Sactuary requires testing

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Dolphin Buff Man

FNG / Fresh Meat
Dec 18, 2010
396
95
0
30
Victoria, Australia
Playable: Yes
Size of map: Large indoor setting
Difficulty: Hard (lots of tricky zed spawns)
Link: http://www.mediafire.com/?za42los73wy82aw

FIXES:

- Screenshots added (seriously, what was I thinking :rolleyes:)
- Zeds can now reach you on the second level of the main room when you stand near the broken rails.
- Zeds can now get out of the fountain if the fall in
- Player can no longer get behind the table on the top level of the main room, as zeds couldn't get there
- Door in basement now opens the correct way
- Door at the top of the level (to the top office) has been weakened significantly as the hold was far too easy.
- The kitchen has now got appropriate blocking volumes, as zeds could not reach player when standing on certain objects.

-FIXES TO COME:

- Need to make sure that grass near the drainage table (close to the furnace) is not collidable
- Make sure the office hold is not too easy
- Make it so that the zeds don't get caught near the ramp on the top level of the main room
- Add flickering lights to areas in the maintenance sector (You'll notice a big dark patch)
- Will make it so that the trader at the far end of the bridge is actually functional.
- Will fix shadows on some of the foliage
- More detail will be added to the maintenance sector at the top of the map

Hey, here is a map I've been working on for a while now, it still requires a little work, but I'd like to havie it tested so that everyone can give me a list of the things they believe need to be fixed. Just before the uppdate that is coming out, I will submit for White Listing. Please let me know what you find, no matter how small the problem is.













You can contact me via email at: dolphinbuffman@hotmail.com

I will reply and thanks in advance to all those who do test the map.
 
Last edited:

PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Nice!

First map I assume?

You might wanna disable shadow casting on some of that foliage. (You do this by opening Properties > Display > bShadowCast = False) Also, pump up the light map detail and texture detail a litte.

Keep it up!
 

Dolphin Buff Man

FNG / Fresh Meat
Dec 18, 2010
396
95
0
30
Victoria, Australia
Yeah first map for Killing FLoor, but have done numerous for Unreal Tournament GOTY. For UT though, the detail expected was a lot less, you could get away with just making the rooms, and not putting desks and bushes, etc into them.

I'll add the suggestions you've made to future fixes in around an hour.

Thanks for the feedback so far guys! This is why the Killing Floor community is still thriving well after release :D

Also, pump up the light map detail and texture detail a litte.

How do I do that? I haven't got a great knowledge on how to do little graphics tweeks, so if you could just send a little direction, I will get that going as well. Cheers!
 
Last edited:

RoBoT

FNG / Fresh Meat
Mar 21, 2009
1,155
156
0
34
Syria
How do I do that? I haven't got a great knowledge on how to do little graphics tweeks, so if you could just send a little direction, I will get that going as well. Cheers!

you could make walls/floors looks nicer by using different colors of lighting or using geometry to make edges or holes on walls, and for light map:

1) right click on wall/floor you want > surface properties
2) pan/rot/scale tab > light map: 32 (make it 16 or 8)

it gives the surface sharper and nice lighting but beware.. the more you do that to surfaces the more size of the map will increase so you probably should do that on specific surfaces you want focusing on lighting.