Miasma Community

Kreative Korner => Maps & Mapping => Topic started by: Hicks on June 20, 2011, 19:01

Title: KF-ArtGallery
Post by: Hicks on June 20, 2011, 19:01
Next map is coming, work in progress. At the moment i finished outside - small street. Next is art gallery (2 floors is playable), shop, etc... but i can't decide: should i make a basement or something like this?

(http://img96.imageshack.us/img96/3892/kfartgallerywip.th.jpg) (http://imageshack.us/photo/my-images/96/kfartgallerywip.jpg/)

EDIT:

Map is finished.

(http://img580.imageshack.us/img580/1199/shot01023.th.jpg) (http://imageshack.us/photo/my-images/580/shot01023.jpg/)(http://img84.imageshack.us/img84/2349/shot01024.th.jpg) (http://imageshack.us/photo/my-images/84/shot01024.jpg/)(http://img692.imageshack.us/img692/3749/shot01025.th.jpg) (http://imageshack.us/photo/my-images/692/shot01025.jpg/)

http://www.megaupload.com/?d=AL28I3FL
Title: Re: [WIP]KF-ArtGallery
Post by: Vanico on June 20, 2011, 20:21
Yaaay, first information...
Well, a basement would be cool. Maybe some kind of storage where old pictures and sculptures are resting?
That would be pretty good, I guess.
The progress is great!

One question:
Do you make the buildings on the street all by yourself ( with brush ) or are they copied...?
Title: Re: [WIP]KF-ArtGallery
Post by: N3Cr0 on June 20, 2011, 20:32
The outside reminds me to KF-City-Wide
However, I agree with Vanico's Opinion: a basement would be really cool - maybe with a dark secret inside ;)
Title: Re: [WIP]KF-ArtGallery
Post by: Hicks on June 20, 2011, 21:00
QuoteDo you make the buildings on the street all by yourself ( with brush ) or are they copied...?
There's only 2 bsp buidings. Others is just default KF static meshes.
QuoteThe outside reminds me to KF-City-Wide
Maybe, because in CityWide and here used default KF meshes... but my map is different of course. At least it's better optimized ;D
Quotea basement would be really cool - maybe with a dark secret inside
Haha, yeah... something like poison gas :D
Title: Re: [WIP]KF-ArtGallery
Post by: poompoom500 on June 21, 2011, 09:51
 :-[ To Hicks,

How about up the roof? And maybe a ledge? Make a mover chopper that you can jump in and out of? Have it so that it is real close to the building...

Or you can have the heli up top and have a rope hang from it to the player below so he can climb up and down it?
(http://i1014.photobucket.com/albums/af261/poompoom500/roofnchoppaforkfhicks.jpg)
Title: Re: [WIP]KF-ArtGallery
Post by: Hicks on June 21, 2011, 11:23
Interesting idea, but... i prefer a hard map style, you know. More available space for players means less difficulty. And about ropes or chopper, this is possible bugs. I'm not sure about zeds, they might encounter problems with getting to players.
Title: Re: [WIP]KF-ArtGallery
Post by: poompoom500 on June 21, 2011, 11:55
 :-[ To Hicks,

The roof is a hard place. No escape when you get to the ledge.

Another idea is the earthquake effect. Fissure in the street! And garbage trucks stuck in it. Nowhere to run.
(http://i1014.photobucket.com/albums/af261/poompoom500/roofnfissurehicks.jpg)
Title: Re: [WIP]KF-ArtGallery
Post by: [MiA]Zaid on June 21, 2011, 11:59
All your map is nice, why not this ?  8)
Title: Re: [WIP]KF-ArtGallery
Post by: Hicks on June 21, 2011, 12:38
lol
Just answer: do you guys want a basement or not? :-\
I think put there some deadly zones (as i said, this can be poison gas) and maybe "big red button" somewhere in a secret place. Press the button and this kill everyone on the surface :D Wait... this will be like cheating, so no any buttons XD
But you can find some secret places and rewarded.
Title: Re: [WIP]KF-ArtGallery
Post by: [MiA]Zaid on June 21, 2011, 13:28
nice  :o  ;D
Title: Re: [WIP]KF-ArtGallery
Post by: Vanico on June 21, 2011, 13:41
Is it possible to make a Zone which changes every game randomly?
So you can do a corridor with 3 doors. 2 Doors got traps inside and one door has got a reward (like a law or boomstick).
And the doors change every match. Is this possible.?
Title: Re: [WIP]KF-ArtGallery
Post by: Snipe34 on June 21, 2011, 15:03
Basement - players quickly find ideal strategic defence places, so unless the basement offers an advantage it may not be used.  So maybe a street basement entrance, then inside the house its entrance/exit leads up past where zombies would come into the house from above front door, then down into the basement.  Meaning if some players choose the basement as defence they don't get cut off from behind... until maybe later.  If players above die then zombies come down inside the house to basement...
 
I notice that players quickly find secret places.  They (like money rooms) are probably good near zombie spawns - so zombies walk thru them and shift campers.  Or a spawn somewhere above money rooms so zombies jump down into them muha.

@vanico.  I used that idea in Horztal, the 3 doors by the coffins go to 6 passageways.   The tunnels switch randomly so the player only has access to 3 possible passage way each turn.  But big problem then is pathing for zombies.  I made sure no zombies can enter the 3 doors and 6 passageways area.
I'm saying pathnodes are not sophisticated enough to switch on, switch off.  So when a wall closed off a passageway but is pathed, zombies would probably stand at the wall trying to get thru anyway.  But I'm not sure. I didn't try it with zombies.  Maybe zombies would only follow a path with a player at the end of it...
You're welcome to copy/paste the 3 door, 6 passages thing into your map and experiment.





Title: Re: [WIP]KF-ArtGallery
Post by: Hicks on June 22, 2011, 13:18
QuoteBasement - players quickly find ideal strategic defence places, so unless the basement offers an advantage it may not be used.
I agree. So there's no any basement. Gallery have enough space for defencive maneuvers ;D
Well, map is pretty hard. I made a quick spawn (we need MOAAR ZEDS, muha) and here's no weldable doors in map. Zeds coming from both road directions. Not all windows allow shot thru them, so be careful with law.

(http://img580.imageshack.us/img580/1199/shot01023.th.jpg) (http://imageshack.us/photo/my-images/580/shot01023.jpg/)(http://img84.imageshack.us/img84/2349/shot01024.th.jpg) (http://imageshack.us/photo/my-images/84/shot01024.jpg/)(http://img692.imageshack.us/img692/3749/shot01025.th.jpg) (http://imageshack.us/photo/my-images/692/shot01025.jpg/)

http://www.gamefront.com/files/20468884/KF-ArtGallery.zip
Title: Re: KF-ArtGallery
Post by: [MiA]Raj on June 22, 2011, 20:40
Pretty cool.

Might upload later. Would upload right away, but it takes like 1 minute to upload 1 MB for me. Maybe Snipe will up it.
Title: Re: KF-ArtGallery
Post by: Snipe34 on June 22, 2011, 22:43
uploaded ^^
Title: Re: KF-ArtGallery
Post by: [MiA]Raj on June 23, 2011, 01:28
Thx Snipe.

Played it today - fun small map. ;)
Title: Re: KF-ArtGallery
Post by: Snipe34 on June 23, 2011, 01:30
Yep but patty got us - I made some stupid move and got in his way damn damn.

Paintings needed messing up a little - but I know how hard it is to mess up a nice texture or picture =p

Title: Re: KF-ArtGallery
Post by: Hicks on June 23, 2011, 09:06
Nice ;D
QuotePaintings needed messing up a little - but I know how hard it is to mess up a nice texture or picture =p
Yeah, that is a problem :D Maybe later. Reupload map just for little cosmetic fix? That's not my way. I'll mess up pics if add something... dunno, maybe another building if it necesary.
Title: Re: KF-ArtGallery
Post by: N3Cr0 on June 23, 2011, 15:33
Yea, I tried it - nice for a small map.
I hope you will extend this map, it has a great potential ;)

The only issue I experienced when I played it alone was when they finally got me on the upper floor - from both sides because you can only run around one obstacle.
What I wanna say is, it would be great to add more ways or rooms.

...but I will see how it works with more players - Maybe we can hold the stairs easily, idk
Title: Re: KF-ArtGallery
Post by: Vanico on June 23, 2011, 17:59
Yeah.
It's a great map, but it's a bit too small.
A third level (which has smaller corridors) would be perfect.
And add more weapon spawns outside. ;)
Title: Re: KF-ArtGallery
Post by: N3Cr0 on June 23, 2011, 18:41
...and a roof - last chance to flee when you are desperate ;)
Title: Re: KF-ArtGallery
Post by: Hicks on June 27, 2011, 16:17
Here's update. Pics, door and hunti spawn fixed. Door at 2nd floor now leads to 3rd floor and if players want get there, they should find trigger to open it. Actually trigger was in first map release, but no one attempt to find it and just blow up the door... >:(
Need to say few words about it. I don't get how make this damn door invulnerable to explosives, so i made it very strong. Yea, eventually you can break it, but you will need tons of explosives :D Dunno, at least 40-50 grenades, maybe even more. But! If door is broken, no one can open it again, muha.

http://www.gamefront.com/files/20488253/KF-ArtGalleryV2.zip
Title: Re: KF-ArtGallery
Post by: Vanico on June 27, 2011, 16:30
UPDAAAATE! *dance*
Thanks Hicks!
Title: Re: KF-ArtGallery
Post by: N3Cr0 on June 27, 2011, 19:13
Good idea to keep the 3rd floor as the fun part.
Unfortunately I also didn't find the trigger -.-
I'll try out your new version^^
... could you give us a little hint how to find it?
Title: Re: KF-ArtGallery
Post by: N3Cr0 on June 27, 2011, 19:49
Ok, finally found it^^
One Hint (please don't slap me): A former comrade from school had a logo - It was made of the words destroy capitalism - That's the message!
Title: Re: KF-ArtGallery
Post by: Hicks on June 27, 2011, 20:01
I hope you found it not in editor? :D
Title: Re: KF-ArtGallery
Post by: Vanico on June 27, 2011, 20:04
Oh god, found it using the editor.
Come on, that's really a hard one to find ^^
Title: Re: KF-ArtGallery
Post by: Hicks on July 01, 2011, 15:34
Here is final update. Fixed glitch with rubbish container, the door now just a regular unweldable door... :D No damn triggers and no hunti, muha. I didn't find another bugs so i think this is last map update.

http://www.gamefront.com/files/20502362/KF-ArtGallery-Final.zip
Title: Re: KF-ArtGallery
Post by: N3Cr0 on July 01, 2011, 16:01
Ah damn, I liked the trigger ;)
Title: Re: KF-ArtGallery
Post by: [MiA]Raj on July 01, 2011, 16:02
yay, uploaded
Title: Re: KF-ArtGallery
Post by: rp88 on September 10, 2011, 10:10
hi i'm newbie
so many of your map link is dead!
Title: Re: KF-ArtGallery
Post by: Vanico on September 10, 2011, 11:07
All those maps are on the server.
Join the server -> Play -> Use cache extractor
Title: Re: KF-ArtGallery
Post by: Hicks on September 10, 2011, 11:18
They're all dead, because it's damn filefront. I'll re-upload maps... some day. Maybe even today.
Title: Re: KF-ArtGallery
Post by: rp88 on September 10, 2011, 12:25
thx!! :P
Title: Re: KF-ArtGallery
Post by: Monsterboy on October 27, 2011, 20:00
Yes, please reupload your maps. I can't download from the server and use cash extractor because the server download is 5kb/s. And all gamefront links are dead. Thanks!
Title: Re: KF-ArtGallery
Post by: Hicks on October 27, 2011, 21:28
I've re-uploaded maps already. Check first message of the thread.
Title: Re: KF-ArtGallery
Post by: Monsterboy on October 27, 2011, 21:33
Now I only need your other maps with only a gamefront link. Like Burial Grounds, which is currently being played. What's up with Gamefront anyway? Why do they even offer an upload option if they delete everything after a week as it seems?
Title: Re: KF-ArtGallery
Post by: [MiA]Raj on October 28, 2011, 14:35
Use cache extractor so you won't have to redownload maps from our server every time your cache expires (cached maps are only kept for a month or 2).

I'll revise Burial Grounds a little and upload it for you (it needs some fixes).

Places I recommend for uploading files:
http://min.us/
http://www.mediafire.com/

Rapidshare/Megaupload and whatever are only good for hosting warez.