KF-PhantomCastleb1

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Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Server Crash on Map-Change should now be fixed!

Removed emitters (including the phantom :() to make the map work on dedicated servers without crashing them on map-change.

The Workshop is being updated. If you subscribed to the map there you should get the update automatically.

If you downloaded the map manually (e.g. to install it on your server) please download the newest version here:

Download:
http://www.mediafire.com/?rjq9a1gt8rensli

------------------------
B4 update:
fixed an exploit that allowed players to slip under the terrain
fixed a number of exploits that allowed players to get onto objects where ZEDs had a hard time reaching them
fixed a number of exploits that allowed players to get behind banks where ZEDs could hardly reach them


----------------------------------

b3 update:
fixed two exploits

Can someone give this version a quick run-through and tell me if there are any problems with it? I don't have time to test it at the moment. If it works I'll submit this to the whitelist to replace the old version.

-----------------------------------

b2 update:
My current to-do list for the next version consists of the following:


  • fix people (and ZEDs) being able to get over the walls and outside the map (resulting in ZEDs getting stuck outside)
  • fix the ugly black circle in the sky
  • fix the seagulls or remove them (if I were a seagull I'd stay home when it's raining that bad)
Someone online suggested I should increase the spawnrate.
Anything else that needs fixing or improvement?
Fixed my to-do list but have not changed the spawn rate.

http://www.filefront.com/16903097/KF-PhantomCastleb2.rar

Let me know if there are any problems with this version.


--------------------------------------------------------

1. Name: KF-PhantomCastleb1
2. Version: Beta 1
3. Description:
Specimen-infested castle during daytime and heavy rain.

4. Screenshots:
I disabled the rain effects for the following screenshots because it was a little too obscuring for still images. Shouldn't be a problem in motion though. You can take a look at it in the pic at the bottom.

center.jpg


estate.jpg


railingshot.jpg


seasidewall.jpg


Here is the screenshot with the rain effects on:
specialrainshot.jpg


5. Credits: cgtextures.com.
6. Homepage: http://liandri.darkbb.com/
7. Download: outdated version removed. See top for newest version!

Have fun testing! I'm looking forward to reading your feedback!:)

(I'm mostly interested in any exploits you can find so I can fix them. Any kind of feedback is nice though)
 
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J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
Easily the best castle map to date. Alot of detail in this one. Like the rain, grass kicking up etc. but I love the random flying ghosts! Good env. youve created.

So remembering that incredible skybox you had for North Sea I thought Id point this out. See attached. Most likely will go unnoticed though id mention it. Little line in the sky dome.

Great job on this one.
 

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  • Screen1.jpg
    Screen1.jpg
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JustFilth

FNG / Fresh Meat
May 15, 2009
332
10
0
UK
www.leveldesigner.co.uk
Hey murphy

Just had a quick playtest and i will agree with JD about the map being the better castle/medieval type map, think the mood sells it to me.

Once again lots of new content which is always a treat.

The ghosty freaked me out, nice touch :)

like I said above only had a quick play through, just had to have a go....

There was one tiny issue that you could well be aware off but is not mentioned here and it regards one of the bird emitters/movers not look in the ED so not sure which, but there was no motion to it, the birbs just hung in the sky. This was on the oppiste side of the map from spawn.

Anyway cool map buddy

Cheers Filthy.
 
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Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Oh. Those are of course meant to fly in circles but as with any untested last-minute addition they don't work for some stupid reason.:eek: I'll fix those for the next version too. Thanks for pointing them out and of course thanks for your kind words.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
The atmosphere looks amazing. I'll have to play this one when I have time.

Also, would you happen to have a tutorial or one that you used for tiling textures when using custom textures? (Pesky bricks are always the most difficult to tile -_-)
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
The brick textures were already tileable when I got them from cgtextures.

When I made the other textures tileable I used Paint.NET and a plug-in for it called Seamless Texture Helper (or the Seamless Texture Helper option in the Seamless Texture Maker plug-in). It quarters your image and then moves the quarters. The left two to the right, the right two to the left, the top two to the bottom and the bottom two to the top, so what used to be together (i.e. is seamless) is now at the edges of the image. So technically the image is tileable, but you have an ugly cross in the middle where seams are visible.

Then I use cloning to cover up the cross. Sometimes I use ULead Photo Express because it has a smooth brush for cloning.
The muddy ground texture with the grassy curls, for example, was rearranged with the Seamless Texture Helper plug-in, and then I cloned over the cross using a sharp brush but I cloned little pieces of grass, little rocks and whatnot to make it look good and I didn't just pick a huge blotch and cloned it over. Then I gave the grass a yellow tint so it matches the color of the "3d" grass and made the mud look a little muddier and that's it.

With brick textures that have slightly irregular patterns it sometimes works well (after you cut it up with the Seamless Texture Helper and you just have the cross to get rid of) to smudge over the seams a bit just so the dark/light structure of the bricks is intact. Simply put if there is a dark line around each brick you make those dark lines match up across the ugly seam-cross by smudging them together. Then you clone over texture pieces from a dark line somewhere else, but you do that in a new layer. Then you add that new layer with the literal 'texture' and apply it over the smudged part so it doesn't look blurry anymore. That way you have the texture you want (i.e. what could be referred to as grain), but the structure (i.e. simply speaking the dark line outlining the bricks) is continuous.

It shouldn't be nearly as hard in practice as it is in writing. A bit tedious maybe, but not difficult.

There is a tutorial with a different practice at cgtextures.com. Click on Tutorials and then click the one with the "complex patterns". Maybe that works out better for you. I just skimmed over it and it reeks pretty professional.:)
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
My current to-do list for the next version consists of the following:


  • fix people (and ZEDs) being able to get over the walls and outside the map (resulting in ZEDs getting stuck outside)
  • fix the ugly black circle in the sky
  • fix the seagulls or remove them (if I were a seagull I'd stay home when it's raining that bad)
Someone online suggested I should increase the spawnrate. Now, I'm a pretty bad player myself and I tested the map with a friend who isn't that much better than me but for us it seemed about right. Any opinions on this? Should I increase it or leave it as is?

Anything else that needs fixing or improvement?
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
My current to-do list for the next version consists of the following:


  • fix people (and ZEDs) being able to get over the walls and outside the map (resulting in ZEDs getting stuck outside)
  • fix the ugly black circle in the sky
  • fix the seagulls or remove them (if I were a seagull I'd stay home when it's raining that bad)
Someone online suggested I should increase the spawnrate.
Anything else that needs fixing or improvement?
Fixed my to-do list but have not changed the spawn rate.

http://www.filefront.com/16903097/KF-PhantomCastleb2.rar

Let me know if there are any problems with this version.
 

BartBear

Active member
May 15, 2007
1,296
24
38
Poland
discord.gg
Is it possible to have 2 versions of this map? I mean if you want to keep the rain density at this level of course. We played few minutes and everyone agreed that this piece is good, but the rain is for some of us "boring" and for the rest annoying and tiresome. We have agreed that the density level such as in GraveHeart x2 would do, and this now you use is like 20l/m^2/min hehe after 20 minutes of running inside it on plain ground you would probbably move in mud to your knees ;)
...so no/light rain version? :)
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
I don't think I want two versions floating around, to be honest.
However, you can disable the weather tickbox in the display options in the menu. This disables the rain completely and leaves only the little splashes in puddles on the ground and the rain pouring down from buildings. Not ideal (ideal would be if mappers could designate actors to belong to "weather" so they get disabled with the weather-tickbox in the menu too. This way I could make the puddles and rainsheets disappear like this as well, but alas, it only counts for xWeatherEffect actors), but if the rain gets on your nerves it's an easy fix.:)
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
New version posted. Fixed two exploits. Can someone test it for me please. Just check if it works and the pathing isn't broken anywhere and players don't get stuck anywhere.
If it works this version will replace the old one on the whitelist. Thanks.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
only played this for a few waves (didn't know it was a Murphy map either). I did think it looked very nice. I especially liked the graveyard area with hedges iirc. One thing I didn't like was the little rooms you can get into in the spires close to the gates. You can go in them but there's no way out. I would suggest either putting an escape route or block it off from players with some appropriate mesh and put a zombie spawn in there.
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
I think the rain could be better because wen u look up in the sky u see horizontal pieces of hay or grass falling from the sky :\
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Individual drops on individual sprites would fix that, but I can't afford it for performance reasons. I have to group loads of drops on each sprite. The downside is that it looks funny when you look up but well, there is always a downside if something is done for performance reasons, isn't there.:(

EDIT: 4th of August: No one pointed out problems with the newest version yet, but is it because there are none or is it because no one has tested it? Can someone give it a quick whirl please and tell me it's alright? Because if it is I'm going to submit it for the whitelist as soon as that post comes in.

I'm not looking for feedback in this case. Just a quick note if it works. Feedback is well and good too and I might well address it in another update, but right now I just need someone other than me to confirm that the map works.
Thanks in advance!
 
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