KF-OldeTower-beta3

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Fel

FNG / Fresh Meat
Aug 9, 2009
1,991
487
0
In Mission Mode
is this the same map from forever ago? :confused:

except for a few changes

if so i found there there wasnt enough ammo for 6 players to play this, dunno if thats how you wanted it or not
 
Last edited:
  • Like
Reactions: nath2009uk

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Beta 3 actually is. There is a problem with a custom actor though. If tripwire doesn't fix that I will make some kind of work-around.
 

baunegaard

FNG / Fresh Meat
Aug 17, 2011
11
2
0
Hey Pix, i love oldetower, but have never really had the joy of trying beta3 because of the problem with the whitelist? a whitelist update is going on, would be so cool to get this map to work
 

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Yeah. Thank you.
I'm going to wait and see if they fix it before I try to make a work-around.
 

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
...which they didn't.

I'm gonna make use of Fallidel's Triggerback to make a work around.

I'm also working on a new spawning method, one that will make the map play more like it did in the mod days. Alongside this, a couple of new spawns and, in short, a tougher map.

Aiming for this to be the very final version, anything that comes to mind is appriciated. :)

Edit: I want to be rid of this one once and for all!
 
Last edited:

Bangulo

FNG / Fresh Meat
Nov 2, 2011
48
14
0
...which they didn't.

I'm gonna make use of Fallidel's Triggerback to make a work around.

I'm also working on a new spawning method, one that will make the map play more like it did in the mod days. Alongside this, a couple of new spawns and, in short, a tougher map.

Aiming for this to be the very final version, I would love to hear some feedback. :)

Great map!! played with 5 players mad it to about wave 6 you would say? very tough but thats what makes it fun.
 

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Changes to the spawning system works like this:

All enemies are spawned in the same room. They are then instantly spawned to a random spawn point belonging to the current wave.

towspwns.jpg



Main benefits are the end(!) of specimens being stuck in places where players can't get to them(something that still occurs in beta 3 even).

This makes for much faster gameplay. The way the map(and the game) used to work back in mod days, with a constant flow of enemies rather than short bursts. Added to that, they now attack from different directions(although each wave still has a "main spawn".)
Tougher, shorter map time and hopefully more intriguing gameplay.

@Bangulo: Thanks!
 
Last edited:
  • Like
Reactions: Fel

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Actually, the current system is far more complicated and has taken an enormous amount of time to get right(with failure as a result), with teleports all over the map for the enemies to access, and get to stuck at ... This way they're confined only to the current wave.
As will the players be. It won't be possible to back track at all any more and you will be teleported back rather than get stuck.

When this is implemented I will run some tests to later release the final final final version of the map, at last. :)

So I can focus 100% on KF-LerwickWonder which is quite near beta now. Some triggers and puzzles yet to make.

Edit: Not to mention Offices Story that I haven't forgotten. Take pot luck.
 
Last edited:
  • Like
Reactions: Fel and FluX

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Yea, was half way into that, then the "story mode" mod game along. I'm on a break until there are any news surrounding that thing.