Updated for phase 2, with space compression, pathfinding fixes and optimisation! Thankyou to all who've provided me with feedback!
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:
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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