Sandcrawler Network

Unreal Modder's Haven => Maps in Progress => Topic started by: arramus on June 11, 2009, 10:26:36 PM

Title: KF-Brewery (Beta11)
Post by: arramus on June 11, 2009, 10:26:36 PM
This map has gone Beta and can be downloaded here.
kfmod.php?page=downloads&command=view&id=45 (http://www.sandcrawler.net/forum/kfmod.php?page=downloads&command=view&id=45)

-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-

It's early days but I'd like to make an abandoned brewery with a night theme. There are a lot of static meshes that will fit in very well with this theme so it won't need too much customisation bar the usual resizing and possible texture changes. The map layout will be on 2 levels and contain:

Main fermentation room (in screenshot)
Underground storage linked by ramp and 2 sets of stairs
Science/Testing Lab
Bar
Office
Staff room
Reception area
and all the linking hallways/staircases

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb1.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb2.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb3.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb4.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb5.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb6.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb7.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb8.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb9.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb10.jpg)
Title: Re: KF-Brewery (MIP)
Post by: Joker on June 11, 2009, 10:32:11 PM
It looks awesome already O.O~
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 12, 2009, 08:38:36 AM
Well. The fermentation room is starting to get populated with props and the lighting still needs some tweaking but it's starting to get that eerie feel. 'm starting to go down to the basement area now and wanted it to look like you're entering the burning pits.  :mrgreen:

(//http://static3.filefront.com/images/personal/a/arramus/49990/hyyxttnomc.jpg)
Title: Re: KF-Brewery (MIP)
Post by: Joker on June 12, 2009, 09:14:40 AM
Dude that is AWESOME LIGHTING!
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 13, 2009, 09:45:40 AM
Get your beer down here. The squatters are in and the brewery is semi functional.

(//http://static3.filefront.com/images/personal/a/arramus/49990/itjvomsnhz.jpg)

(//http://static3.filefront.com/images/personal/a/arramus/49990/eayqprxbrl.jpg)
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 15, 2009, 09:31:37 AM
Added the underground storage and working on a linking hallway style. I wanted to move away from the orange glow to add a bit of variety. It's looking a bit like a mine shaft but it doesn't feel too out of place.

(//http://static3.filefront.com/images/personal/a/arramus/49990/kepezhjkeg.jpg)

(//http://static3.filefront.com/images/personal/a/arramus/49990/lmntepnxid.jpg)
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 18, 2009, 10:39:26 AM
Starting to populate the reception room.

(//http://static3.filefront.com/images/personal/a/arramus/49990/qggdumnbnv.jpg)

And the bar.

(//http://static3.filefront.com/images/personal/a/arramus/49990/ghxqiqukgy.jpg)

I've got the office added and will link a research lab to that and then run another hallway linked from the lab to the basement. That will complete one complete circuit of the whole map and multiple mini circuits. There are still a fair number of props to add to give it a long lived look and the lighting needs tweaking in a few areas. It's starting to take shape now though and it won't be long for a Beta.
Title: Re: KF-Brewery (MIP)
Post by: Joker on June 18, 2009, 06:19:16 PM
Looks very nice :/
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 19, 2009, 07:36:30 AM
The reception and bar have received a lot more detail now. I added some windows above the main door and some lights on hanging cords. One of the lights has a flicker effect and the accompanying light beam is mover that appears and disappears in rapid succession. It gives the room a derelict and in need of repair look.

(//http://static3.filefront.com/images/personal/a/arramus/49990/qxmsmvbfsw.jpg)

The office (meeting room) is just starting to get some of its primary props.

(//http://static3.filefront.com/images/personal/a/arramus/49990/ftwhuajyhs.jpg)

Next comes the lab and the final hallway to complete the circuit.
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 20, 2009, 08:18:30 AM
The office area has been split into two with an admin area and a presentation/meeting area.

(//http://static3.filefront.com/images/personal/a/arramus/49990/xwjxacoaqq.jpg)

I'm still trying to find a good balance of detail in the hallways. I don't want too much as it impairs movement and looks cluttered but it still needs a little something extra.

(//http://static3.filefront.com/images/personal/a/arramus/49990/fzvymrphoz.jpg)
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 22, 2009, 10:42:11 AM
I think this room, the lab, is the last to go in the brewery. All the hallways are in place and there's a complete circuit around the map as well as a number of mini circuits in different zones.

(//http://static3.filefront.com/images/personal/a/arramus/49990/llctldyjhh.jpg)

All of the spawners, pickups, and regular gameplay attributes are in place and it just needs a good beta testing to consider tweaks and find bugs.

I'd like to add a few roof spawners to later builds but will release this as it is just for the purpose of checking stability and bugs.
Title: Re: KF-Brewery (MIP)
Post by: Joker on June 23, 2009, 05:09:17 AM
Very nice i think i might have a favorite map if its released lol (feels like biotics but in a brewery which is a good thing = biotics being swarmed by crawlers -.-)

BUT some parts of your map as i would say it look like its only going to be hard when fleshpounds come out and rip the fuck out of the players :O since its a claustrophobic map where players can easy notice and knock out crawlers/stalkers (the main killers excluding clots of course xD) but it still looks (excuse my language) Fucking awesome :/ cant wait till release!!!!!
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 23, 2009, 07:04:26 AM
Here are the things I want to add before final:

1) Hidden spawn points / Roof spawn points. These will allow bots to appear from out of nowhere and at close range as the players won't be able to turn them off by walking through the zone.

This should address players knowing exactly where bots will likely spawn from and maintain the suspense and challenge.

2) Pub art with a variety of aged looking beer posters.

3) Optimisation with zone portals.

4) Patriarch restricter for certain spawn points. I need to find out his actor name in the menu list.

5) Emitters and other effects for a more sophisticated feel.
Title: Re: KF-Brewery (MIP)
Post by: arramus on June 23, 2009, 08:29:00 AM
Well, there's the easier part of the list. The optimisation. The game still runs with a 70+ minimum framerate (Nvidia 9600GT) anywhere in the map even with a full load of bots without any optimisation at all (this game engine is showing its age) but adding this Zone Portals should make it smoother for low end graphics and any spikes.

(//http://static3.filefront.com/images/personal/a/arramus/49990/bxrrsizxjp.jpg)
Title: Re: KF-Brewery (MIP)
Post by: Joker on June 23, 2009, 08:54:03 AM
Looks beautiful too me :D and thanks for clearing that up for me :P






Hey, i just wanted to say this for the fun of it, a cool add on xD


Add a first aid kit or two and let them be beer bottles (You should know how too do this you thought me lol :P)

It would be kinda cute :D Since you are in a beer factory and im preety sure the healing process of alcohol (I dont drink soo :/) on a apocalypse type enviroment would help alot lol xD.

Thought it would be cool and wanted to share hehe xD (have them in like a fridge or something :/ or in a bar) :D
Title: Re: KF-Brewery (Beta1)
Post by: arramus on June 23, 2009, 11:53:31 AM
This map has gone beta and can be downloaded here.
kfmod.php?page=downloads&command=view&id=45 (http://www.sandcrawler.net/forum/kfmod.php?page=downloads&command=view&id=45)

Haha with the bottle idea Joker. That's a really cool idea. The Hive map had those plant pot health meshes and they were a great idea as well.
Title: Re: KF-Brewery (Beta1)
Post by: arramus on June 24, 2009, 08:54:19 AM
Added Beta Version 2 with a couple of important fixes.

-----------------
Fixes in this build
-----------------

Raised weapon actors to address some that were not spawning.

Removed one Karma actor prop as it affected Bot movement.
Title: Re: KF-Brewery (Beta2)
Post by: Joker on June 25, 2009, 05:23:16 AM
Yeah im enjoying and im asking otherp eople and they same the same very enjoyable map ; D
Title: Re: KF-Brewery (Beta2)
Post by: arramus on June 25, 2009, 11:11:14 AM
Good. The fun factor is as important as everything else if not more so.

Just testing out a few image ideas.

(//http://static3.filefront.com/images/personal/a/arramus/49990/ounkjxiaer.jpg)
Title: Re: KF-Brewery (Beta3)
Post by: arramus on June 26, 2009, 07:28:01 AM
KF-BreweryBeta3 has been added for download. Here are a few screenies showing the changes.

(//http://static3.filefront.com/images/personal/a/arramus/49990/pjpqgcvmfk.jpg)

Rooftop Zombie Spawners.
(//http://static3.filefront.com/images/personal/a/arramus/49990/fismsxxpyj.jpg)

Science Lab Windows.
(//http://static3.filefront.com/images/personal/a/arramus/49990/hjfyxqfgev.jpg)

Reception Zombie Leapers in action.
(//http://static3.filefront.com/images/personal/a/arramus/49990/cxxigazblr.jpg)
Title: Re: KF-Brewery (Beta3)
Post by: arramus on June 27, 2009, 05:53:38 AM
Adding some Ambient Sounds and other Effects Actors. Oh, and one more pikkie.

(//http://static3.filefront.com/images/personal/a/arramus/49990/rlxajeptfp.jpg)

A Projector doing what it does best...projecting on a projector screen. Health and Safety in the workplace.
(//http://static3.filefront.com/images/personal/a/arramus/49990/zcippibdld.jpg)
Title: Re: KF-Brewery (Beta3)
Post by: arramus on June 27, 2009, 08:08:42 AM
Added KF-BreweryBeta4 for download. Updates include:

Additionional custom textures.

Projection textures.

Additional cosmetic props.

Ambient sounds.
Title: Re: KF-Brewery (Beta4)
Post by: Joker on June 27, 2009, 08:12:48 AM
very nice lol, I might check it out with a freind xD but i belive hes at a piano contest or something so :/ but yeah xD NICE PROJECTOR MAN.
Title: Re: KF-Brewery (Beta4)
Post by: arramus on June 28, 2009, 10:26:31 AM
Updated to Beta5 with the following:

Added additional cosmetic props.

Added ambient sounds.

Additional Blocking Volumes.

Cleaned up misaligned texture.

(//http://static3.filefront.com/images/personal/a/arramus/49990/uiooilgnnh.jpg)
Title: Re: KF-Brewery (Beta4)
Post by: arramus on June 29, 2009, 07:07:39 AM
Got some feedback about an exploit on the wooden beams in the hallways and also some heavy framerate in Version 5.

Beta 6 is uploaded with more zone optimisation and blocking volumes around all hallway edges. I think the compile for Version 5 may have bugged out.

(//http://static3.filefront.com/images/personal/a/arramus/49990/vmdjzkrxnh.jpg)
Title: Re: KF-Brewery (Beta7)
Post by: arramus on June 29, 2009, 07:26:07 PM
FIXED FPS issues.

The map construction was fine. It was just that Brainy needed a full frontal lobotomy (removed his mover eyes)

It appears that movers have not been fully implemented into this version of the Unreal Engine as these movers caused HUGE online gameplay server issues with FPS dropping from 100 down to 20.
Title: Re: KF-Brewery (Beta8)
Post by: arramus on July 01, 2009, 08:59:13 PM
Added a few more textures and cosmetic props in the storage area as it was looking a bit bare.

A few more tweaks here and there for spit and polish.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/tribute2.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/tribute.jpg)
Title: Re: KF-Brewery (Beta8)
Post by: arramus on July 02, 2009, 11:53:29 PM
Uploaded Beta 9

---------------------------------
Fixes and Additions in this build
---------------------------------

Additional cosmetics.

Physics volumes.

Retexturing.

Multiple blockers for found exploits. Some of the prop's collision extent what you can actually see allowing you to jump on 'invisible' areas close to the prop. I increased the width of some blockers and moved surrounding props that give you a launch platform.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/physicsvolumes.jpg)

Added a different texture to reception doors as the trader texture can confuse first time users due to how conditioned we've become to it.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/doorcandy.jpg)

Added spillover props leading into the hallways from different zones. This will help break up some of the hallway repetition and give landmark cues.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/floorcandy.jpg)
Title: Re: KF-Brewery (Beta10)
Post by: arramus on July 03, 2009, 06:36:35 AM
Added Beta 10

---------------------------------
Fixes and Additions in this build
---------------------------------

Physics volumes.

Increasing the size of a blocker to compensate for collision overspill still didn't rectify the issue and I finally had to move another object.

With this the 10th Beta, we're looking pretty much there. Another week of playtesting and then we'll think about wrapping up.
Title: Re: KF-Brewery (Beta11)
Post by: arramus on July 04, 2009, 06:32:47 AM
Added Beta 11.

Lots of blocking volumes up to the ceiling will leave the WoP clan very little to exploit. They found A LOT so far and have really given this map a vigorous beta test.
Title: Re: KF-Brewery (Beta11)
Post by: arramus on July 21, 2009, 08:27:34 PM
Added an additional blocking volume for an exploit area and a ceiling drop zone in an area that can become a camping ground.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/bb11.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/brewery_leapers_basement.jpg)