KF-MosEisley (Gone Final)

Started by arramus, May 24, 2009, 11:04:47 PM

Previous topic - Next topic

arramus

UPDATE:
This map has gone final.
//http://www.sandcrawler.net/forum/viewtopic.php?f=48&t=772

Playable Beta Version 5 of KF-MosEisley
--------------------------------------

As the name suggests this map has a Star Wars theme.

FIX / EDITS:
Missing SM on light stand.
Missing Path Nodes to Spawn Box.
Widened SMs on water tower arches.
Added Multiple Zombie Volumes.
Added a different default music track for 10 waves and 3 different ambient music tracks for trader room activity.
Cosmetic Fillers.

DOWNLOAD
For convenience, the download contains a map for your map folder and a compressed map for your redirect.

Here
kfmod.php?page=downloads&command=view&id=37

Filefront
http://files.filefront.com/13847812

Fileden
http://www.fileden.com/files/2008/9/13/ ... yBeta5.zip

or it's rotating on the sandcrawler [JPN] server as well. That's a 10 man server with perks enabled and this map benefits from the extra players due to its size.





This one's for the FINAL build. Thanks for the export Sandcrawler.




arramus

Just testing a few building designs with the aim to construct a row that will allow for interlocking passageways. Some of them are standalone structures and others are joined with piping masonry. The row on the left shows, from left to right, a granary / small dwelling / shop / adjoining outdoor market / small dwelling / and a tower that sits outside a perimeter fence. I'd like to have another 5 or so unique buildings to limit repetition.

As Mos Eisley is a space port the circular building on the right is a hangar bay with lockable sliding doors at the front and rear to ensure players do have a chance to use their welders.


arramus

I wanted to get the high density urban dwellings in as they create quite an impact.



And with a bit of lighting that we know the UE does very well.


GBPacker912

Lookin good, looks like it should be a fun one to play  :D

Krayzie

Looking good :P

cant wait for the result :geek:
Chasing the devil

arramus

Adding some of the larger architecture and lighting to the main battle area.



The brightness looks a little rough from this image but taking screenshots from within the editor has a habit of doing that. However, the general layout is starting to take shape with the perimeter buildings pretty much in place.



Time to start constructing inwards now and place a couple more lockable rooms.


arramus

Beta Testing time. A good chance to iron out any bugs before additional construction.




arramus

And we have sound.

Added a different default music track for 10 waves and 3 different ambient music tracks for trader room activity.

arramus

Updated to Beta 5.



I read up on an effects tutorial and finally got it to work as I like. All that pain and suffering in SWRC... Maybe this would work in there for MP as well by making the effects manually as this was done.