KF-Scrith

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Colonel Panic

FNG / Fresh Meat
Jul 5, 2009
313
5
0
Scrith is meant to be a difficult and unforgiving map that will put teamwork to the test. It's dark, sparsely-lit, big, flat, and open, nowhere to run and nowhere to hide, but plenty of exciting ways to die. Here are a few of them:

Falling to your death
The vacuum of space
Surrounded by zeds
Failure to reach the trader
Failure to reach the trader because you died of failure to reach the trader.

Whitelist approval pending, though this will remain the final version regardless. Hope you guys like it.

http://skycommand.org/savage/kf-scrith-v1.zip
 

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d3no

FNG / Fresh Meat
Feb 14, 2010
44
0
0
Croatia
I played through the map on hard difficulty - commando lvl 4. Can't say it's easy, but not much hard either, but it's a really interesting map. I like it that you have to rush to the trader/elevator spot as soon as the wave starts, that almost got me killed a few times hehe. Good job :)
 

ffjason

FNG / Fresh Meat
Oct 23, 2009
204
0
0
It's unique. I played through on solo and found it fine on everything but suicidal. I couldn't deal with it on that difficulty. Too much going on hehe. But I would love to see this with 6 people! Should be really crazy. I wonder whether this map needs some obstacles as its a bit plain at the moment, or maybe some more holes..... Very nice idea with the trader though!
 

Colonel Panic

FNG / Fresh Meat
Jul 5, 2009
313
5
0
It's unique. I played through on solo and found it fine on everything but suicidal. I couldn't deal with it on that difficulty. Too much going on hehe. But I would love to see this with 6 people! Should be really crazy. I wonder whether this map needs some obstacles as its a bit plain at the moment, or maybe some more holes..... Very nice idea with the trader though!

You may have noticed that although the grid is 8 by 8, it only has 63 holes... this is because I surpassed the upper limit for BSP nodes as supported by the editor... my original plan had been to have the map be 16x larger in area, but I had to scale it down repeatedly until I hit a mark where I was able to build the geometry successfully. It is impossible to add any more holes or other BSP to this map without it crashing the editor. :<

That said, additional staticmesh should not be a problem... if I ever do update it. I might fix the weapon spawns (they're in there, bu they don't work--don't know why), could rebalance the spawn rate a bit to make it more challenging, and MAYBE add some sort of filler for that one spot on the grid where there is nothing... but in the end, I'm pretty much done with this map now.
 
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