Credit to the maker of the original author Kevin 'DrGuppy' Butt.
I also borrowed a few assets from Tripwires other game Killing Floor and Rising Storm.
Current Map Release: KF-MountainPassR_Beta_v08
Last update: 2016-04-23
>> Download Here <<
Download Archive:
Update Chang Log:
KF-MountainPassR_Beta_v08:
KF-MountainPassR_Beta_v06:
KF-MountainPassR_Beta_v05:
KF-MountainPassR_Beta_v04:
KF-MountainPassR_Beta_v02:
KF-MountainPassR_Beta_v01:
So I'm just leaning how to use the UDK, so I figured I'd build up some experience by revamping a map from the original game with some features from the new game. Also I changed the time of day from noon to midnight, so I hope your flash lights are charged!
If you notice anything is amiss, bugs of the sorts, have any critiques, or have any suggestions that will improve the 'fun'.
Some images of the map:
Enjoy, and Kill some Zeds, add me on steam & what not if you so desire.
I also borrowed a few assets from Tripwires other game Killing Floor and Rising Storm.
Current Map Release: KF-MountainPassR_Beta_v08
Last update: 2016-04-23
>> Download Here <<
Download Archive:
Spoiler!
Update Chang Log:
Spoiler!
KF-MountainPassR_Beta_v08:
- Fixing missing textures for game version v1031.
Minor tweaks to fix broken lighting.
- Fixing missing textures for game version v1027/8.
Minor tweaks were with broken lighting
Minor tweaks with Spawning
KF-MountainPassR_Beta_v06:
- HOTFIX for v05, fixing broken textures.
KF-MountainPassR_Beta_v05:
- Combining of Static Meshes and splatter maps
- Reworking of pathing so zeds are no longer becoming stuck to known areas.
- Fixed number of uneven ground that would cause players to become stuck.
- Added wind effect, so trees and grass now sway in the slight breeze.
- Added sound effects to doors
- All overhead door lights are now destructible
KF-MountainPassR_Beta_v04:
- Reworked Spawning, Zeds now spawn at a much more consistent rate throughout the map.
- Reworked splattermaps for custom actors so they actually work now!
- Reworked of rock face on mountain top to allow smoother walking.
- Replaced old wood textures on picnic table and with with.
- Moved Spawn menu starting location, actual game start point is the same
- Further file size reductions
- Fixed a rut in the ground near spawn that players could get stuck in.
KF-MountainPassR_Beta_v02:
- Focused on optimizing file size, reduced file size by about 35mb
- Removed number unnecessary background meshes.
- Lowered shadow quality on number of objects along outskirts.
- Removed large number of unnecessary PathNodes
- Added new paths allowing Zeds to take 'short cuts' by jumping down over several ledges
- Fixed number of barriers so players can no longer jump outside of expected game boundaries.
[*]HOTFIX, forgot to add the .kfm extension, reuploaded the file.
KF-MountainPassR_Beta_v01:
- Changed the small tent so that players can no longer hide in it, but crawlers can still spawn with it.
- Change the type of large tents so that to remove the narrow entry ways, added some additional items into one of the tents that had previously been vacant.
- Smoothed & rounded some surfaces that had been 'rough/sharp' as seen here: Before & After
- Fixed a spelling mistake in the title, the A & I where inverted. Woooops
So I'm just leaning how to use the UDK, so I figured I'd build up some experience by revamping a map from the original game with some features from the new game. Also I changed the time of day from noon to midnight, so I hope your flash lights are charged!
If you notice anything is amiss, bugs of the sorts, have any critiques, or have any suggestions that will improve the 'fun'.
Some images of the map:
Spoiler!
Enjoy, and Kill some Zeds, add me on steam & what not if you so desire.
Last edited: