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Unreal Modder's Haven => Maps in Progress => Topic started by: arramus on July 17, 2009, 03:39:26 AM

Title: KF-CarryOnUp (Beta14)
Post by: arramus on July 17, 2009, 03:39:26 AM
Download the original version here.
<!-- l -->kfmod.php?page=downloads&command=view&id=47 (http://www.sandcrawler.net/forum/kfmod.php?page=downloads&command=view&id=47)<!-- l -->

And the fog version here.
<!-- l -->kfmod.php?page=downloads&command=view&id=74 (http://www.sandcrawler.net/forum/kfmod.php?page=downloads&command=view&id=74)<!-- l -->

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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

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009_2.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009_3.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009_4.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12Sept2009_1a.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12Sept2009_2a.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12Sep2009tex.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/cou_16thSept_2.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cousmog_21sept2009_1.jpg)

(http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_21sept2009_1.jpg)
Title: Re: KF-CarryOnUp
Post by: arramus on July 18, 2009, 04:30:29 PM
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.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_leapers.jpg)
Title: Re: KF-CarryOnUp
Post by: Joker on July 19, 2009, 12:32:47 AM
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)
Title: Re: KF-CarryOnUp
Post by: arramus on July 19, 2009, 06:39:41 AM
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.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cao_scream.jpg)
Title: Re: KF-CarryOnUp
Post by: Joker on July 19, 2009, 07:38:27 PM
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 :)
Title: Re: KF-CarryOnUp
Post by: arramus on July 20, 2009, 10:22:47 PM
Updated to Beta 4.

Updates include additional spawners from surrounding buildings and ground level.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_roofleapers.jpg)
Title: Re: KF-CarryOnUp
Post by: arramus on July 24, 2009, 03:17:25 AM
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.

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

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.
Title: Re: KF-CarryOnUp
Post by: arramus on August 08, 2009, 10:08:34 AM
Now that the performance issues are resolved this map has moved back to MIP area.
Title: Re: KF-CarryOnUp (Beta1)
Post by: arramus on August 15, 2009, 08:54:23 AM
Added Beta2 with custom signs, new props, and optimisations. Carry On Up is running smoothly throughout.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_beta2_1.jpg)
Title: Re: KF-CarryOnUp (Beta6)
Post by: arramus on August 30, 2009, 09:41:42 AM
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.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_beta6_31Aug2009_1.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_b4_24Aug20092.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_beta6_31Aug2009_2.jpg)
Title: Re: KF-CarryOnUp (Beta8)
Post by: arramus on September 05, 2009, 04:20:13 PM
Updated to Beta8 with lots of new detail in the perimeter area and a good spread inside.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_beta8_1.jpg)
Title: Re: KF-CarryOnUp (Beta8)
Post by: Darktrooper on September 05, 2009, 09:23:45 PM
The graffiti adds a nice touch to the map and it's shaping up to be a tough and fun one to play.
Title: Re: KF-CarryOnUp (Beta9)
Post by: arramus on September 11, 2009, 09:21:12 AM
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...

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009_2.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009_3.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12sept2009_4.jpg)
Title: Re: KF-CarryOnUp (Beta10)
Post by: arramus on September 12, 2009, 06:11:22 AM
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.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_12Sep2009tex.jpg)
Title: Re: KF-CarryOnUp (Beta11)
Post by: arramus on September 13, 2009, 09:35:01 AM
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.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_beta11.jpg)
Title: Re: KF-CarryOnUp (Beta12)
Post by: arramus on September 15, 2009, 10:42:44 AM
Updated to Beta12 with the regular version and a 'Smog' version that is render friendly. I'll release both versions to give server Admin a choice on which one suits their regulars.

The regular one is very smooth inside now due to zoning but still has a couple of hot spots outside.

The 'Smog' version is very smooth inside and also prominently smooth outside as this images FPS suggests.

(//http://i683.photobucket.com/albums/vv191/arramus/cou_16thSept_2.jpg)

I've been pestering my work buddy to make a graffiti stencil sketch and he gave me the one below. I've put it outside a trader so it gets regular viewing.

(//http://i683.photobucket.com/albums/vv191/arramus/cou_16thSept_1.jpg)
Title: Re: KF-CarryOnUp (Beta12)
Post by: arramus on September 19, 2009, 03:33:04 PM
Updated to Beta13 with a fog version as well as an original version that occludes a lot of visual range and helps increase FPS.

(//http://i683.photobucket.com/albums/vv191/arramus/cou_16thSept_2.jpg)
Title: Re: KF-CarryOnUp (Beta14)
Post by: arramus on September 21, 2009, 07:49:32 AM
Had a good playtest today with some other mappers and it was good to play in each other's maps with a full server of players.

I've reduced the fog distance a little in 'Smog' so there'll be a further viewing field when outside the building although inside the building has an even lower fog distance so things on the outside will look clearer. I've lost a few FPS in the process but I'm still getting 60 in a hotspot area which will drop with a full quota of bots but it won't be juttery at all.

Updates to beta 14 include polish and a new skyline addition.

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cousmog_21sept2009_1.jpg)

(//http://i683.photobucket.com/albums/vv191/arramus/Killing%20Floor/cou_21sept2009_1.jpg)
Title: Re: KF-CarryOnUp (Beta14)
Post by: arramus on October 05, 2009, 10:53:33 AM
This map has gone final now and was entered for Wave 2 of the Grindhouse competition.