Sandcrawler Network

Unreal Modder's Haven => Maps in Progress => Topic started by: arramus on May 24, 2009, 11:04:47 PM

Title: KF-MosEisley (Gone Final)
Post by: arramus on May 24, 2009, 11:04:47 PM
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 (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.

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

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

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

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

(//http://static3.filefront.com/images/personal/a/arramus/49990/fuqwvafkls.jpg)
Title: Re: KF-MosEisley
Post by: arramus on May 25, 2009, 09:58:23 AM
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.

(//http://static3.filefront.com/images/personal/a/arramus/49990/eegvrrygoj.jpg)
Title: Re: KF-MosEisley
Post by: arramus on May 26, 2009, 09:02:14 PM
I wanted to get the high density urban dwellings in as they create quite an impact.

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

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

(//http://static3.filefront.com/images/personal/a/arramus/49990/taubehkqgz.jpg)
Title: Re: KF-MosEisley
Post by: GBPacker912 on May 27, 2009, 11:28:23 AM
Lookin good, looks like it should be a fun one to play  :D
Title: Re: KF-MosEisley
Post by: Krayzie on May 28, 2009, 04:44:43 AM
Looking good :P

cant wait for the result :geek:
Title: Re: KF-MosEisley
Post by: arramus on May 28, 2009, 10:45:36 AM
Adding some of the larger architecture and lighting to the main battle area.

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

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.

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

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

(//http://static3.filefront.com/images/personal/a/arramus/49990/vdwcoczccv.jpg)
Title: Re: KF-MosEisley (Beta 1)
Post by: arramus on May 29, 2009, 09:28:53 AM
Beta Testing time. A good chance to iron out any bugs before additional construction.

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

(//http://static3.filefront.com/images/personal/a/arramus/49990/geraicktrz.jpg)
Title: Re: KF-MosEisley (Beta 4 Download)
Post by: arramus on June 01, 2009, 09:09:43 AM
And we have sound.

Added a different default music track for 10 waves and 3 different ambient music tracks for trader room activity.
Title: Re: KF-MosEisley (Beta 5 Download)
Post by: arramus on June 03, 2009, 11:21:31 AM
Updated to Beta 5.

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

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.

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

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