Kreative Korner > Maps & Mapping

Graveheart revised

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Snipe34:
http://www.mediafire.com/file/ntlwzazytym/KF-GraveHeart-R5.zip

Latest: general fixes, blockers added around glitching areas.  Moved outer blockers out even farther.  Opened 2nd tomb and added some trick doors, and doors by trader open to make a trick/trap area.  The tunnel to trader widened even more.   I'll take out the 'trick' doors if ppl think they suck.

Edit- latest changes V4, XD:  Probs with zombie tomb spawn and spawns on that side of the map - Idk why so I replaced the tomb zombiespawn.
On the other side of the map where I placed forced paths before, I noticed the mapper had placed 1 blocker not a zombiezone (only blocks players) so the forced paths I placed before were useless anyway.  I changed blocker to zombiezone.  Checked all zombiezones are not blockers.

Placed about 6 more zombie spawns all around the map.

Moved zombiezones back slightly, but that map always had thin air barriers anyway.  I think it would look better if zombies came from higher ground, so no need for thin air barriers, but I can only fix the map.  It's not my map to change.

Moved paths slightly from trader tomb entrance, so the doors don't open across the paths and confuse the zombies.
-------------------------------
Olde: Entry to tomb that leads to Trader made wider. I added a weld door to area near Trader.  Outside on the rock glitch there were blockers but in the wrong place.  I moved them over the rocks.  Stone pillars outside tomb to Trader, converted to static mesh, so tiny frame rate improvement.  Deleted 1 water static mesh, so tiny frame rate improvement there too.  A path from a zombie spawn fixed that wasn't linked.
Like KF-School, the problem with this map is its outrageous size.  It was over 60meg, and now it's 20 meg.  I made no changes to this map except compressing the textures and the compression method causes no reduction in texture quality whatsoever.
fyi, the person who made the map was on the old KF team and last I heard is associated with TWI

[MiA]afx0r:
nice, i'll upload the map in filefront later

[MiA]Raj:
Maybe you could fix the exploitable positions too?
Cliff where zeds can't reach and also the tunnel to shop is too small at the stairs part.

thanks.

Snipe34:

--- Quote from: [MiA]Raj on March 08, 2010, 18:37 ---Maybe you could fix the exploitable positions too?
Cliff where zeds can't reach and also the tunnel to shop is too small at the stairs part.

thanks.

--- End quote ---

Well ok, but it will make it a very hard map.

[MiA]Raj:
Don't think so. Usually FPs have trouble to actually get in the tunnel.

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