KF-Chthon

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omarfw

FNG / Fresh Meat
Jun 13, 2009
2,502
85
0
Here Be Dragons
www.last.fm
i would describe this map as "busy".

it's incredibly hard to memorize and you are constantly under an onslaught of specimens that you don't have time to plan out how you're going to get to the trader on time.

in terms of how the maps looks and it's originality, superb. it has almost an "elder scrolls dungeon" look.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
Bleh, you do it an injustice by comparing to Elder Scrolls.

I don't find the layout hard or busy...it's just that there are only two ways from the top to the bottom, they're at opposite end of the level, and that adds a lot of time to moving around. I *like* that it's hard to get your bearings or plan, it makes for a much more intense game.

The catacombs are much easier to survive in than upstairs, because the room with the ceiling grate only has two entrances. Or you can hole up at the waterfall bridge, that's worked out pretty well for us.

I think the design could be a little bit more player friendly...and there's a few too many long, convenient corridors to defend. But a) it looks great b) it's clean and professional from what I've seen, and c) it's functional as is and makes for a hard game.
 

Colonel Justice

FNG / Fresh Meat
Jun 26, 2009
82
2
0
Darmstadt, Germany
The main idea of putting a trader shop in the sewers was to create a feeling of despair if the shop has to be reached between two waves - well, moreover to get out afterwards. During the first versions, Boahd (another KF veteran) suggested that the sewers served no real purpose, so I added a trader, we tested it, and it was hell-o-fun - especially if players desperately start to hurt themselves to get to it in time (that means jumping from the upper level in the bridge room).

When I was building the map, I always kept in mind that I wanted to try something different, design- and layoutwise: a place that is so surreal,
but yet not impossible to exist.
 

ffjason

FNG / Fresh Meat
Oct 23, 2009
204
0
0
Stunning map - my firebug decided to stop shooting and instead spent a wave admiring the textures.....
I agree with the Oblivion comments, I can see the similarities (in a good way).

Also a wrong turning definitely spells disaster, which is good cause my team found a camp spot next to the waterfall bridge and it began to get a bit boring. We found that the corridor off the pillar room was a perfect camp spot as very little came from the bridge and you had enough time to take out the dangerous enemies in the pillar room.

If you skewed the twisting stairs at the other end of the corridor with a pillar (somehow) and increased spawns from the bridge end (maybe crawlers drop from the waterfall?) I think that spot would become quickly un-campable again. Though I bet we'd still find another spot to use :D

On the whole nice map, and I'll be checking out Carnival next.