KF-MountainPass_Beta2

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[TW]DrGuppy

Tripwire Interactive Staff
Nov 22, 2005
1,039
36
0
36
Atlanta, Georgia
KF-MountainPass_Beta2
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Download [ModDB]

Author: Kevin 'DrGuppy' Butt
Email: DrGuppy.Kevin@gmail.com
Filename: KF-MountainPass_Beta2
Release Date: October 2nd, 2009.
Map Size: 11MB compressed / 38MB uncompressed

Installation
Simply unzip and place the .rom file in C:\Program Files\Steam\steamapps\common\killingfloor\Maps

Breif Description
Earlier this morning a call came in from dispatch notifying us that a top Horzine scientist was being pursued by police somewhere in the northern mountains. Then all went silent. Command deemed it necessary to fly in and investigate, despite the early morning fog and our pilot's objections. Looks like he was right, our chopper went down in the forest near the highway. So now we're stranded, our pilot is dead, we've got no backup, and there's no way that howling sound is just the wind.

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All content created by Tripwire Interactive and myself. Some textures have been heavily edited from CGTextures.com.

You are free to use all my custom content for your Killing Floor maps. A small mention in your map thread or readme would be nice but is not required.

If you have questions or comments please don't hesitate to contact me via email.

DrGuppy.Kevin@gmail.com
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Beta2 Changelog
+ Added 3 new custom vehicle statics to make the road slightly less open / easy.
+ Added additional zombie spawns to make the road harder and force players into the woods more often.
* Changed the overall lighting and KF colour correction values.
* Tweaked numerous cull distances to prevent popping or help optimization.
* Fixed several minor exploit spots throughout the map.
+ Added a blocking volume to prevent players from getting on top of the VW van at the campsite.
+ Added more detail to the map.
* Optimized the grass slightly.
* Fixed an issue where stalkers would get stuck in one of their spawns.
* Extended the stream pipes inwards to make them look more realistic.
* Modified serveral blocking volumes throughout the map.
* Moved / added / deleted numerous path nodes.
* Tweaked the lighting in several areas.
* Changed the values on several zombie spawns to increase the pressure on players in certain areas.
* Adjusted the terrain in several places.
+ Increased the fog distance from 12000 to 14000.
+ Added some emitters.
+ Added some sounds.
* Redid the flashing police lights.
* Replaced all large pipes with a different model.
* Improved collision on the rocks, cliffs, and wire mesh statics.
* Moved a few items spawns around.


Screenshots
 

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Last edited:

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Loved the first one. Currently adding to my servers. Keep up the good work.

 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
expired link, otherwise screenshots actually look nice. I like the warm glow

It's like playing with the sun shining in your eyes all the time. I hope Guppy tones it down. It's on my server if you want to see what I am talking about. Also I was going to post some screenshots but for some reason they don't represent how extreme the mellow yellow is in game.
 

Discoisntdead

FNG / Fresh Meat
Jun 30, 2009
332
3
0
I absolutely loved the first beta's gameplay and lighting. Now let's see how good the new version is...
 

Psycho_Sam

FNG / Fresh Meat
Mar 6, 2006
1,242
16
0
34
Birmingham, UK
www.rawgames.co.uk
No its not lol, look at the edited time of the first post, not the created one. Its the same thread as Beta 1 I assume. :)

Some feedback.

The walkway over the tunnel at the far end of the map is too easy to camp. The zeds dont seem to use the staircase with the door at the one end and so walk the long route round up the hil, making them easy targets. If you removed the rock guards overhead you could have zeds dropping in from above making this easy camp spot harder to defend.


The large cliffs further down the road from that point really need some high priority spawns ontop of them. We were standing underneath them again picking zeds off from range with no real problems, some zeds were spawning in plain view around the police cars also.

If those two key spots are fixed I think the map would be much more enjoyable. ;)