Chaos, order and somewhere in between is something we call existence.

Comment History
kie-d-k
kie-d-k - - 7 comments @ KF-PortalStationXLv5

I am glad you had no issues graphically, gameplay, technical, or other. So I'll take what you didn't say as the positive.

Good karma+1 vote
kie-d-k
kie-d-k - - 7 comments @ KF-PortalStationXLv5

The idea was for multiple themes. Teleporting was a way to make it work going from snow to an midsummer farm without a break in textures that would jarring.

Granted personal issues prevented me from spending more time expanding the individual themes. As I wanted to expand many of the areas, I wanted to have that field by the farm explorable maybe even open up the railroad area behind the barn, a base in the artic thats explorable, open up the buildings in the city area so players could go between the top and lower floors and even hold out among the apartments. Even change up the linking rooms to be more trippy. On the dev side of it I was worried adding more would create issues and I felt it was big enough as is. So you'd probably get lost way more in that version.

As for the layout, as most maps people get lost if they don't play it long enough. 3 by 3 grid, 9 rooms.

Central room with the glass floor that looks into space. Go north and see a farm like area. South and see an artic base. West and East, one goes to the roof area of a city with a bridge linking two buildings and the other linking to the ground level. Four small rooms linking the main outer areas.

If you have any feedback that would be helpful I'd love to hear it.

Good karma+1 vote
kie-d-k
kie-d-k - - 7 comments @ KF-HostileGrounds

Jesus. Theres so much detail and the map feels huge. I'm getting ripped to shreds because I'm too busy looking at everything.

Good karma+2 votes
kie-d-k
kie-d-k - - 7 comments @ KF-PortalStationXLv5

Good stuff. I'll try to fix the splatter maps (or at least hide it) a little when I add in some more details to the map and tweak the lighting in some areas, I'll be sure to name it PortalStationv2. Holidays and personal problems willing. >_<

Good karma+1 vote
kie-d-k
kie-d-k - - 7 comments @ KF-PortalStationXLv5

I uploaded the updated version. Now I just have to wait on authorization before it goes live to where people can download it. -__-;

Thanks for the feedback!

Good karma+1 vote
kie-d-k
kie-d-k - - 7 comments @ KF-PortalStationXLv5

Ah alright. I don't mind double posts.

Anyway, I got lucky and had a back up just before it crashed as I stated on my youtube. Found what I believe was stopping the bloats and bigger zeds in that spot. Added more boss spawnpoints. Retweaked the teleporters. Edited the pathnodes so hopefully the arrows work on dedicated servers. I'm going to test it out in game after I double check the pathnodes (kfpathnodes have a shorter reach so I need to make sure I don't have any that don't go anywhere) and then upload the changes hopefully within the next two hours.

Good karma+1 vote
kie-d-k
kie-d-k - - 7 comments @ KF-PortalStationXLv5

Weird. The boss spawned for me when I was testing it a few times. Patriarch worked fine and so did Hans. I'll grab it off of moddb and make sure its the correct version.

Were you in the center room by chance when it was boss time? I might toss in a few extra boss spawn points to see if that fixes that.

As for the bloats, I think they are retarded when it comes to portals, and most maps, probably just where they are so slow. You can travel really far and fast and they just waddle. I know they seem to be the most troublesome simply because they tend to be the one you end up having to play hide and seek with.

The trader trails should also be working to a point. Its easier to find the correct pod during a wave. I know the corner rooms with only two portals get iffy with them and the games own weirdness where it thinks going through 5 portals is quicker than 1 portal simply because the trader is near the last of the 5 portals. So I'll grab it off the site and double check this stuff.

Thanks for the feedback.

Good karma+1 vote