KF-Aftermath  (Read 6685 times)

Vanico

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KF-Aftermath
« on: May 24, 2013, 16:49 »

Germany, 2049. Nuclear fallout and devastating blizzards are ubiquitous. Delta Squad was sent here to inspect this heavily ravaged city. We've lost contact 1 week ago. You must find out what happened.

Info:
- Large, snowy map
- Open, few camper spots, no doors
- Custom music
- Easteregg

Thanks to Hicks for testing.

Download: http://www.mediafire.com/download/c18xa41a4nq1wr1/KF-Aftermath.rar

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Since I did most testing, please tell me if you find any bugs. Would be cool, if we could add it to the server!

Song:
Dream Theater - Stream of Consciousness
« Last Edit: May 27, 2013, 01:24 by Vanico »

Hicks

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Re: KF-Aftermath
« Reply #1 on: May 24, 2013, 20:20 »
I didn't tested it yet, but I will. Even if you think version is final, there can be a few bugs anyway :P

Vanico

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Re: KF-Aftermath
« Reply #2 on: May 24, 2013, 21:44 »
Of course. I didn't say it's final, I was just a bit impatient and wanted to do public testing. :)

[MiA]Raj

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Re: KF-Aftermath
« Reply #3 on: May 24, 2013, 23:17 »
Looks good, but too large IMO. I'll upload it for testing.

Vanico

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Re: KF-Aftermath
« Reply #4 on: May 25, 2013, 14:22 »
I've already played a couple of games on it and I gotta say:
It's really not too big for KF, I got killed pretty fast...

Hicks

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Re: KF-Aftermath
« Reply #5 on: May 26, 2013, 19:44 »
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

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Re: KF-Aftermath
« Reply #6 on: May 26, 2013, 23:47 »
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

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Re: KF-Aftermath
« Reply #7 on: May 27, 2013, 01:24 »
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

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Re: KF-Aftermath
« Reply #8 on: May 27, 2013, 01:25 »
Here a full match on aftermath, played this evening:

« Last Edit: May 27, 2013, 04:13 by Dargas »

O'Neal

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Re: KF-Aftermath
« Reply #9 on: May 27, 2013, 19:19 »
man I LOVE games/maps with snow and/or fog.
P.S hope I get new laptop "soon"  ::)

Hicks

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Re: KF-Aftermath
« Reply #10 on: May 27, 2013, 20:19 »
Cool video, Dargas. Next time I should record some video too.