UPDATE:
This map has gone final.
//http://www.sandcrawler.net/forum/viewtopic.php?f=48&t=772
Playable Beta Version 5 of KF-MosEisley
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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 (http://www.sandcrawler.net/forum/kfmod.php?page=downloads&command=view&id=37)
Filefront
http://files.filefront.com/13847812 (http://files.filefront.com/13847812)
Fileden
http://www.fileden.com/files/2008/9/13/ ... yBeta5.zip (http://www.fileden.com/files/2008/9/13/2095040/KF-MosEisleyBeta5.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.
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This one's for the FINAL build. Thanks for the export Sandcrawler.
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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.
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I wanted to get the high density urban dwellings in as they create quite an impact.
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And with a bit of lighting that we know the UE does very well.
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Lookin good, looks like it should be a fun one to play :D
Looking good :P
cant wait for the result :geek:
Adding some of the larger architecture and lighting to the main battle area.
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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.
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Time to start constructing inwards now and place a couple more lockable rooms.
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Beta Testing time. A good chance to iron out any bugs before additional construction.
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And we have sound.
Added a different default music track for 10 waves and 3 different ambient music tracks for trader room activity.
Updated to Beta 5.
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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.
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