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Map set in a countryhouse in the atlantic forest #grindhouse

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KF-Midgard
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Tunnel$
Tunnel$

Why is this 500mb? That's extreme.

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Tunnel$
Tunnel$

* The entire thing apart from a couple of cars and buildings was untextured, it was all blue and white. I don't think the two files (upk and kfm) are talking to each other.

* I kept getting stuck on the ground, all these objects which you can walk over but it slows you down, not sure what that is meant to be as it's untextured.

* There is a trader pod in a tiny room with 2 doors, and in all but one tiny spot, you can't access the trader pod as pressing E will open or close a door. It was hard to find the right spot when playing solo, so in a game with 6 players, it would be really frustrating, everyone will be fighting each other to get in a buy stuff. Really need distance between the doors and the trader pod.

* The file size is way too big, almost no-one will join a server and happily accept the downloading of half a gig (to cache mind you) for a match that goes for about 20 minutes. I believe it must also be in one kfm file to work on servers.

* Map size is too big, takes too long to run across the map to access the trader pod. It's also barren, barely any buildings or objects.

Screenshots: S844.photobucket.com

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techuser Author
techuser

1 and 4 - Changed external package to internal and reduced the size, still not optimal but got the zip down to 90mb

2 - Probably logs on the ground? There is one that requires strafing or jumping in the main path to the other side of the map, I added a dead body over it to try increasing visibility

3 - Wasn't able to find a room configuration that worked, I moved that trader to the field across the house

5 - If the textures are working now that must solve the barren look

Thanks for trying even with all checkboarded

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Atlaimond
Atlaimond

I also saw those problems which 'Tunnel$' has mentioned.

I added three new problems:
1 - Zeds had mostly stuck by the lying trees.
2 - Rocks had confused them for a few seconds.
3 - They had hadrly spawned at the house side of map. The Boss hadn't spawned too, when I had been standing at the middle of the map. When I moved to the house side of the map, then he spawned.

Anyway, as much as I can imagine the original design of the map, I guess I could like it. So, I stay tuned and waiting the update.

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techuser Author
techuser

1 - I added more nodes between trees and a choke trigger between the ponds, might be fixed
2 - Blocked a portion of the rocks, might be fixed too
3 - Added more spawn points in the house region but mostly out of sight in the woods, in lower difficulties they take a bit to reach you but I don't want zeds appearing out in the open after you turn your back for 2 seconds :) also added more boss spawners, hope it's fixed

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DmitriyT
DmitriyT

- zeds spawn too far away
- missing textures

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techuser Author
techuser

1 - I put it like that so they wont appear too fast and out of nowhere in the open areas, it's something with the openess of the map, they're far but constant without visibility checks, more spawns with visibility checks just by the border of the forest are in for a update :)
2 - Even after today's update? Or it's an older download that you tried today? Few textures or almost all of them?

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Atlaimond
Atlaimond

Yes, it’s become better. There are still a few missing textures and I’ve found a new FPS issue.
Watch the screenshots and read the description below them.
Picasaweb.google.com

I hope it helps you.

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techuser Author
techuser

It helped, thanks, those were decals that used textures from the game and so far I have no idea why they aren't showing to others, I changed the textures in a couple of them and removed others (wall scratches), also fixed the ground texture in front of the house which wasn't a decal problem. Everything is looking ok now except the fps in that area, still to be fixed

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Atlaimond
Atlaimond

Voted by seven.

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