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Beta Map KF-AlpineVillage [Grindhouse Entry]

Motormouth

Active member
Jun 2, 2015
27
2
Updated for phase 2, with space compression, pathfinding fixes and optimisation! Thankyou to all who've provided me with feedback!

urvJJBZ.jpg





Moddb Download Link:
http://www.moddb.com/games/killing-floor-2/addons/kf-alpinevillagehttp://www.moddb.com/games/killing-floor-2/addons/kf-alpinevillage

A village and ski resort at the base of the Alps should be bustling with tourism this time of year, however since the outbreak all has been quiet on the slopes. That is, until you and your team get here...

Motormouth here, with my third entry to the grindhouse grindfest!

This time I've gone for a village and ski resort in the Alps, just in time for december (and just in time for the end of phase 1)

My aim was to create a map that had deceptively safe-seeming long sightlines with the constant risk of sudden attack from the sides or above, since many zed spawns come from the rooftops that surround most of the map. I'm interested to see if this can mix up the usual playstyle of holding in one position comfortably, with attacks being able to come swift and sudden from all angles instead of from generally two to three eye-level paths.

I also wanted to do something visually that would be in the spirit of christmas, but also timeless enough that it wouldn't be visually jarring to play at any other time of the year or during any other kind of themed event.

I've had to rush a bit to make the deadline unfortunately, and I haven't been able to do a precomputed visibility build, so performance might suffer a bit for some people, and I apologise for that. It was okay for me playing solo logging 50-60 fps, but I know that might not always be the case with buddies.

I'm always curious to know how people think the map is shaping up, and I'm also always appreciative that you take the time to check it out!

More screenshots:

Spoiler!
 
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Here i am after 1 hour of playing and i got something that will make it easier for u two win :p
I made some screenshots along the way.

1. Some screens where they bug and often dont come forth:
http://i.imgur.com/ZCzug03.jpg
http://i.imgur.com/AnMThbG.jpg

2. Here so bug spots :D
http://i.imgur.com/7pue6Wb.jpg you can jump on the roof to the left.
http://i.imgur.com/tWqJzod.jpg you can jump on EVERY ATM.

You can Jump on every lamp.
http://i.imgur.com/0iITqig.jpg


3. Kinda bugged spots. People get stuck here or cant even go close to the object. In this case i cant enter the room at all.
http://i.imgur.com/EBei4uD.jpg

I lag or bug at all of the tables. I often get stuck.
http://i.imgur.com/V7oCkbS.jpg

We really enjoyed that map and wish you the best in the voting :p
Cheers mate.
 
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Definitely one of the coolest xmas maps i have ever seen in any video game, but unfortunately, the frame rate makes it unplayable and we were waiting 30 minutes for some people to download it (with a redirect).

So in short, the size and the performance needs a fix. Once thats done, this map is the best xmas map i have ever seen. A dream map actually. :D
 
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Hi,

just played your map with a friend on our dedicated server and we noticed a few problems.

1/ at the end of most waves there was stuck zeds, a crawler at this spot http://steamcommunity.com/sharedfiles/filedetails/?id=581453093 (between the middle red sofa and the computers); a clot there http://steamcommunity.com/sharedfiles/filedetails/?id=581453152 (he kept on running from one wall to the fence); a bloat on a roof http://steamcommunity.com/sharedfiles/filedetails/?id=581453266; and finally a scrake on another roof http://steamcommunity.com/sharedfiles/filedetails/?id=581453308

2/ the trader arrows don't work everywhere (some places they appear, other places they don't)

3/ the splatter maps are cut by invisible lines in some spots (like here http://steamcommunity.com/sharedfiles/filedetails/?id=581453207)

Nice Christmas-y map though, hope to see it fixed for inclusion in our future linux server.
 
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Updated for phase 2, with space compression, pathfinding fixes and optimisation! Thankyou to all who've provided me with feedback!


There does appear to be an issue with the trader arrow if you begin over 90-100 meters away from the trader pod when the wave ends, where it doesn't initially show up. Once you get within 80 meters it should appear though. I don't know what causes this, I've tried everything I can think of including entirely redoing the pathnodes to try and fix it, and otherwise the pathfinding on the map seems fine.
 
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The map looks and plays out nicely. I haven't tested it extensively, but I found some issues. The first one is that it lags. My graphics card is a potato, but I can play 6 man Hard on official maps completely fine on lowest settings. On this map I get around 20-30 FPS on solo.

The other thing is zeds getting stuc there:
http://steamcommunity.com/sharedfiles/filedetails/?id=588009343
 
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