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Beta Map KF-Castle_B1

Killer9999

Grizzled Veteran
Nov 29, 2005
271
2
Okay's ladies and gentlemen, welcome to my new map!
As this is a beta released very close to the closing date of "wave 1" of the mapping competition all constructive feedback is welcomed the sooner the better so thank you in advance.
Enjoy.

Map Type:
Standard, Indoor and courtyard area map medium/large map

Overview:
At a castle deep in a forest in southern England, the exact location of which is unknown, a scientist secretly worked on his creations. After being recalled into Central London to the Horzine facility the castle became abandoned. Little is known from there on in, what is known is that it seems to be the source of the local outbreaks. The first wave of our forces are MIA [Missing in action] and the whereabouts of their chopper is unknown. It is your job to retake the castle and eliminate anything that moves. Deadly force is approved. If you fail you will be classified MIA and contaminated.
Screenshots:







Download
(ROM file and UZ2 File)
 
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:eek: Nice one!

From those pics, that's the best custom KF map I've seen yet. Looks really, really good.

From what I can see in the pic looking out from the castle at the forest, the fog looks a bit strange on the trees. On the other shots, inside the castle, the fog looks absolutely perfect though, so I don't know what you could do about that.
That's a totally minor observation though.
I reckon if you put an impressive skybox in there, or some mountains (maybe part of the lake district or something?) then you'd be in with a really good chance come competition time!

Downloading now, really looking forward to testing this one out! Thanks! :)
 
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My thoughts:
(1) Don't go overboard on color correction. Personally I didn't like the small red rooms you had. They didn't feel like the belonged in a castle, and the light sources (like a candle) don't emit red light to begin with.
(2) make sure you resize the meshes (ie. the fridge in the kitchen.
(3) The cellar is way too dark and there's no incentive (from what I saw) for going down there, so it's basically useless. I would make a trader, increase the brightness, and add some detail (like wine barrels)
(4) Add blocking volumes where needed (I was able to jump from the piano to the top of the bookshelves (if that's what they were...I didn't see the front, but you should know what I mean.
(5) When using projectors (like where the heli is) be sure to adjust the distance it casts. In the room underneath, you can easily see the edge of the picture on the wall.

Not a bad map, but it may become too easy to exploit some of the tighter spaces. Overall I didn't really get the "castle" feel, mainly due to the lighting and meshes. Also, castle's are huge...this just felt like a large, extravagant house. Overall, it does look better than about 70% of the maps I've played so nice job. Just make appropriate changes and it will be better.

My rating: 7.5/10

.:Fifth:.
 
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Renamed to "KF-CastleAvernus" due to naming conflict with someone else :(

Newest version: V1

Download link: http://www.moddb.com/downloads/kf-castleavernusv1
Download link: http://pliki.red.orchestra.pl/maps/killingfloor/download/KF-CastleAvernusV1.exe
Download link: http://pliki.red.orchestra.pl/maps/killingfloor/download/KF-CastleAvernusV1.zip
Download link: http://pliki.red.orchestra.pl/maps/killingfloor/download/KF-CastleAvernusV1.7z

Changes:

  • Completely redone bot pathing (twice)
  • Smoothed shoreline
  • Removed outlandish lighting
  • Brightened dungeons (they are dungeons and there main purpose is to spawn zeds)
  • Added more detail to skybox and merged better with foreground fog
  • Added a second trader to Dungeon
  • Redone door movements to [Hopefully] improve bot movements
  • Widened stairs to [Hopefully] improve bot movements
  • Completely redone zombie spawning
  • opened up a small area of the forest near the front and back bridges
  • Re textured some areas of the map
  • Improved overall lighting and fog distribution of the map
  • and lots of other stuff i cannot remember!
 
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The corona's for these lights is offset:
http://i151.photobucket.com/albums/s158/Bej-Bej/1-6.jpg[url]http://i151.photobucket.com/albums/s158/Bej-Bej/1-6.jpg[/URL]

This tree is floating in the air:
[url]http://i151.photobucket.com/albums/s158/Bej-Bej/2-4.jpg[/URL]

If you crouch under the stairs the specimens can't get to you:
[url]http://i151.photobucket.com/albums/s158/Bej-Bej/3-2.jpg[/URL]

You can get onto the beds and the specimens have a hard time getting to you:
[url]http://i151.photobucket.com/albums/s158/Bej-Bej/4-2.jpg[/URL]

Specimens can't get you here either:
[url]http://i151.photobucket.com/albums/s158/Bej-Bej/5.jpg[/URL]
 
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