Hey guys,
After doing some extensive testing and various changes, I am pleased to finally release KF-TownhouseDefenseBeta2 for your consideration. During your experience playing this map if you should run into any problems or have any suggestions, please let me know in this thread. Also, if you discover any exploits, please send me a private message!
Enjoy, and here is an excerpt from readme about the map and other important information:
Introduction/Artist Statement:
KF-TownhouseDefenseBeta2 is actually the first map I've ever done, period. By nature, I'm first a texture artist and second a modeler, but funny enough, I found myself really getting into the UnrealEditor after going through several tutorials and reading about its many functions. What I found was that the Unreal Editor itself is relatively easy to use although prone to crashing, and to create a great map, it takes a substantial amount of time, energy, and patience. With TownhouseDefense, my objective was to create a close quarters battle type map where you try to defend the main level of three townhouses connected by blown out sections in each of the walls. Additionally, one of the biggest pet peeves I have about custom maps is going into one and noticing too many poorly recycled elements from the official game. So with that in mind, I decided to knock out a plentiful amount of static meshes and level textures to distinguish the map from the many already out there.
In terms of what I enjoyed about creating this map, I loved how the two trading areas in the map turned out. In the basement, I decided to put together an offsetting, eccentric, IRA type weapons cache and in the other section, a very pro-British upstairs supply area. As you can imagine, I'm sure these two neighbors absolutely loved each other before being forcibly evacuated out of their homes. Also, before anyone gets too butthurt over the IRA poster and Irish flag in the basement, it should be noted that I decided to incorporate those elements for atmospheric reasons, not political. They exist in the map to provide an unsettling and downright creepy element to the trading area. Don't read too much into it, please.
Lastly, I would like to thank you for downloading the map and I hope it provides you with some solid hours of entertainment. In terms of what I have coming up next as far as maps go, I plan on entering something probably in the second phase of the mapping competition. I will not say what it is yet, but it's going to be one hell of a map.
One suggestion when playing my map: WATCH YOUR SIX. Oh, and enjoy the boobmobile in the first garage.
Story:
After suffering heavy losses in London, the survivors of your unit retreat to the suburbs outside the city. Upon arrival, you and your men discover a set of three townhouses that have recently been evacuated. Your objective is to defend the main level of these three townhouses from waves of specimens. Controlling entry points for these creatures in these tight quarters using welding is highly recommended. Supply locations have been identified in the basement of the first townhouse and in the upper room of the third townhouse.
Recommended Player Size: 1-6. It's not recommended at all you have more players than six as it would become very congested!
Installation Instructions:
- Place KF-TownhouseDefenseBeta1.rom in your killingfloor\maps directory.
- Place TownhouseDefenseStaticMeshes.usx and WeaponPickupSM.usx in your killingfloor\StaticMeshes directory.
- Place TownhouseDefenseStatics.utx and Weapons3rd_tex.utx in your killingfloor\Textures directory.
That's it!
Note About Using My New Textures and Statics or Any Elements of my Map:
If you wish to use my new textures, static meshes or any aspect of this map (textures and statics found in TownhouseDefenseStatics.utx and TownhouseDefenseStaticMeshes.usx) you may do so as long as you provide credit to me in your readme file and in your public internet release of the map (message board, forum, etc). Under no circumstances may you use the custom static meshes and textures I created for monetary purposes (for profit) unless you contact me first and obtain my consent.
Special Thanks:
Eric Kessler: For testing my map, great map suggestions, putting up with my many noob questions, and support!
OhNein: Putting up with more of my noob questions and helping me out with lighting and technical issues.
Dr. Guppy: For some excellent suggestions and assistance with identifying trouble spots and testing.
Roommates: For their input and early testing of my map!
Tripwire Interactive Staff: For making such a mind bogglingly awesome co-op game of epic proportions.
Bug Reporting:
If you notice any bugs or exploits, please send me (Polygon) a personal message through the official Killing Floor message board. Do not post screenshots of exploits publicly!
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
DOWNLOAD HERE!
After doing some extensive testing and various changes, I am pleased to finally release KF-TownhouseDefenseBeta2 for your consideration. During your experience playing this map if you should run into any problems or have any suggestions, please let me know in this thread. Also, if you discover any exploits, please send me a private message!
Enjoy, and here is an excerpt from readme about the map and other important information:
Introduction/Artist Statement:
KF-TownhouseDefenseBeta2 is actually the first map I've ever done, period. By nature, I'm first a texture artist and second a modeler, but funny enough, I found myself really getting into the UnrealEditor after going through several tutorials and reading about its many functions. What I found was that the Unreal Editor itself is relatively easy to use although prone to crashing, and to create a great map, it takes a substantial amount of time, energy, and patience. With TownhouseDefense, my objective was to create a close quarters battle type map where you try to defend the main level of three townhouses connected by blown out sections in each of the walls. Additionally, one of the biggest pet peeves I have about custom maps is going into one and noticing too many poorly recycled elements from the official game. So with that in mind, I decided to knock out a plentiful amount of static meshes and level textures to distinguish the map from the many already out there.
In terms of what I enjoyed about creating this map, I loved how the two trading areas in the map turned out. In the basement, I decided to put together an offsetting, eccentric, IRA type weapons cache and in the other section, a very pro-British upstairs supply area. As you can imagine, I'm sure these two neighbors absolutely loved each other before being forcibly evacuated out of their homes. Also, before anyone gets too butthurt over the IRA poster and Irish flag in the basement, it should be noted that I decided to incorporate those elements for atmospheric reasons, not political. They exist in the map to provide an unsettling and downright creepy element to the trading area. Don't read too much into it, please.
Lastly, I would like to thank you for downloading the map and I hope it provides you with some solid hours of entertainment. In terms of what I have coming up next as far as maps go, I plan on entering something probably in the second phase of the mapping competition. I will not say what it is yet, but it's going to be one hell of a map.
One suggestion when playing my map: WATCH YOUR SIX. Oh, and enjoy the boobmobile in the first garage.
Story:
After suffering heavy losses in London, the survivors of your unit retreat to the suburbs outside the city. Upon arrival, you and your men discover a set of three townhouses that have recently been evacuated. Your objective is to defend the main level of these three townhouses from waves of specimens. Controlling entry points for these creatures in these tight quarters using welding is highly recommended. Supply locations have been identified in the basement of the first townhouse and in the upper room of the third townhouse.
Recommended Player Size: 1-6. It's not recommended at all you have more players than six as it would become very congested!
Installation Instructions:
- Place KF-TownhouseDefenseBeta1.rom in your killingfloor\maps directory.
- Place TownhouseDefenseStaticMeshes.usx and WeaponPickupSM.usx in your killingfloor\StaticMeshes directory.
- Place TownhouseDefenseStatics.utx and Weapons3rd_tex.utx in your killingfloor\Textures directory.
That's it!
Note About Using My New Textures and Statics or Any Elements of my Map:
If you wish to use my new textures, static meshes or any aspect of this map (textures and statics found in TownhouseDefenseStatics.utx and TownhouseDefenseStaticMeshes.usx) you may do so as long as you provide credit to me in your readme file and in your public internet release of the map (message board, forum, etc). Under no circumstances may you use the custom static meshes and textures I created for monetary purposes (for profit) unless you contact me first and obtain my consent.
Special Thanks:
Eric Kessler: For testing my map, great map suggestions, putting up with my many noob questions, and support!
OhNein: Putting up with more of my noob questions and helping me out with lighting and technical issues.
Dr. Guppy: For some excellent suggestions and assistance with identifying trouble spots and testing.
Roommates: For their input and early testing of my map!
Tripwire Interactive Staff: For making such a mind bogglingly awesome co-op game of epic proportions.
Bug Reporting:
If you notice any bugs or exploits, please send me (Polygon) a personal message through the official Killing Floor message board. Do not post screenshots of exploits publicly!
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------
DOWNLOAD HERE!