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Beta Map KF-CarillonHamlet

SMIFF

Grizzled Veteran
Sep 19, 2009
1,811
719
Medium sized map in a small industrial-ish village with a daytime setting.

Let me know of any issues

Enjoy.


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****ing hell man... I feel like I've come quite a long way with mapping over the past 1½ year, but then I see stuff like this and just go "Yeah... okay then."

I am honestly jelly of your mapping wizardry. I wouldn't even know where to start to get something like this done. Spot-on official map quality, no questions asked. Amazing dude, just amazing.

Literally the only thing I scoffed a bit at were the wonky flat fruit textures in the market stands, haha!
Really minor thing and I get that you didn't bother spending another handful of hours adding actual fruit meshes, but they really do "pop out" as a wtf element :D

May I ask just out of curiosity how you make all those custom meshes - do you create them in the editor or are you modelling them in 3rd party programs and importing as meshes? It's one of the avenues of mapping I still haven't explored but probably should consider looking into if I want to keep doing this.
 
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Seanchaoz;n2286418 said:
May I ask just out of curiosity how you make all those custom meshes - do you create them in the editor or are you modelling them in 3rd party programs and importing as meshes? It's one of the avenues of mapping I still haven't explored but probably should consider looking into if I want to keep doing this.

thanks for the kind words,

I use Blender for modelling and GIMP for textures
 
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Esthetically, absolutely stunning, this is why it hurts to say that I am not really feeling the map gameplay-wise.

There are some spots where you can stand ground, but kiting (HoE) on this map is just not possible with all those small little doors and ramified (lot of corners for zeds to spawn) passageways. The way from the train yard into the mansion is one of the biggest no no's so far. Also, the trainyard in general looks really weird, especially that little passageway which leads to the backyard. An idea for the train yard might be to open up the empty area behind the train yard (towards the tunnel) for a new and bigger area which leads to the house (mansion). This might offer some kiting possibility then as well.

This is really the only thing which differentiates your map from the official maps, imo. Tripwire's maps all feel bigger and less clustered, offering the possibility of playing two different playstyles.
 
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Updated:

-Added minor visual details
-Fixed some collision issues
-Added blocking volumes
-Added additional weapon/ammo pickups
-Fixed some lighting issues
-Added new lighting issues :rolleyes:

-map file name will stay as "b1" despite updates, this is to avoid messing up servers
 
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