KF-Refuge FINAL

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IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
I'm delighted with all the positive feedback. I'm in the middle of marking essays at the mo (real life, meh) but I'll get on to releasing an update as soon as possible.
 

IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Currently working on V2. Thanks to arramus for getting started on some fixes.

If you have any other feedback, now's your chance.

(PS Hey arramus, how many pathnodes did you add??? The thing takes an eternity to recompile now...) :p
 

arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
Oooo.

I added a few more around the burial area but nothing major.

I'll blame it on the additional node calculations caused by the extra terrain contours. :D
 

IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Version 2 is now released and entered into the Wave 1 contest! Hooray!

http://www.filefront.com/14161651/KF-Refugev2.zip/

CHANGES FROM V1
- Added a lot more zombie spawn locations and pathnodes. Zombies now jump over the fence in a lot of locations around the map, particularly in the cemetery and expanded compound area.
- Added blocking volumes to various static meshes to stop them being exploited.
- Some terrain editing - thanks to Arramus for getting it started. Looks good :)
- Minor static mesh additions and changes.
- Fixed the trader containers having the wrong fog settings.
- Moved and resized the truck in the garage - the player can now fit underneath it without having to duck.
- Added LocationNames to the interior zones.
 
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arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
IrritAnt,

I've played this map through the first beta and followed your frustrations all the way through :)

The final product is awesome and really does feel polished now...

EXCEPT

Come on dude, get the debugging turned off and get this uploaded again before the clock gets you.

refuge1.jpg


refuge2.jpg


I only spotted these two but I suggest you do a 'Select All' for all of the Zombie Spawners to ensure they all get disabled.
 

HeatSurge

Member
May 20, 2009
580
17
18
After you fix the thing above, please submit for whitelisting (I don't know if you already have).
 

Deniz

FNG / Fresh Meat
Jul 15, 2009
158
0
0
Refuge in one of my favorite maps, is Refuge v2 a different version?
 

HeatSurge

Member
May 20, 2009
580
17
18
Unless I'm wrong... I downloaded the map from the last link (I think) and it STILL had that green thing next to the graveyard... and I didn't see any specimens climbing over walls, although i didn't play long just wave 1...
 

IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Unless I'm wrong... I downloaded the map from the last link (I think) and it STILL had that green thing next to the graveyard... and I didn't see any specimens climbing over walls, although i didn't play long just wave 1...

It's definitely fixed. Try downloading again.
 

Aerowinder

FNG / Fresh Meat
May 21, 2009
51
0
0
The green boxes were not fixed. I also found more by the gate you can't open; the one that leads "outside" the map, it has a guardrail and 2 cars I believe, visible from inside.

c35caed7385c64016aa1cc37f4c8c61e *KF-Refugev2.rom. Green boxes still visible. I downloaded the zip file again after the post you made one minute before mine.
 
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arramus

FNG / Fresh Meat
May 8, 2009
1,142
57
0
Residing in Japan
On the new version above there are still 11 instances of green debugging appearing and 1 instance where red debugging appears with only one spawn nodule showing that it's not functioning at all.
 

IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Hmm, I don't understand what's happening. I'm playing in the map right now and there aren't any debug boxes showing at all... In the editor, the volumes all have debug set to false.

It has to be the wrong version of the map. Can you guys please triple check that you're downloading from here;
http://www.filefront.com/14160057/KF-Refugev2.zip/
... and I'll download it myself to check it has the correct version in the zip.

EDIT: Looks like it's the wrong version in the zip *sigh*

I'll fix it and reupload ASAP. Thanks for the heads up.
 
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IrritAnt

FNG / Fresh Meat
May 17, 2009
111
1
0
Can you also raise the box with the one red debugging nodule if you get the chance? :D

Done. I took the time to go over it with a fine toothed comb to avoid making the same mistake again, and found anothet two zombie volumes with red debug markers. All fixed now, waiting for it to recompile to upload.

EDIT: I'm actually really pissed at myself for being so sloppy.
 
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