Kreative Korner > Maps & Mapping

KF-Disco

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N3Cr0:
I'm proudly releasing my first map.^^




As the name says it's a disco, what it doesn't say: It's a real hardcore map.
Let's see if you survive till the final wave :P

Special thanks to Vanico for advice and testing.

Outdated version:
KF-Disco


New version:
http://www.mediafire.com/?7gcf8odn1di2720

Snipe34:
Nice first map concept, and the music starts when the zombies come :)

Great little meshes, and you used the BSP grid, woohoo!

But sadly there's a size problem.  That's confusing the AI - they wander around, unsure.  If I was upstairs the downstairs zs were confused and visa-versa.  Even when I was behind the entry desk, which was pathed with a pickup, the zs were still confused.

Stock size measurement should be FP or Boss, not KFHumanPawn.  Latter is useful for scale of objects and rooms, but FP or Boss should be able to fit down the stairs, etc.

 Notice the UT default step widths are 256, and the cube default is 256, for a reason.   I would suggest minimum width and heights, 192.   (step 8: http://themiasma.com/index.php/topic,111.0.html )

You need to think on a larger scale.

If you're interested in a re-work and not too pissed, convert those spirals stairs to static meshes.  And all other static meshes can be copied to a map with larger sizes so the AI is not wandering around confused.

But nice first map!


N3Cr0:
Thanks, Snipe.

Well, I already noticed the issue with the stairs, but I thought resizing will cause some issues or will be very ardous. (Also the whole dance floor is a little bit too small.)
My solution was to add 2 spawns on the upper floor. Also I thought it's an acceptable option when FPs appear.

Snipe34:

--- Quote from: N3Cr0 on December 19, 2011, 06:38 ---Thanks, Snipe.

Well, I already noticed the issue with the stairs, but I thought resizing will cause some issues or will be very ardous. (Also the whole dance floor is a little bit too small.)
My solution was to add 2 spawns on the upper floor. Also I thought it's an acceptable option when FPs appear.

--- End quote ---

I'm not sure you understand what I'm saying.  Zombies must be able to move freely.  In your map they cannot.

N3Cr0:
Sure, but I didn't like to rebuild the whole level one more time. Also I feared it could be more complex to do so, for example I experienced the architecture will not snap to the grid anymore.

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