KF-ResidentEvilRevised - For Raj!  (Read 16026 times)

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
KF-ResidentEvilRevised - For Raj!
« on: May 20, 2011, 19:11 »
 >:( To Miasma gamers,

I have started a map that I hope will be a change from the usual maps. I called it KF-ResidentEvilExtinction. Based loosely on the movie, it has a cabin, an elevator, and hallways into several areas for zombie spawns!

The cabin in the middle of the desert.


Inside the cabin with the trap door in the middle, with fake table and chair.


Elevator that leads to underground compound.


Underground halls by elevator.
« Last Edit: May 28, 2011, 23:22 by poompoom500 »

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF-ResidentEvilExtinction...
« Reply #1 on: May 20, 2011, 20:16 »
Nice^^
Will you start down there like the Alice clone and later come to the surface or take the other way?
And what about the fenced area with all the zombies?
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: KF-ResidentEvilExtinction...
« Reply #2 on: May 20, 2011, 21:38 »
 :( To Necro,

Quote
Will you start down there like the Alice clone and later come to the surface or take the other way?
I have the playerstart at the front of the cabin. You go from the top and work your way to the underground compound!

Quote
And what about the fenced area with all the zombies?
I said earlier that this is a loose replica of RE Extinction. I made a map similar to the movie but it was for Ravenshield, Unreal Editor 2.


This map is a loose version of the Ravenshield one. Besides, Raj doesn't like huge maps!

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF-ResidentEvilExtinction...
« Reply #3 on: May 21, 2011, 02:30 »
nNice, exactly what I thought about

have success ;)
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF-ResidentEvilExtinction...
« Reply #4 on: May 21, 2011, 10:05 »
Looks interesting ;)

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: KF-ResidentEvilExtinction...
« Reply #5 on: May 21, 2011, 13:22 »
 >:( Continuation,

Another update of the map. Added another area where Alice talked to the White Queen AI. It is a crappy version of RE Extinction. Plus KF doesn't really have local static meshes and textures that I can use for the RE Extinction location.

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: KF-ResidentEvilExtinction...
« Reply #6 on: May 23, 2011, 21:54 »
 >:( Continuation,

As Mr. Burns would say, "Excellent"! I have finished the map and uploaded it to my storage site. The link is http://www.mediafire.com/?po5duoqvgrkmagr. I hope you like it (and Raj, maybe you can put it in the server?!?)

Vasdamas

  • Junior Member
  • *
  • Posts: 29
  • Country: ru
  • And cities will fall to dust...
Re: KF-ResidentEvilExtinction Released!
« Reply #7 on: May 25, 2011, 12:39 »
Nice one Poompoom!

I download it now and will tell my opinion as soon as test it =P
"Мой разум - основа моего поведения , а мое сердце – мой закон.Мне столь же мало нужен Бог, как я - ему"

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF-ResidentEvilExtinction Released!
« Reply #8 on: May 25, 2011, 13:51 »
I can't run this map.
HTe Log says: "Can't find file for package 'KFnewSounds'"
Could you please upload this file in your package again?
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: KF-ResidentEvilExtinction Released!
« Reply #9 on: May 25, 2011, 15:16 »
 :-[ To Necro,

Here's the link for the new sounds - http://www.mediafire.com/?xfeztteavzigta9.

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF-ResidentEvilExtinction Released!
« Reply #10 on: May 25, 2011, 16:04 »
Thanks, I'll try it later^^
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF-ResidentEvilExtinction Released!
« Reply #11 on: May 25, 2011, 16:34 »
Ah I thought the outside area is finished (copied from Ravenshield), but I'm sure you will make it better (with a terrain outside the fence)
Well, I had a bug on my first try: after I throw a nade behind the door on the end of the corridor and it got closed:
a zombie has opened it from the other side, then It got closed again -  and then I could not open it again.
But I think this will not happen too often again.
Also I wanna ask you if it's with intent that zombies begin to burn when I knife them on a spot near the end of the corridor?

All In all I would say, It's gonna be lots of work to finish this map, but it definitely has potential
keep it up!
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: KF-ResidentEvilExtinction Released!
« Reply #12 on: May 25, 2011, 17:12 »
 :-[ To Necro,

Quote
Ah I thought the outside area is finished (copied from Ravenshield), but I'm sure you will make it better (with a terrain outside the fence)
I made it that way or the express reason that Raj doesn't like large maps. That picture that I showed you was strictly for Ravenshield. Ravenshield has static meshes and textures that Unreal Tournament 2004 doesn't! Putting a fence around the cabin makes it more enclosed. I built it a lot smaller than the Ravenshield one on purpose.

Quote
Well, I had a bug on my first try: after I throw a nade behind the door on the end of the corridor and it got closed: a zombie has opened it from the other side, then It got closed again -  and then I could not open it again.
That is why I placed switches beside the door. Press enter to open the door. Soon after you reach the door of the end room, you'll see a switch on the left side. Just press that to open the door. And as you go in, there is another switch on your left. Use that to open it from the inside.


Quote
Also I wanna ask you if it's with intent that zombies begin to burn when I knife them on a spot near the end of the corridor?
The answer is NO. I don't know why it happened. A glitch?


« Last Edit: May 25, 2011, 17:14 by poompoom500 »

poompoom500

  • 1337
  • *
  • Posts: 708
  • Country: us
  • For my one and only Dottie.
    • poompoom500
    • poompoom500
Re: KF-ResidentEvilExtinction Released!
« Reply #13 on: May 28, 2011, 23:21 »
 >:( To MiARaj,

Okay. Revised the map. Darkened the sunlight. Then placed a SM as skybox. The revised map download is - http://www.mediafire.com/?n4u2en0arw04op1.