KF-BreweryBeta

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knightmare106

FNG / Fresh Meat
Jun 21, 2009
86
0
0
i was lucky to play on the latest one just after v6 thanks for resolving the fps issue :) i would have never guessed it was the brains eyes
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Updated to Beta 8.

Added a few more textures and cosmetic props in the storage area as it was looking a bit bare.

A few more tweaks here and there for spit and polish.

tribute2.jpg

IMG%5D

tribute.jpg


IMG%5D
 
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JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
Tested B8 and found the following glitches:

Exploitable areas

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The next are merely aesthetics.

Invisible objects
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This object is immaterial.
BREWERYB84.jpg


Also you can jump and stay over the frames of all posters that have frames, like the poster of the trader, but the bots can hit you there. Don't have a pic, sorry.
 
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JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
Thanks arramus, these guys are really the best. Also thanks for your extraordinary map. Don't think we can find anything else unless you put new objects. :)
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Updated to Beta 9.

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Fixes and Additions in this build
---------------------------------

Additional cosmetics.

Physics volumes.

Retexturing.

Multiple blockers for found exploits. Some of the prop's collision extent what you can actually see allowing you to jump on 'invisible' areas close to the prop. I increased the width of some blockers and moved surrounding props that give you a launch platform.

physicsvolumes.jpg


Added a different texture to reception doors as the trader texture can confuse first time users due to how conditioned we've become to it.

doorcandy.jpg


Added spillover props leading into the hallways from different zones. This will help break up some of the hallway repetition and give landmark cues.

floorcandy.jpg
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Added Beta 10

---------------------------------
Fixes and Additions in this build
---------------------------------

Physics volumes.

Increasing the size of a blocker to compensate for collision overspill still didn't rectify the issue and I finally had to move another object.

With this the 10th Beta, we're looking pretty much there. Another week of playtesting and then we'll think about wrapping up.
 

remi

FNG / Fresh Meat
Jun 24, 2009
12
1
0
is a pleasure to help one of the greatest map creators for KF :D

sorry my bad english :(
 

JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
Tested B10 today, and founded the following, most of them self explanatory

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The floaters
br112.jpg


more exploit areas
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JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
br108.jpg

br107.jpg

br102.jpg

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br101.jpg


Here we have an invisible walkway that crosses the room, you can walk from the left wall to the right wall using it.
br106.jpg
 

Bronzen

FNG / Fresh Meat
Jun 23, 2009
127
5
0
I can't wait for the final release of this map. Also I was look at the exploitable areas and I just started laughing they could use them and have a perk leveling map......sort of. Hope you can fix them all up for us (the players, lol). :D:D:D:cool:
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Updated to Beta 11

All fixed as far as I can (until the next ones...) We've got blockers going up to the ceiling that not even a mouse could find a gap in.

If the floating effect on the sofa was caused by the picture frame in the background then that's fixed. If it's from the sofa itself then that's a oversized collision built into it.

The other floating effect in the hallway was a strange one as well. I couldn't find the direct source of the issue but moved all the props in that region to areas where they can't be exploited. Let's hope the only remaining floaters are where they deserve to be...down the toilet (or up as the case may be) :rolleyes:
 

JubalHarshaw

FNG / Fresh Meat
May 26, 2009
73
0
0
Floor to ceiling blocking time.

What have these guys got on? Anti-gravity boots? :D

Yep, something like it or maybe they have wings :rolleyes:. The fact is, if there is an object, they can climb it and a I agree with your "blockers going up to the ceiling that not even a mouse could find a gap in". Seems to be the only way to stop them.
 

Slappy Cromwell

FNG / Fresh Meat
Jun 16, 2009
441
181
0
Found an exploit spot in b11:



If you open this door near the spawn in that direction and sit in the corner, no zombie will be able to reach you. Sirens will scream, but their attack won't do any damage.
 

Ricky(SCO)

FNG / Fresh Meat
My fellow clanmates at <AKA> have really enjoyed playing this map...

I cant believe the amount of exploits these guys can find... :eek: From a mappers point of view, we are very fortunate to have players willing to test a map to that extent, and to report it back, so that you can improve it. That goes, not just to the guys in the pictures above, but to all players out there that inform us of problems with the maps.

All mappers spend a lot of time creating a map level, and we all want to make it look as good as possible, by adding in detail and varying scenery. We can make it look good, but it is the players that can tell us how good it plays, and where the shortcomings in a map can be found. Keep up the good work guys. We love making maps which we hope you guys will love playing.
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Added an additional blocking volume for a potential exploit area and a ceiling drop zone in an area that zombies faced a long journey from either direction that made them easy pickings.

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