KF-Small Forest  (Read 11030 times)

NinJa42s

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KF-Small Forest
« on: December 20, 2010, 17:23 »
Hey Guys  ;)
Heres my new Map
Its only 5MB, but its great ;D

Link Below:
http://www.mediafire.com/?cra15jg56ggm3lg

PLS Add this to the server!!!!!

Snipe34

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Re: KF-Small Forest
« Reply #1 on: December 20, 2010, 22:08 »
New Link for KF-Small Forest http://www.mediafire.com/?5a9yl3aonuu1f3i

Nice looking map and your first map, to my knowledge.  Not bad work so I did some fixing for you and I hope that's ok with you.  If not, I'll remove this download link.

*Visually the map is pretty much unchanged.*

Here are problems I fixed:

1/ Zombies didn't spawn.  Reason: you changed the settings of the zombie volumes - always leave them at default settings.
2/ Zombie spawns were visible to players so even if zombies spawned, it would only be occasionally.  Multi-player and single are very different.  If any player can see a zombie volume, 99% chance no zombies will spawn from that volume.  Static meshes do not really block visibility, well, the UT engine doesn't think so.  BSP will block, so the major group of spawns inside the static mesh building would not have worked in multi with a lot of players in the map.
3/ Pathing was quite poor.  To view paths right click above editor 3d window and click view > show paths.  You needed to path all around those trees and behind them.  Also various other areas were not pathed, which I fixed.
4/ Besides the tree house with xbow unpathed, the door isn't wide enough for large zombies.  Place the fleshpound in your map to check your door widths.  To fix the narrow door problem I placed 'forced path' from navigation so large zombies can get into the tree house.
5/ There were a few obvious glitch points so I changed parts of the map slightly to fix those.
6/ The trader area was very small, I moved the trader/her table to the rear of the shed.

To get around the problem of visible zombie volumes - rather than altering your map's look, I placed spawn points beneath the map, then teleports for the zombies.

But also generally there's problems with zombies falling through 'terrain,' so now in my own maps with terrain, I place paths and teleports for the zombies to get back to the surface.

Download the V2 and check it out.  PM me or reply here if you want any help.
« Last Edit: December 20, 2010, 22:13 by Snipe34 »

N3Cr0

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Re: KF-Small Forest
« Reply #2 on: December 20, 2010, 22:48 »
Well, I'm sorry to say it's still too incomplete. E.g. I can go in the house with the weld shut door - I just had to walk around the door - straight through the stone wall.

I wish you success in fixing all that issues.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

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Re: KF-Small Forest
« Reply #3 on: December 21, 2010, 00:09 »
k, thanks.  That's for the mapper...

poompoom500

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Re: KF-Small Forest
« Reply #4 on: December 23, 2010, 03:07 »
 ??? To Ninja42s,

Okay. I tried your map, revised by Snipe34. Not bad. One thing I noticed is that you have a terrain wall sticking out in the middle. Did you do that on purpose? Plus I love the tree house. We get a bonus from cave with chainsaw!?!

BTW (by the way), did you know you can upload your map file to http://www.moddb.com/addons (that's ModDB under Addons) and http://unrealtournament2004.filefront.com/files/Unreal_Tournament_2004/Maps/Killing_Floor;10913 (that's Filefront.unreal under UT2004 Killing Floor)?!? But you have do place your map file in a folder with a read me text with an installation instruction of your map, and your map file. And it has to be compresses (zipped).
« Last Edit: December 23, 2010, 14:48 by poompoom500 »

Snipe34

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Re: KF-Small Forest
« Reply #5 on: December 24, 2010, 23:35 »
This map has a similar in style to a previous mapper, but with a different name, also demanding his map be placed on the server.

But in this map he made some improvements to his style.

 :)