KF-CarryOnUp (Beta14)

Started by arramus, July 17, 2009, 03:39:26 AM

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arramus

Download the original version here.
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And the fog version here.
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KF_CarryOnUpBeta14 and KF_CarryOnUpSmogBeta14 - 21st of September 2009
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This beta version still requires polish, and play testing.

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Setting
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Construction workers at a council building construction site have laid down tools and refuse to go back to work until the reported 'giant vermin' have been eradicated. Take your crew and clean up this infestation with everything you've got.

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KF_CarryOnUpBeta14 and KF_CarryOnUpSmogBeta14 features:
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9 Traders.

8 Floors.

16 Pickups for both weapons and ammo.

Multiple Zombie Spawners both in the playable battle field and outside the perimeter wall. The outside spawners have Jump
Pads so the Zombies make a 'dramatic' entrance.

Multiple staircases for up and down with additional 'alternative' down routes.

Open and closed battle zones.

Custom signs/textures.

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Shout Outs
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Thanks to Iva Bin Drinkun, Helion, and the server regulars for play testing.
Thanks also to snipe34 for the 'Rusted Brace' static mesh which doubles nicely as a road speed ramp.
A big shout to Jon for the top floor 'Rebirth' graffiti.
Thanks to THEDDLE for keeping the current beta version updated on his server.

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Installation
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Place KF_CarryOnUpBeta14.rom in your server map folder.
Place the compressed KF_CarryOnUpBeta14.rom.uz2 in your redirect.

Add KF_CarryOnUpBeta14 to your server map rotation through the KillingFloor.ini or Web Based Interface.

Perform the same as above for KF_CarryOnUpSmogBeta14.

Be fair, friendly, and have fun.
See you in the servers.

arramus


















arramus

Uploaded Beta 2. Changes include:

Lower minimum spawn distance to ensure bots spawn around stairwells to increase pressure on players.

Additional spawners outside perimeter wall with jump pads taking bots to 3rd level.

Additional spawners at ground level.


Joker

dude it looks great keep going on it, this WILL be my favorite map if its made
0-0! :) Love teh setting. (By the way im gonna try and stay around a bit more sorry for being gone so long O_o)


arramus

Hey Joker. Welcome back. What goodies have you been working on for all this time?

Uploaded Beta 3. Changes include:

Additional spawners outside perimeter wall with jump pads taking bots to top level.


Joker

Lol you should make the glass cause damage would be better for the players, (Atleast then they would flee in teh sight of sirens o-o and glass lol)

But yeah i havent worked on "goodies" :/ ive just been gone lol :)


arramus

Updated to Beta 4.

Updates include additional spawners from surrounding buildings and ground level.


arramus

Updated to beta 5 without the KFGlassMover for the time being as it's an FPS hog.

Here's a comparison of all KFGlassMovers in place and after they've been shot out/removed.



Without them the FPS is 60~65 but with them FPS drops to about 30 FPS. That's a huge hit indeed. I have two choices with the windows now. Either reduce the glass until FPS is reasonable or change the small panes to one big pane which may allow all windows to remain glazed but will not leave small fragments. I'll test both and see how it goes.

I can start populating with props and internal architecture now that the FPS hog issue has been resolved.

arramus

Now that the performance issues are resolved this map has moved back to MIP area.

arramus

Added Beta2 with custom signs, new props, and optimisations. Carry On Up is running smoothly throughout.


arramus

Updated to Beta6 with lots of extras from the previous build. Added a more detailed skyline with cranes and lighting. Weldable doors on Basement, Ground, First, and Fourth levels. And general additions here and there.






arramus

Updated to Beta8 with lots of new detail in the perimeter area and a good spread inside.


Darktrooper

The graffiti adds a nice touch to the map and it's shaping up to be a tough and fun one to play.

arramus

Updated to beta9 with lots of additions since the last build. CarryOnUp is looking a lot more populated although it continues to have the 'bottom up' feel with most polish on the lower levels.

There are some lockable doors on the 4th floor stairwell as well as the basement and ground level stairwells to provide additional weld and lockout opportunities.

Ooo the indignity of it. This poor chap has been given a clot special...








arramus

Tweaked the textures to maintain that 'from the bottom up' effect. The lower floor textures are smoother and more clean cut with the rougher ones at the top. The transition is somewhat graded with each floor presenting a subtle change.

The lower level supports have also received a 'covering' to move away from the upper level oxidised look.


arramus

Added an abundance of spawners in the stairwells. This increases encounters a lot and stops players being constantly on the run up and down before hitting something.