KF-Trapped-BetaV1

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Templarion

FNG / Fresh Meat
May 26, 2009
288
3
0
Map Name: KF-Trapped
Beta Number: 1.1 (This map was updated 06.08.2009)
Playable: Yes

Here is my first published map. When I started with this I had only the basic knowledge. Now I feel I know a lot more...

I decided to do a level that floats in the middle of nothing because it was easy to do. I also wanted to add lots of traps and moving objects. Unfortunately, many of them did not make it to this version but there are some anyway. So be careful. ;)

Since it is my first real map it is crappy and I know it. If people like it I may upgrade it and maybe it reaches it's final version some day.

Levers that this map uses are from Olde-Tower-map. I did not create them.

Here some screenshots:
Trapped-01.jpg


Trapped-02.jpg


Trapped-03.jpg


Download link: Download KF-Trapped-BetaV11 HERE.

Map has been updated. Biggest fix was AI pathing. I also fixed the secret room levers, so you can actually open the secret room door again after it has closed.
 
Last edited:

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
you should research into scaling textures, and scaling static meshes. its really easy and it will really help the textures in your map look more detailed, as well as fix that weird looking double gate thing you got going on.
 

Templarion

FNG / Fresh Meat
May 26, 2009
288
3
0
you should research into scaling textures, and scaling static meshes. its really easy and it will really help the textures in your map look more detailed, as well as fix that weird looking double gate thing you got going on.

Actually, I know how to scale textures and static meshes. :rolleyes:

I created the double gate intentionally. I did not find any good door textures so I used the first that was enough. You will probably find other anomalies in this map as well.

Thanks for the comments.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
Actually, I know how to scale textures and static meshes. :rolleyes:

I created the double gate intentionally. I did not find any good door textures so I used the first that was enough. You will probably find other anomalies in this map as well.

Thanks for the comments.

then you should definitely downsize some of the textures, they look very pixelated. the only time they should look pixelated is when you have your nose against the floor after being mauled by a scrake.