KF-Trapper  (Read 7641 times)

Hicks

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KF-Trapper
« on: May 30, 2011, 19:50 »
Well, here is another map ;)
I was bored and i deside to make a something quick. Screens tell for themselves - forest with house in middle. Map is medium size, but darkness and grass almost everywhere make real problem with stalkers and crawlers >:D
Played it solo. Well... defending house was easy up to 5 wave, but on 6 i died :D



http://www.megaupload.com/?d=Q8CFAU3G
« Last Edit: September 10, 2011, 12:27 by Hicks »

N3Cr0

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Re: KF-Trapper
« Reply #1 on: May 30, 2011, 20:52 »
Tried it.
Nice for a small map made in short time. At the beginning I had to get used to the dark red ambient but then It made fun...till my game has crashed xD omfg I have bad bugs on all operating systems xD
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

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Re: KF-Trapper
« Reply #2 on: May 30, 2011, 22:09 »
Real feeling of forest, and all the grass helps that feeling.   Zombies coming thru the woods, and the hills in the background, so yeah realistic, almost like I've been there.

You make excellent little maps, well done again!




[MiA]Raj

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Re: KF-Trapper
« Reply #3 on: May 31, 2011, 08:08 »
Nice atmospheric map.  ;)
Keep it up.

Snipe, can you upload it? Just ask if you need help or anything.

Hicks

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Re: KF-Trapper
« Reply #4 on: May 31, 2011, 08:36 »
Thanks guys ;)

Hicks

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Re: KF-Trapper
« Reply #5 on: June 01, 2011, 17:08 »
Ah hell :( Played KF-Trapper with 3 players few mins ago and we discovered one big bug. Don't know what problem is: zombies spawn is too slow and irregular. But in solo all works fine. Maybe i should move spawn points under ground... anyway, i'll fix it :-[

Snipe34

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Re: KF-Trapper
« Reply #6 on: June 01, 2011, 20:18 »
For the zombie spawn in open areas I tried antiportals with varying results.  The revision of HappyHour, not too good because when the patty spawns he's sometimes in the middle of the antiportal with freakish results for players watching xd.

Safest to place big stones with antiportals in the middle of them and the zombies spawn behind.  Make sure the antiportal thickness is greater than 16 units





[MiA]Slim_Cognito

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Re: KF-Trapper
« Reply #7 on: June 01, 2011, 20:30 »
For the zombie spawn in open areas I tried antiportals with varying results.  The revision of HappyHour, not too good because when the patty spawns he's sometimes in the middle of the antiportal with freakish results for players watching xd.

Safest to place big stones with antiportals in the middle of them and the zombies spawn behind.  Make sure the antiportal thickness is greater than 16 units

good freaky or bad freaky results?  :P

N3Cr0

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Re: KF-Trapper
« Reply #8 on: June 01, 2011, 21:50 »
Hicks has fixed his map now [sorry, forgot the link]
We were 3 ppl on my server and it was great - more difficulty and dynamic gameplay :D
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Hicks

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Re: KF-Trapper
« Reply #9 on: June 01, 2011, 22:07 »
For the zombie spawn in open areas I tried antiportals with varying results.
Thanks for tip. I have same idea, but here i used walls - put them inside bushes at spawn points :D

And yep, map is fixed, thanks N3Cr0 and Sgt.Masterson for help with testing ;)

http://www.gamefront.com/files/20391577/KF-Trapper-fix.zip

Snipe34

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Re: KF-Trapper
« Reply #10 on: June 02, 2011, 01:22 »
whatever works  ;D

New version uploaded to server

rp88

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Re: KF-Trapper
« Reply #11 on: September 10, 2011, 10:19 »
link is dead dead eadd