Description

With its narrow corridors mixed and a dark alien-inspired atmosphere, Spaceport Perdition will challenge your maze-navigating skills while blasting grappling zeds around every corner. A very challenging map with many chokepoints and a plethora of weldable doors to better control the onslaught. #grindhouse

Preview
KF-SpaceportPerdition
Post comment Comments
13tisa13
13tisa13 - - 7 comments

Really nice,vote up!

Reply Good karma Bad karma+3 votes
Vampcinda Author
Vampcinda - - 9 comments

Thanks a lot Tisa! <3

Reply Good karma+2 votes
Swift-Brutal-Death
Swift-Brutal-Death - - 12 comments

There is some beautiful work put in. Great atmosphere.

Reply Good karma Bad karma+4 votes
Vampcinda Author
Vampcinda - - 9 comments

Thanks swifty! I am learning from the best guys (you and the gang on the forums :D )

Reply Good karma+2 votes
Tunnel$
Tunnel$ - - 108 comments

Awesome work. I like the little hole where you need to crawl through but get hurt by the fire. Feels very spaceship like, has a sci-fi feel and some props are great. The long corridors make it easy to run away from zeds, so less likelihood of getting stuck. One issue I had is getting to the 3rd (or 2nd) trader pod, there was some big door which was locked, I tried to unlock it but it took forever to open, meaning I missed out on restocking at the trader pod. Made it a lot harder that round. Although I do like that feature in the game (something different), it stuffed me up. I would suggest not having trader pods on that side, or at least not until the door is opened. Other than this, the rest of it is great and very impressive.

Reply Good karma Bad karma+3 votes
Vampcinda Author
Vampcinda - - 9 comments

Thanks, I am glad you like it! The timed doors are there on purpose to keep players a bit on edge, but all of the rooms have at least 1 open access, so you can always get in/out while you wait for the doors to open. The problem is just the trader pod chooses the sealed door instead of the back entrance :p

Reply Good karma+2 votes
Tunnel$
Tunnel$ - - 108 comments

Many players are going to have a hard time with this though. Even once you know how to get there, there is another matter of remembering to go and open the door before the wave ends. Adding to this, even though someone playing on normal difficulty may get away with it, anyone on the 3 harder levels will most likely die because of this.

In other words - it's hard enough as it is, we don't need this. Nice feature yes, but don't let it get in the way of getting to a trader which is critical. Thanks.

Reply Good karma Bad karma+1 vote
Atlaimond
Atlaimond - - 66 comments

I didn't find any bug.
Enough good. So, up-voted by 7.

Reply Good karma Bad karma+2 votes
Vampcinda Author
Vampcinda - - 9 comments

Thank you!

Reply Good karma+2 votes
[SLS]TOPSGT
[SLS]TOPSGT - - 8 comments

Love your stuff, very nice map.

Reply Good karma Bad karma+1 vote
Vampcinda Author
Vampcinda - - 9 comments

Thank you very much =)

Reply Good karma+2 votes
Vampcinda Author
Vampcinda - - 9 comments

VERSION 1a HOTFIX (February 24, 2016)

- Fixed two critical path errors that caused some zeds to get stuck in certain doorways (Thanks to NightAngel and co. for reporting!)

I have deleted Night76's comment upon his request, to remove a sensitive link. He was pointing out a big spawn problem where zeds got stuck and could not get to the players which has now been fixed, so thanks for that!

Reply Good karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: