Map set in a countryhouse in the atlantic forest #grindhouse
Workshop link: Steamcommunity.com
First published map with a basic "defend the house" layout and enough surrounding area to scavenge. It's based off a real location mixed with imagined bits, I will keep this updated as I fix minor issues (*which turned out to be major) and try to reduce the package size.
Changelog:
- Reduced zip to 90mb (resized and removed some custom 4k textures)
- Moved custom assets from external package to internal
- Improved pathing
- Moved the first trader to outside the house
Changelog v3b
- Fixed textures broken on the content update
- Fixed broken blocking volumes I could find, flex now doesn't crash it
- Added a volume to help zeds not get stuck on the barrels of the pickup truck
- Increased visual cues of the forest boundaries
- Optimized draw distance of smaller foliage
- Plank and small table inside the house now have auto step-on deactivated
- White table outside is now dynamic
- Reduced size and collision of some logs on the ground
- Reduced fog saturation by half and increased the brightness a bit
- Doors now starts closed
Changelog v4b
- Removed auto step on from chairs and two roof parts behind the house
- Remade the collision of many logs with blocking volumes
- Zeds won't jump on the table inside anymore
- Increased dominant light brightness and dynamic shadows distance
- Reduced blue tint, increased yellows, tweaked fog
- Changed main terrain and rocks textures
- Rocky corridor overhaul and two new flares in the area
- Switched some of the surrounding fences for thicker vegetation and moved spawn volumes closer to playable area
- Increased spawn rate outside the fence on the cliff side of the map
- Added trims to the house walls and other small details
Changelog aug 13
- Removed the collision from the small step outside the kitchen and remade it smaller with blocking volumes so there's no more stucking there
- Removed the cilindrical collision for players from the bamboo spiral and made it more accurate (zeds still are blocked by a basic shape)
- Every pond is now enterable (and you might have to jump out in some parts instead of auto-walk)
- Adjusted spawn volumes for versus mode
- Added a couple of new textures, added decals back to some house walls, fixed decals that weren't getting splatter, and depth bias
- Lighting tweaks
- There were tree trios that were easy to get trapped in by zeds when walking backwards, I spaced out the third tree and moved the other two closer to each other
Average
62 votes submitted.
Why is this 500mb? That's extreme.
* 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
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
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.
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
- zeds spawn too far away
- missing textures
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?
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.
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
Voted by seven.
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