KF-OldwoodRoad [Grindhouse Entry]

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Motormouth

FNG / Fresh Meat
Jun 2, 2015
27
2
0
Updated to version 2: combined meshes, full precomputed rebuild and pathing fixes, should have much better performance now.

Download link on ModDb:



http://www.moddb.com/games/killing-floor-2/addons/kf-oldwoodroadhttp://www.moddb.com/games/killing-floor-2/addons/kf-oldwoodroad



If you like the map, please vote for it there, and feedback is always helpful as well!



An abandoned old village and creepy asylum were flocked to in the dozens by people fleeing the Zed carnage, hoping it was remote and isolated enough that the monsters might pass them by. Unfortunately for them, Horzine had set up shop here a few years previously, and they quickly discovered they were not alone...




YMtVVME.png


My second submission to the grindhouse contest!
This time it's the horror staple, an abandoned asylum on a dark and creepy twilight. What was meant to be a place of shelter and refuge quickly turned into a place of carnage, and it's up to the squad to secure the area, find any survivors and shut down the tech Horzine left behind.
I very much wanted this map to be somewhat confusing and challenging to navigate, in order to (hopefully) prevent camping and finding that one good spot that people would feel safe holding. You should never feel safe in a creepy old asylum! To that end, I've made sure visibility is poor, with the dimly-lit fading light of the twilight outside, and the dark and oppressive nature of the inside. There are very few areas that have lengthy sightlines in the dark and twisting corridors, and much of the bright lighting available is destructable (but not all of it).
Thankyou for giving my map a look, I hope you have as much fun playing as I did creating!


More screenshots:
Spoiler!


I'm sorry about the mannequins...
 
Last edited:

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Looking good!

I tried to download the map to put it on our servers, but I got the message that the map isn't available on the mirrors.

Edit:
Never mind that last line. It's available now :)
 

Motormouth

FNG / Fresh Meat
Jun 2, 2015
27
2
0
I'd love to be able to play the map with others, if you could give me the server info that'd be amazing
 

-0-A2ra3L-0-

FNG / Fresh Meat
Apr 24, 2015
85
0
0
This map... OMG

The sheer size. The amount of time and effort you have put in to make it all work is unbelievable. Great job. If I could change anything I would optimize it a bit since there are some areas where the framerate drops considerably but it is almost worth it just to play the map and explore it all.

The worst spots seemed to be inside one of the houses there is a large room with probably 5 doorways leading to various other rooms and mattresses and junk all over the floor. We had to leave that room pretty quick once a few zeds turned up since we could barely move to aim in the slideshow :p and the other one is the little outside part where you spawn, in later waves the frames bogged down a bit out here so we ducked back underground.

Again fantastic work, with a few tweaks for fps purposes it will be a beast of a map
 

Motormouth

FNG / Fresh Meat
Jun 2, 2015
27
2
0
i'm very appreciative of all the attention and support so far!

those pesky bloats, huh? they're the pathing rascals of the KF mapping universe, i swear. i'll have to look at that area and make it so they can fit through.

as for the performance issues, i'll have to see what i can do about that as well. it's somewhat difficult to know if i've ever fixed anything since i get pretty smooth gameplay all across the board, but that's just on solo offline mode. i'm not the most versed in optimisation techniques, so i'll have to try a few things and see what works. might have to reduce the number of lights, or try and make sure the render distance of things is as tight as possible, despite what the precomputed visibility has already done.
 

DirtySpartan

FNG / Fresh Meat
Aug 15, 2012
924
4
0
Netherlands
as for the performance issues, i'll have to see what i can do about that as well. it's somewhat difficult to know if i've ever fixed anything since i get pretty smooth gameplay all across the board, but that's just on solo offline mode. i'm not the most versed in optimisation techniques, so i'll have to try a few things and see what works. might have to reduce the number of lights, or try and make sure the render distance of things is as tight as possible, despite what the precomputed visibility has already done.

I think most of the performance issues can be attributed to the sheer amount of static meshes everywhere. I think if you'd combine them it would smooth things out a bit.

It would also help with how well shadowmaps look and it would make blood splatter mostly seamless.
 

Motormouth

FNG / Fresh Meat
Jun 2, 2015
27
2
0
Updated to version 2: combined meshes, full precomputed rebuild and pathing fixes, should have much better performance now.

I'm very thankful for the feedback, support and suggestions from everyone, it's all been a big help
 

lVlountainlVlan

FNG / Fresh Meat
Jul 5, 2014
27
0
0
Victor, MT
Got a Weird Bug to Report

Got a Weird Bug to Report

Hello.
My brother was playing the game with me, and he took a screen of a spot in the cemetery that has a weird slowing zone if you stand in it:
Spoiler!

(The zone that players get slowed in is not where he's standing, in the screen, but where he is looking.)
I have not tested it myself, but it seemed like something to report anyway.