KF-OrmanManor FINAL

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IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Here's the final version of KF-OrmanManor. You can download it here;

[url]http://files.filefront.com/KF+OrmanManorzip/;13888854;/fileinfo.html[/URL]









Unzip the archive into your killingfloor directory with subfolders turned on. It should then automatically place the map into the Maps directory, and the two music files into the Music directory.

Changes from Beta 01
- Adjusted the position of the ammo drops so they don't appear to clip through the objects they're sitting on.
- Added some more detail to help with navigation outside the house.
- Changed half of the KFRandomAmmoSpawns to KFAmmoPickups.
- Fixed some minor texture misalignments.
- Moved a wooden beam jutting out into a corridor on the upper level.
- Moved the kitchen table to be directly underneath the hole from the room above.
- Removed several rooms from the cellar and reduced the size of another two. Minor static mesh and pathnode changes to match.
- Changed the room in the cellar that had a deeper floor than the others to be at the same height. The water volume was causing strange visual effects for the player, and the specimens couldn't navigate through chest-high water.
- Added location names to most of the zones.
- Added two brand new music tracks by jilljill - [url]http://web.me.com/jill.jill/jilljill_Official_Website/Start.html[/URL]
- Added blocking volume at the top of the curved staircase, and added some proscribed paths to make the specimens behave themselves.
- More proscribed paths and static mesh changes in the kitchen and upstairs area.
- Added level summary preview textures.

Thanks to everyone for the feedback. Enjoy!
 

SgtHermann

FNG / Fresh Meat
Jun 17, 2009
113
9
0
i like the map and play it often.
two little nitpicks.
-the waypointer to the shop under the outside balkony on the backside of the house doesnt work.
-if you leave this shop there is a door on the opposite side of the hallway. it leads to the dinningroom. this door doesnt open when used. instead the second door to the same room in this hallway opens.

beside that its cool:)
 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
Nice map. Lots of inter connecting doors spread across 3 floors and really encourages the hand to hand fighting feel.

I'd fix this drop by the ramp. Seems people camp here. FPs/Scarkes come charging in the room, launch themselves off the edge, adopt the pike position and plummet to the lower floor. Piccie of a Scarke perforing a 9.3 bomber dive.

orman_manor_v11.png
 

gusone

FNG / Fresh Meat
May 2, 2009
1,507
270
0
Sidcup
steamcommunity.com
Oh and this balcony funnels the Zeds nicely down two long corridors into a pleasant choke point where you can have a tea party. There is also the top down advantage killing Zeds in the grounds that cannot fight back. And no Zeds come in the door on the far right of the piccie below. I'd always give Zeds 3 ways in to make it a really horrifying experience (and only allow 1 to be welded forcing the team to cover at least two Zed access points). But what do I know. That said, a nice map and the cause of many friendly fire accidents in those small cramped rooms and tight corridors.

orman_manor_v12-1.png