I have browsed and downloaded plenty of mods on here, just never bothered to register until recently. I map, mess with modeling, draw and write.

Comment History
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

I guess I push limits more than I should. Part of me is aware of what I'm getting into when I make a map that isn't exactly standard and I appreciate the criticism. The "flesh" room was almost a spur-of-the-moment idea and in all honesty is the experiment I decided to add in with the intention of it being the most difficult as well as the most dangerous and unpredictable room (Killing Floor maps rarely have any form of environmental hazard aside from fall damage).

Too late contest-wise but I do want to work on it and make it as player-friendly and easy to figure it out as possible (using the internal hallways to avoid the fire as well as maybe a very simplified map to indicate which halls are open/closed on the outer walls).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Escheresque

I understand at times sticking to a single theme is a plus, but I generally like to have some aspect of the map being disjointed. My original idea was to have 4 areas compliment each other, so I figured I could go with color-coding (red, green, blue, yellow/orange) and then from there players can think of their own backstory for the map.

As for the trader pods is it a time issue or just the feel of taking too long? From my experience once there are less than 10 enemies then everyone will start moving to the pod that will activate. KF_Farm from Killing Floor is an example I looked at to make sure trader pod distance wasn't too far apart.

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

Could you take screenshots? I know I've run into an issue sometimes where upon first-load players can't seem to spawn in correctly (and thus the server needs to reload the map).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Escheresque

Players joining a server hosting the map no longer need to download the map content outside of the game (it is a single .kfm file now).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

Players joining a server hosting the map no longer need to download the map content outside of the game (it is a single .kfm file now).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ $50,000 Killing Floor 2 Mapping Competition

It was stated earlier that a map from Phase 1 can be voted on during Phase 2. Right now voting is closed on Phase 1 entries. Will they be re-opened for votes for Phase 2?

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Escheresque

A bit of an overdue update. Mainly correcting object and hall change events to work online, some blocking volume fixes, removed a blocking volume around the display case in the fire room, and correcting the hidden pickup cache walls to work as intended (general damage won't work, you need to use specific types of damage to access each).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

Updates since the new room was added: Elevation added, fixed a few effects mistakes, corrected the dynamic paths that enemies use (no more pacing enemies), and very slightly tweaked damage on the perimeter fire.

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

New update up. A fourth room is now added and will keep an eye out for any issues with it as I play-test and tweak it.

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

I fixed a big problem with object swaps when the map is played online. It should work both offline and online now. The fake zeds won't disappear when shot at now, though (I may fix this later, for now this is an acceptable trade-off).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

I've noticed it as well if you stay in place for too long. To an extent this is intentional and you should always keep moving around the current room (though the tight paths between each room are meant to deter you from using them when there are a lot of enemies).

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

I fixed the boss spawns and added pickups to the new room. Sorry about the oversight.

Good karma+1 vote
Showdonnn
Showdonnn - - 14 comments @ KF-Abstruse

You want to drop the two files in the zip in steamapps /common /killingfloor2 /KFGame /BrewedPC /Maps

You can make a separate folder in Maps named Abstruse to put the files in if you want to keep organized. Also I'll quickly upload a fix for Hans, I just now realized there are no boss spawn volumes.

On top of that I have disabled lightshafts for optimization as well as discovered this has slight issues when played on a server (for me and a friend, at least).

As for the fake zeds it is more of a distraction since I can't make them attack or move in a believable fashion.

Good karma+2 votes
Showdonnn
Showdonnn - - 14 comments @ $50,000 Killing Floor 2 Mapping Competition

I've got two of my maps up. Escheresque is pretty much finished while Abstruse I will update regularly until the end of the entire contest (Phase 2, that is).

Good karma+1 vote