Map Name: La_Casa_Muerta
Beta Number: 1
Playable: Yes
Pictures:
Description of map:
I've remade the map again again. It's good to see that Killing Floor is stronger than ever, although I'm not going to lie; I do miss the old one for many reasons. But that's besides the point. I thought I'd re-re-release an old favorite for everyone. There are some definite changes depending on which version you may have played. I've gone back and tried to emulate the original map the the best of my abilities while still trying to keep piece with a safe and claustrophobic feeling; a sort of controlled chaos. I've always been partial to maps where you have a sense of being there, a purposeful feeling. I love when everything is on the line and you have to think quick with limited options, defending somewhere till the last man falls with a chainsaw in his chest. Now you are going to notice there are still some odd proportions in the map, and I did this for the sake of the original, but I did make it more realistic looking and not like a ballroom for the living room anymore. The backyard is a more realistic size and the weather has been changed(more darker atmosphere). The shop is the same place, added a garage door, was thinking of having specimens come out of the garage or maybe a shop but not sure would like some feed back on that. The premise of the map if you haven't played it:
You've been holding out in an old house for 2 weeks. The amount of specimens is off the charts and you were told by top brass that it's suicide to move from where you are and your to hold up as long as you can. Food is getting scarce and your makeshift defenses are barely standing. You take shifts every night, five of you sleep, one of you are on the graveyard. Your getting some sleep, when Colonel Wallace, a man with more drinking problems then dehydrated Irishman ends up downstairs plastered with a bottle in his hand. Your squad had set up tripwire for notification on any incoming specimens, but a stalker managed to get in without triggering it.
You wake up hearing his shotgun fire; Turns out she disemboweled
on the spot, and instead of slowly dieing, he took his own life, unfortunately alerting the hordes. You take positions and prepare for the incoming masses.
In Game Description:
Day 34: Corporal Wallace is dead. I told him a thousand bloody times, don't go downstairs in the bloody night, and don't blooming get sloshed during your shift. I woke up to that bloke's shotgun firing in the distance. Turns out he was wandering around downstairs like the bloody rat-arsed bloke he was and one of those damn toerag dodgy *****es cut his abdomen right open. I should have known when Wallace said I'd rather shoot myself square between the eyes, then let one of those blokes bash me into the wall, that he wasn't lying, blinkered bastard, the cheeky monkey had it coming. What I can't get is how the bloody ***** skipped the tripwire? Nevermind the bollocks, the rain probably botched it up, the weathers only getting worse. It's blatant we're in a duffed spot, the bloats just keep coming. Ammunition is not a problem yet, but I think the food may run out faster then we'd like. We'll stay here for another fortnight or until the bloody ******s off us all. Hopefully those blokes in West London are hole'in up better than we are. Sgt. Jackson September 8th.
What testing is wanted:
-If I should make Specimens come out of the garage or make it into a
a shop? or just nullify those two and keep it the same.
-I want to know if it is too easy to beat or if it's just right? obviously on normal and beginner, well, we know how that goes in any map, but on hard and suicidal that's what I'm interested about if those are still too easy.
-If the map is too hard should I add in the old style killing floor hole in the ground?
-Pathing
-Unreachable areas
-Anything else.
Map Download/Download Size:
http://www.filefront.com/14910229/KF-La_Casa_Muerta_Beta.rar[url]http://www.filefront.com/14910229/KF-La_Casa_Muerta_Beta.rar[/URL]
Beta Number: 1
Playable: Yes
Pictures:
Description of map:
I've remade the map again again. It's good to see that Killing Floor is stronger than ever, although I'm not going to lie; I do miss the old one for many reasons. But that's besides the point. I thought I'd re-re-release an old favorite for everyone. There are some definite changes depending on which version you may have played. I've gone back and tried to emulate the original map the the best of my abilities while still trying to keep piece with a safe and claustrophobic feeling; a sort of controlled chaos. I've always been partial to maps where you have a sense of being there, a purposeful feeling. I love when everything is on the line and you have to think quick with limited options, defending somewhere till the last man falls with a chainsaw in his chest. Now you are going to notice there are still some odd proportions in the map, and I did this for the sake of the original, but I did make it more realistic looking and not like a ballroom for the living room anymore. The backyard is a more realistic size and the weather has been changed(more darker atmosphere). The shop is the same place, added a garage door, was thinking of having specimens come out of the garage or maybe a shop but not sure would like some feed back on that. The premise of the map if you haven't played it:
You've been holding out in an old house for 2 weeks. The amount of specimens is off the charts and you were told by top brass that it's suicide to move from where you are and your to hold up as long as you can. Food is getting scarce and your makeshift defenses are barely standing. You take shifts every night, five of you sleep, one of you are on the graveyard. Your getting some sleep, when Colonel Wallace, a man with more drinking problems then dehydrated Irishman ends up downstairs plastered with a bottle in his hand. Your squad had set up tripwire for notification on any incoming specimens, but a stalker managed to get in without triggering it.
You wake up hearing his shotgun fire; Turns out she disemboweled
on the spot, and instead of slowly dieing, he took his own life, unfortunately alerting the hordes. You take positions and prepare for the incoming masses.
In Game Description:
Day 34: Corporal Wallace is dead. I told him a thousand bloody times, don't go downstairs in the bloody night, and don't blooming get sloshed during your shift. I woke up to that bloke's shotgun firing in the distance. Turns out he was wandering around downstairs like the bloody rat-arsed bloke he was and one of those damn toerag dodgy *****es cut his abdomen right open. I should have known when Wallace said I'd rather shoot myself square between the eyes, then let one of those blokes bash me into the wall, that he wasn't lying, blinkered bastard, the cheeky monkey had it coming. What I can't get is how the bloody ***** skipped the tripwire? Nevermind the bollocks, the rain probably botched it up, the weathers only getting worse. It's blatant we're in a duffed spot, the bloats just keep coming. Ammunition is not a problem yet, but I think the food may run out faster then we'd like. We'll stay here for another fortnight or until the bloody ******s off us all. Hopefully those blokes in West London are hole'in up better than we are. Sgt. Jackson September 8th.
What testing is wanted:
-If I should make Specimens come out of the garage or make it into a
a shop? or just nullify those two and keep it the same.
-I want to know if it is too easy to beat or if it's just right? obviously on normal and beginner, well, we know how that goes in any map, but on hard and suicidal that's what I'm interested about if those are still too easy.
-If the map is too hard should I add in the old style killing floor hole in the ground?
-Pathing
-Unreachable areas
-Anything else.
Map Download/Download Size:
http://www.filefront.com/14910229/KF-La_Casa_Muerta_Beta.rar[url]http://www.filefront.com/14910229/KF-La_Casa_Muerta_Beta.rar[/URL]