Kreative Korner > Maps & Mapping

KF-Aftermath

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Hicks:
Finally I tested it. Well, i didn't noticed any serious bugs. Needs to be said about this place:
http://i.imgur.com/BwIxzbj.jpg
Zeds often jumping down while walking up here. But they can get you from back, so it's generally ok. Overall, map looking good, I'm impressed. You get to the new level in mapping, I must say. Map is pretty big, there is can be options for some axing and more solutions for retreat. I liked idea and especially big buildings and other stuff. I really like maps with big stuff, for example Factory level from Painkiller. I was thinking about map for KF like this factory, but now I have some break from mapping, so maybe you, Vanico, make it :D
Here is some inspiring stuff for you: http://www.youtube.com/watch?v=uvSyUOs-hCY

Vanico:
The bug you told me about with the clot being stuck - there are absolutely no paths in that area, I have no idea how that could happen. Maybe someone walked close to the wall and the clot's AI caused him to follow him manually. I think this was an extremely rare bug and I won't turn the spawning area inside out just to prevent something like this. :p

I could add some more early fp spawners though.

Vanico:
Since testing is over, final patch here:
http://www.mediafire.com/download/c18xa41a4nq1wr1/KF-Aftermath.rar


Changes:
- More waypoints and jump points to enhance pathing
- Early fleshpound triggers can be activated several times, 10 minutes delay
- Patriarch is supported by FPs, Sirens and Crawlers now
- Added 1 extra weapon spawn
- Added requested chainsaw. It can be found in the safe

Dargas:
Here a full match on aftermath, played this evening:

O'Neal:
man I LOVE games/maps with snow and/or fog.
P.S hope I get new laptop "soon"  ::)

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