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Messages - knightmare106

#1
Maps in Progress / KF-Lab106
August 08, 2009, 07:31:32 AM
Another Horzine lab themed level complete with scientist/mechanic living quarters,large lounge in the center,Power Station, and two lab areas.

This map is not actually as circular as you might be used to. There might be a way out that you find but no quick way back. some cases traders are at dead ends so you will need to get what you need and get out or you will be pushing your way out.

+Features
-a good amount of item spawns
-most spawns are out of player view so the waves will approach you without any delays
-4 traders





+link
http://www.4shared.com/file/123742065/d ... A-001.html
#2
Maps in Progress / Re: UnderWells
July 18, 2009, 10:32:14 AM
i guess il cover up the ugly ziggies, and il get the collision right for that log, and fun fact i will have some interesting pseudo specimans running around the map from the beggining :D
#3
Maps in Progress / Re: UnderWells
July 18, 2009, 05:53:43 AM
i should have confirmed it was uploaded correctly, i used an update button intead of upload but i guess it just makes problems for this kind of file. i apologize i changed the link and now you can download the zipped file.

link
http://www.4shared.com/file/118942564/1 ... r-003.html
#4
Maps in Progress / Re: UnderWells
July 18, 2009, 03:14:56 AM
This map is now beta 003, i am nearing total satisfaction and the goals for it are now met. i have tested it extensiveley with other people and the only error i experienced had to do with pathnodes and specimens huddling in a corner of the map. after sandboxing on this map with 100 specimans spawned at once and god mode turned on with a chainsaw in hand i mowed them all down and now they all come for me. no framerate problems on this map either.

keep your teammates close by :D



+please report any problems you may find while i, i dunno add things to the shopzone :)
#5
Maps in Progress / Re: UnderWells
July 06, 2009, 09:04:18 AM
wow after tinkering around with the water it turned out to be just what i needed for the atmosphere i wanted thanks alot. now i just need to get some good decoration to make the walls less bland
#6
thank you, they felt like portals to me too. guess i got lots of trial and error to do :|
#7
Maps in Progress / Re: UnderWells
July 05, 2009, 07:57:12 PM
thanks for the trader problem finding :D

about the extras for spawns i was thinking of having some zombieblockvolumes on about 3 areas of the floor in the area which has been designed a bit so that i could have crawlers act as if they dug up out of the ground. and saving the dark little knooks along the walls to be exclusive to the round hallway since i still dont have much going on there besides boring spawns in the circle

i have no experience with watervolume sorry i dont really know what to do with this
#8


this bright light in the distance is really killing the effect i want for the fog settings im playing around with, i have played with just about every option in the
zoneinfo->zonelight area

ambientbrightness = 0
ambienthue = 0
ambientsaturation = 256
bnokfcolorcorrection = false
distancefogblendtime = 1
distancefogend =1000
distancefogendmin = 0
distancefogstart = 100
dramaticlightingscale= 0

so... any idea what messes with that bright light? cuz no matter what i change the light stays

keep in mind i dont use light actors to light my map, the lighting is done by zones
#9
Maps in Progress / Re: UnderWells
July 05, 2009, 05:44:42 AM
the feature i was planning on is put on hold for now, it was to replace the trader with some supply boxes that would open up with supplies inside so that you needed to be very careful with what was supplied. the regular shop function is in play for now and here is a quick fix  for the TRADER and when testing it with 3 people it stopped producing specimens but the count did not go down so i tweaked the zombievolumes in hopes this doesnt occur again. the first link is updated with the correct file
#10
Maps in Progress / Re: KF-CarryOnUp (MIP)
July 04, 2009, 12:07:20 PM
good luck :) it might take alot less toll on framerate if the loop isnt repeating as much
#11
Maps in Progress / Re: UnderWells
July 04, 2009, 12:02:27 PM
thats a good idea thank you , i cant make too many or it will get stale. il need to carefully choose where to throw that in
#12
Maps in Progress / Re: KF-CarryOnUp (MIP)
July 04, 2009, 09:11:23 AM
not necessary to say how nice this is lookking :P

-about the traders, if they are laid out how you say, wouldnt it be a little too easy if the new trader is picked right downstairs and not much in my way to slow me down? sounds like i could just stick to where i just shopped and when its over run up or downstairs and be there in no time.

-planning on having holes in the floor by any chance?

-will there be a crane :O? would be cool if occasionally swung around and pushed people or specimans off the top floor lol :P
#13
Maps in Progress / UnderWells
July 04, 2009, 08:13:00 AM
the real beta for this simple map :)


-link
//http://www.4shared.com/file/115329267/17ea1365/KF-UnderWellLair-001.html


-only one level this time, i am aiming for a real closed in and tense feel,while providing fair space.
-very symetric at the moment, so the opposite sides are given very different theme, on one side the last of the water grew some greenery before the well ran dry,the other side suffered alot more from rubble and erosion.
-there is a large round hallway that will lead you to one of the traders,most teams might wanna stay out as you will get flanked quick
-the spawn is at a center intersecting room which is not safe until specimen numbers are few due to the 3 ways in or out. making the mistake of feeling safe early in the wave will make sure  you dont last here.
-its dark in there, but i made it so that a flashlight isnt totally necessary

what i need :)
-suggestions are cool right now because i want to be very careful with the decoration and possible hazards of the spawn area, the round hallway, and the only other room at the back of the map. keep in mind this place was not ever inhabitted by people.
-need to know how the spawns treat teams of 3+
#14
Maps in Progress / Re: The WishingWell Project
June 28, 2009, 07:58:50 AM
A cosmetics update featuring emiters and tweaked lighting.
The main well room spawns were also tweaked so that sirens,FPs,scrakes,or stalkers emerge from the well please feel free to suggest touchups and decorations :)

link
//http://www.4shared.com/file/114640357/39f70abc/kf-WishingWell002.html
#15
Maps in Progress / Re: The WishingWell Project
June 20, 2009, 11:21:25 PM
problem resolved thanks for your concern sir. i hope all my questions didnt bother you guys too much especially arramus thanks to you i can start giving back to this fine community :D high FIVE o_O