KF-Carnival

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Colonel Justice

FNG / Fresh Meat
Jun 26, 2009
82
2
0
Darmstadt, Germany
Here we go.
Now it's your turn to visit... the Carnival Of Death!

---------!UPDATE!----------


I replaced the link with the new version.

Fixes and improvements in 1.1:

-Fixed Trailer Shop exploitation - player's are not able to climb the trailer anymore.
-Fixed a bug that caused zombie confusion when too many players camped in the cottage kitchen
-Added several light spots to the map, including lights at the horror house side, more lights at the path to the woods trailer, as well as some burning trees to illuminate the darker places. Guess what set them aflame ;)

Note: Don't forget to exchange the version on your server with the new one.

Have fun!

---KF-Carnival---


File: KF-Carnival11.rom


Installation

Grab the map at:

[URL="http://www.schade-blog.de/schade-studios/cod/KF-Carnival.rar"][URL]http://www.schade-blog.de/schade-studios/cod/KF-Carnival11.rar[/URL][/URL] (9,7 MB of size, 29 MB unzipped)

and unrar it into your /Killing Floor/Maps/ folder.

What?

A weird fairground with all sorts of twisted attractions... has it been taken over by specimens? Is the Patriarch around? Do rat dogs really taste like chicken? And what about that spooky mansion? Time to slam out some shells and find it out!

Some stats

Players: 6
Difficulty: Hard will sometimes feel like suicidal ;)
Item / Ammo Pickups: Enough, go and find 'em!
Number of Traders: 4

-------

This map is participating in Wave 1 of the TWI mapping contest.

Not sure to download it yet?

Well...

promoshot01.jpg


promoshot02.jpg


promoshot03.jpg


promoshot04.jpg


promoshot05.jpg




No go and grab it, damnit! ;)

The Colonel
 
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Aerowinder

FNG / Fresh Meat
May 21, 2009
51
0
0
I like this map quite a bit. But I think a little more light (via a moon, to make it legitimate) could go a long ways to making the outer edges of the map "playable" area.
 
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Colonel Justice

FNG / Fresh Meat
Jun 26, 2009
82
2
0
Darmstadt, Germany
Hey,

thanks for your comments!
The outer boundaries of the map are left intentionally darker, to make passage more difficult. Of course, the team still may dwell in the darkness... but at what cost? ;)

Think of the carnival as the morbid beacon of the map.
 

Maksimus

FNG / Fresh Meat
May 30, 2009
191
3
0
Thanks for a beautiful and interesting maps very much it was pleasant to all =))
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
I won a lizard on a stick.

The Zombies seem like Barbie Dolls compared to some of the elements in this map. It's a great atmosphere in there and when the music's down the ambient sounds bring the Carnival of Death to....life.
 

Deniz

FNG / Fresh Meat
Jul 15, 2009
158
0
0
I played this map online with my friends. It was great, it's one of my favorites for the contest. This map has a lot of potential, hope you keep developing it. I wish I could visit the House of Horror for example :)
 

rallfo

FNG / Fresh Meat
Jun 12, 2009
194
1
0
www.rallfo.com
Great map, really comes into its own with 30 players!

Re exploiters, the miserable beggers can also hop up via the sandbags and the bridge.

Has this all been mitigated in your latest version?

I personally find PressureVolumes over BlockingVolumes to be a more humorous solution... :D
 

Colonel Justice

FNG / Fresh Meat
Jun 26, 2009
82
2
0
Darmstadt, Germany
You people are like mice. Getting everywhere! :D

I'll look after it, thanks for the find (strange altough, because this region was tested heavily for exploits. well not heavy enough).
 

Maksimus

FNG / Fresh Meat
May 30, 2009
191
3
0
Server complexity of suicide. Players are looking for survival :D. There is another secret place I'll write about it later ;)

ps
If you stand in the bathroom, you will not touch a zombie, not in the house will drop, so you can walk to most of the Patriarch

pss
Is it possible to leave the name without the numbers? KF-Carnival
 
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Colonel Justice

FNG / Fresh Meat
Jun 26, 2009
82
2
0
Darmstadt, Germany
Major update pending!

Since I realized that this thing was released in a hurry, the 1.1 was not enough and some people crave for a new version, there will be a heavily improved version that also takes the suggestions into account that were made by the contest judges.

This is what is going to be fixed / changed:

-Overall lighting / brightness. I built this map with my personal gamma correction settings, so the outcome was that the map is too dark in general. This will be corrected.

-More light spots. In the wild you'll occasionally see more now. And maybe I'll find an excuse for all the burning trees ;)

-General review of the blocking volumes. There were too many chances the players could use exploits.

-General pathing and zed spawn review. The pressure will be on!

-Layout change. The cottage will be removed, sadly enough. It did not fit too well in the scene and caused most of the problems gameplay-wise.

-Perfomance tweaks. The map was quite demanding and it will be, but there are ways to squeeze out some more fps.

-General review of the Westinghouse (yeah, that's what the mansion is called - easter egg! :D ). Cellar and attic will be added.

-Eye candy. The attractions will come to life!

That's it for now. Stay tuned!


The Colonel
 

Alex_KF

FNG / Fresh Meat
May 17, 2006
319
12
0
That list sounds good, Colonel.

I think something i really wanted to see, was the ability to interact with the attractions, or at least walk inside them.

for example:

A slowly moving car-ride , through a house full of cardboard cutouts of zombies, while there are *actual* specimens spawning all around you and trying to eat your brains!

OR

a house of mirrors, where you find yourself becoming lost and confused (warp zones?)


Think about it! There is alot of potential in the setting you chose.