[WIP]KF-Hotel

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flo0tz

FNG / Fresh Meat
May 21, 2009
11
1
0
Hello all. I'd like to introduce myself.
I've been a ut2004 player since the game came out and used to love dabbling in the level editor. I consider my skills quite limited - while I find my way around unrealED relatively well I can't model and I'm not that great at creating custom textures so whatever I create is largely (if not entirely) made up of stock content. I never released anything for ut2004 (was more of a competative player than a creator) but I hope to get this finished and release something.

Anyway, with this map, KF-Hotel I'm trying to create a very immersive and moody level with lots of exploration opportunities. My plan is to impelement three primary floors for the hotel.

Convention rooms (Top level): Currently working on this level. It'll have wide open avenues and spacious ball/dining rooms. The drawback will be multiple (and some unweldable) entrances to these rooms.

hotel001.jpg


hotel002.jpg


Guest rooms (Mid level): This level contains the hotel rooms. It's pretty much finished, just waiting for minor details. It contains a few cramped hotel rooms and narrower (but nice and long) hallways. This floor is more about confined spaces and bottlenecking the zombies.

my.php


hotel005.jpg


hotel006.jpg


hotel007.jpg


Lobby and misc. rooms (Lower level): This will be the ground floor, linking to the street (where I assume hordes of zombies will approach from). I intend to make it a mix of the other floors, with open rooms (lobby) and more confining sections (kitchen, walk-in freezer, etc). No work has been done with this floor as of yet.

hotel004.jpg


hotel003.jpg


Connecting floors (in between primary floors): Two "fake" floors have been added in to give a sense of scale to the map. They're largely blocked up, containing a few rooms with supplies and a few "hole-up" areas. These sections are complete, awaiting final touches.

Suffering from a lack of inspiration at the moment. Map ETA: when it's done (sigh).

***Screenshots are coming up in a few minutes, for any insta-posters that may lurk here***
 
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PiX

FNG / Fresh Meat
Mar 20, 2009
306
69
0
Sweden
Very very nice looking screens. Everything looks as though they're right in place where they should be. Great texturing and choice of meshes and, just about everything!

I wonder how it plays?
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
Looks very good! I don't care if it's only stock content as long as it isn't just thrown in there and looks tacked on. This is definately not the case here.
Very moody and has it's own style, regardless of the reused assets.

If I were you I would get rid of the scaled down pipe on the ceiling in that one shot and replace it with a pipe of your own, a few cables painted on a sheet or cubic ventilation shafts. It looks a little out of place, in my opinion.

It may not be perfect to your eyes, as you are constantly up close with it in UnrealEd, but rest assured that players who play this will find this to be very good looking! If the gameplay is right this can become a great map.

I'm looking forward to an opportunity to download it!
 

Matt

FNG / Fresh Meat
Mar 20, 2009
41
0
0
Fantastic, finally a map I can't wait to try out :)

Good luck with it. You seem to have done all the hard work like keeping an appropriate scale, looks awesome too ;)
 
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Macavelli

FNG / Fresh Meat
May 15, 2009
42
0
0
Love the high ceilings. Keeps with the mood and time of the building. Well done mate.
 

Ron

FNG / Fresh Meat
Feb 9, 2006
910
0
0
Looks great man i like the fact you actually try and make it look presentable and shock horror actually decent looking:rolleyes:.
 

gH0sTy

FNG / Fresh Meat
May 15, 2009
78
2
0
www.affenkaefig.com
OMG awesome screenshots!!
If you've build this map from scratch, you shouldn't consider your skills as limited tbh.
Seriously, hurry up and get this map finished, I want to play it ASAP :D
 
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