KF-BlockedPath  (Read 11540 times)

Vanico

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KF-BlockedPath
« on: November 07, 2011, 12:56 »


The streets are blocked, the alleys are filled with the undead. Grab some guns and do some street cleaning....

Download: http://www.mediafire.com/?amwxbse11a4hc1b

Info:
- Medium sized
- Many spawns
- Custom song

Thanks for beta-testing N3cr0 !


If you find any bugs or glitches, please tell me! :)

[MiA]Raj

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Re: KF-BlockedPath
« Reply #1 on: November 07, 2011, 18:13 »
More realistic setting than most of your maps, I think. Good one.

DarkVolva

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Re: KF-BlockedPath
« Reply #2 on: November 08, 2011, 18:40 »
Ooh, I like this one ;)

Definitely a more detailed/matured map compared to your older ones, I expect to see more like this in the future :D

Hicks

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Re: KF-BlockedPath
« Reply #3 on: November 10, 2011, 07:59 »
Not bad look, finally more complex map than usual.
Well, tried it and get stuck in nearest bug :D

Vanico

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Re: KF-BlockedPath
« Reply #4 on: November 10, 2011, 13:35 »
What bug?

Let me guess: You stood in front of the trader door van?

That's not a bug, that's a punishment for being stupid :O

Hicks

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Re: KF-BlockedPath
« Reply #5 on: November 10, 2011, 20:04 »
Here.

And i'm only started with bugs checking  :D In such places always use blocking volumes and disable most collision for static meshes (only BlockZeroextentTraces and CollideActors should be enabled). By disabling these types of collision you also optimizing level.

Snipe34

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Re: KF-BlockedPath
« Reply #6 on: November 12, 2011, 03:51 »
Definite improvement, nice!

I thought the map would be a little easy because of the large area, but it's an intense and tough map and fun to play.

Nice work!

I've also been made aware by Hicks about collision factors that I hadn't really thought of, all helpful even if only giving the cpu a few more milliseconds.  Not much, but it's that kind of difference that makes you pause to fire the law when a siren's screaming.