KF-Fabulous

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Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
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35
liandri.darkbb.com
Server Crash on Map-Change should now be fixed!

Removed emitters. Had to remove some water effects but the map shouldn't crash servers anymore.
I also fixed a dent in the terrain next to a wall where players could easily get stuck.

The Workshop is being updated. If you subscribed to the map there you should get the update automatically.

If you downloaded the map manually (e.g. to install it on your server) please download the newest version here:
Download:
http://www.mediafire.com/?6mqg2yz92kd1900

-------------------
v5 released!

THIS VERSION IS WHITELISTED! w00t! :D

Change-log:
fixed an exploitable spot in front of the trader by giving ZEDs an additional way to get to players there
fixed parts of the windmill being invisible from the back

Video showcasing the map on youtube:
KF-Fabulous - YouTube

(make sure to turn up the volume a little. The track is pretty quiet at first.)


---------------------------------
v4 released!

Download:
new version above

Change-log:
- fixed exploit by walling off table in wine depot
- fixed possible exploit by walling off round bench
- fixed possible exploit by walling off rock in mini-cave with treasure chest
- fixed possible exploit by walling off both tree-stumps
- fixed possible exploits by walling off every table, couch or anything else that can be jumped on in the house...
(before anyone complains about this: I hate having to do this! What do we even have a jump-button for if we can't be allowed to jump on anything? The sad fact is, the zombies are in every sense brain-dead and jumping onto things or slipping in between things makes players almost completely unreachable. And even if you as a lone player can still be reached there, once a platform like a table is filled up with players zombies can't get up anymore. It's just stupid that they can't just reach up and either drag you down or just plain hit you, but that's how it is and to get the map on the whitelist I have to get rid of exploits like these. As stupid as they are. So there. If you want to get onto tables again, make TWI improve the zombies so they can handle a player on a table right in front of them...)
- adjusted rock in underground corridor to make collision more comfortable
- made culling of coal-torch-holder-thingies slightly less obvious

--------------------------------------------

v3 released!

Download:
See above for newest version

Change-log:
- fixed exploit that allowed players to climb on rock near windmill
- fixed exploit that allowed players to climb on rock near house
- fixed exploit that allowed players to climb on other rock near house
- fixed exploit that allowed players to get between the house and cliffs behind the graves
- fixed exploits that allowed players to climb onto treasure-chests
- widened the bridge at the waterfall by 25% to prevent ZEDs from getting stuck
- made chests easier to open
- doors other than the door to the trader now open a little slower
- added visual barrier for invisible wall at the arch near the round bank
- added vegetation on top of a cliff near one of the chests to make it look more natural
- fixed some minor projector issues
- adjusted texture on stairs into buildings so they look more plausible

--------------------------------

v2 release!

Download:
see above for newest version

Changelist:
-made plants and little rocks in the cave stand out more
-more playerstarts


-----------------------------
v1release!

The map is a tribute to the game Fable by Lionhead Studios.

Screenshots:
Fabulous-1.jpg


Shot00032.jpg


Shot00031.jpg


Download:
see above for newest version

Notes:
Let me know of any glitches and exploits. That the doors only open inwards is not a glitch.
Other feedback is welcome too, of course! :D




original post---------------------v









The Fable-style map I mentioned earlier.

Very WIP shots. Still missing the interiors of the buildings, flowers and grass on the terrain and the old fantasy staple of glowing mushrooms for contrasting highlights. Also the environment as it is isn't quite done everywhere either. But here are some screenshots anyway:

Shot00023.jpg


Shot00024.jpg


Shot00025.jpg


I wanted to make this take place during the day, or evening at the most, but I found the lighting to be very lacking as nearly everything is made from terrain and StaticMeshes, both suffering from horribly imprecise lighting.:(
 
Last edited:

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
Looking great Murphy, and I love the title.

Isn't there a way to make lighting on models more precise at the cost of performance?

Either way a darkish map with lots of flaming torches to light our way is good.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
Fable, the one series I missed unfortunately. They made 2 I think, not sure. Looking great so far Murphy, Im a sucker a good fantasy setting. I wouldn't worry about the lighting too much, your layouts make up for it ;).
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
@JD: There is Fable 1 and Fable 2 and I think Fable 3 is going to be released soon. This map is a tribute to Fable 1.

Can you go into the windmill? Looks amazing btw (like every other maps :))
I'm still working on how it's going to look inside the two buildings but you will be able to enter them. The house will get weldable doors and windows that can be shot out of (but they're small and the walls are thick so the angle you can shoot at is fairly low and you won't be able to cover what's in front of the door. You can use it to thin the horde, but you can't exterminate it. That's how it's planned anyway.:p

The windmill doubles as the trader room.

@avp: I don't know of a practical way.

As it is I'm fine with the lighting, I think. If it was brighter it would look crappy since the inaccuracies would stand out a lot, which is why I had to change my plan from daylight to night. Something like KF-Dammage is unthinkable in this map, unfortunately. By keeping it dark aside from controllable highlights (-> projectors) it works alright though.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
I'm caught up other things at the moment, to be honest, so it's going to take a while, but I'm fairly sure it'll be released some day. I won't say soon, but it won't take too long either. Definitely before Christmas...:p
 

Outsider

FNG / Fresh Meat
Aug 15, 2009
244
2
0
I'm caught up other things at the moment, to be honest, so it's going to take a while, but I'm fairly sure it'll be released some day. I won't say soon, but it won't take too long either. Definitely before Christmas...:p

Ah OK, far before the next update made by the developpers. :D
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
MUAHAHA, fairly bright evening lighting! That's right. Screw what I said earlier about the map looking crappy with bright light. I was too much of a perfectionist so I got hung up in small problems. Looking at the broader picture now I did a little test with a couple of different skyboxes and I found that the map works alright with bright lighting and in fact I like it much better this way.
I'll upload a screenshot later just so you can judge the level of brightness when I'm done with some other stuff.

Good news for me since it's what I had planned originally and good news for all of you who are tired of night-map after night-map.:)

Here we go:
Fabulous-1.jpg

Much better than that dark mess up there with the stolen KF-Farm skybox, isn't it?

Thanks to Hazel H. for the skybox textures.
 
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Outsider

FNG / Fresh Meat
Aug 15, 2009
244
2
0
Woh, indeed, that's quite different from usual.
I'm really looking forward to playing it !!!!!