. I think you could stick a fork in that one. The day map is a different story though. The lights were better, but there were still things that just didn't seem right. The headlights and taillights on the cars for one. Another is the middle barrier in the tunnels seems to have a white glowing band. Still the lighting is much more playable now. For me, only the night map is going to go into my server rotations. If you get the lighting fixed on the day map I may consider adding it as well.

One last note. Have you considered putting a trader in the middle of the forest. Say in a tent, or in the helicopter? It just feels like that portion of the map gets zero play.
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Old 02-17-2010, 01:59 PM
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Gamers' Life Line Mirror
Link: http://www.gamerslifeline.com/downlo...***_night-953/
Link: http://www.gamerslifeline.com/downlo...npass_day-952/
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Old 02-20-2010, 02:00 AM
EN_Stone EN_Stone is offline
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I've been playing the versions of this map ever since I discovered that KF had a good quality modding community, and it remains one of the staples of the map lists my friends and I use. These final versions definitely did not disappoint.

I still like the day version, but I love having both choices. It was so much fun to fight enemies amongst those trees on the night map. Not the best location tactically for me to pick, but never a dull time!

Good job on making a map that plays so well in both settings.
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Old 08-21-2010, 02:03 AM
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Thank you for giving us permission to use Mountain Pass for the Killing Floor Vehicle Mod. We're still testing and tweaking but it plays most handsomely.

YouTube - Mountain Pass Day Map Preview
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Old 08-21-2010, 02:58 AM
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Quote:
Originally Posted by arramus View Post
Thank you for giving us permission to use Mountain Pass for the Killing Floor Vehicle Mod. We're still testing and tweaking but it plays most handsomely.
Simply brilliant. Had me humming "we are the self preservation soiciety" when I saw the Minis.

One for pendantics corners... do the fork lifts trucks steer from the reer?
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Old 08-21-2010, 04:06 AM
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Both good maps. Finally you got the gameplay right

Night is my favorite though. Good work!

oh yea you can get up on top that bus (top of the hill), with 2 people
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Old 08-21-2010, 04:27 AM
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Quote:
Originally Posted by gusone View Post
Simply brilliant. Had me humming "we are the self preservation soiciety" when I saw the Minis.

One for pendantics corners... do the fork lifts trucks steer from the reer?
Yes, they do. And even after the umpteenth time of using it I still forget.
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Old 08-22-2010, 02:23 AM
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Noice map bro!:is2:
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Old 09-05-2010, 04:59 PM
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Big big kudos to the mapper!

Only thing is, it could need some blocking volumes here and there to make the actual space to move in smaller, not the map itself.
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