I've just released the FINAL version of this map with some substantial changes, some cosmetic, some changing the gameplay. Thanks to everyone who gave me feedback, it was very useful.
You can get the file here;
http://files.filefront.com/13888854
KF-OrmanManor
FINAL version
by Andrew "IrritAnt" Orman
[email protected]
http://hosted.filefront.com/IrritAnt01
Unzip this archive into your killingfloor directory with subfolders turned on. It should then automatically place the map into the Maps directory, and the two music files into the Music directory.
Changes from Beta 01
- Adjusted the position of the ammo drops so they don't appear to clip through the objects they're sitting on.
- Added some more detail to help with navigation outside the house.
- Changed half of the KFRandomAmmoSpawns to KFAmmoPickups.
- Fixed some minor texture misalignments.
- Moved a wooden beam jutting out into a corridor on the upper level.
- Moved the kitchen table to be directly underneath the hole from the room above.
- Removed several rooms from the cellar and reduced the size of another two. Minor static mesh and pathnode changes to match.
- Changed the room in the cellar that had a deeper floor than the others to be at the same height. The water volume was causing strange visual effects for the player, and the specimens couldn't navigate through chest-high water.
- Added location names to most of the zones.
- Added two brand new music tracks by jilljill -
http://web.me.com/jill.jill/jilljill_Official_Website/Start.htmlhttp://web.me.com/jill.jill/jilljill_Official_Website/Start.html - Thanks Jill! They're excellent!
- Added blocking volume at the top of the curved staircase, and added some proscribed paths to make the specimens behave themselves.
- More proscribed paths and static mesh changes in the kitchen and upstairs area.
- Added level summary preview textures.
- Fixed staircase collision for karma ragdolls.
Enjoy!