Wow what a adventure this has been. I did not expect to get such a great response from this community. My little test map "Stack" did very well considering what I knew at the time about the SDK. Well Im back with another great Goldeneye classic, Facility!
DOWNLOAD @ https://mega.co.nz/#!pFBxERYA!P24iD3r3kWBalTh4r2967tQ4vKwjDUX_hDevJVDd7B4Key= P24iD3r3kWBalTh4r2967tQ4vKwjDUX_hDevJVDd7B4 and https://www.mediafire.com/?s63e41sfqz8j3f1
FEEDBACK is appreciated
Wow this was a fun project. I LOVED this map back in GE days. So it was awesome to port it over to KF2, using some of what I learned from "Stack". What the map maker thinks of his map doesn't mean much, that's for the community to decide. But when I look at this and compare it to "Stack". It seems (to me) to be a night and day difference in quality. Its still not perfect by any stretch of the imagination. But I really like it. A good 20-30 hours went into this map. Enjoy!
FEEDBACK is appreciated
UPDATE LOG
New Update V3: Fixed trader/door conflict near locker room. Added more spawns. Added some pillars for minor detail
OLD V2: Added even more zed spawns. Fixed some dynamic meshes moving around when I didnt want them to (the cart with zombie parts on it). Added volume blockers to help stop zeds getting stuck in washrooms stalls. Few minor pathfinding tweaks.
Release V1: Testing seemed ok, going to need to wait for feedback. Best I can do is compare to stack. Pathfinding is MUCH better. Zed are not so stupid. Map is much more detailed. Lighting changes. Blood is working(on floors, see notes).
The old V
The new V
NOTES: I had all ready got a good bit into this map before I "kinda" figured out what was causing my blood issues. So I have "cheated" blood to work on the floors like I did for stack. I really need someone to help me to understand how the blood works so I can make maps right. Till then, this will have to do.
DOWNLOAD @ https://mega.co.nz/#!pFBxERYA!P24iD3r3kWBalTh4r2967tQ4vKwjDUX_hDevJVDd7B4Key= P24iD3r3kWBalTh4r2967tQ4vKwjDUX_hDevJVDd7B4 and https://www.mediafire.com/?s63e41sfqz8j3f1
FEEDBACK is appreciated
Wow this was a fun project. I LOVED this map back in GE days. So it was awesome to port it over to KF2, using some of what I learned from "Stack". What the map maker thinks of his map doesn't mean much, that's for the community to decide. But when I look at this and compare it to "Stack". It seems (to me) to be a night and day difference in quality. Its still not perfect by any stretch of the imagination. But I really like it. A good 20-30 hours went into this map. Enjoy!
FEEDBACK is appreciated
UPDATE LOG
New Update V3: Fixed trader/door conflict near locker room. Added more spawns. Added some pillars for minor detail
OLD V2: Added even more zed spawns. Fixed some dynamic meshes moving around when I didnt want them to (the cart with zombie parts on it). Added volume blockers to help stop zeds getting stuck in washrooms stalls. Few minor pathfinding tweaks.
Release V1: Testing seemed ok, going to need to wait for feedback. Best I can do is compare to stack. Pathfinding is MUCH better. Zed are not so stupid. Map is much more detailed. Lighting changes. Blood is working(on floors, see notes).
The old V
The new V
NOTES: I had all ready got a good bit into this map before I "kinda" figured out what was causing my blood issues. So I have "cheated" blood to work on the floors like I did for stack. I really need someone to help me to understand how the blood works so I can make maps right. Till then, this will have to do.
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