Killing Floor 2

Killing Floor 2

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KF-NewCastleWolfenstein
   
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Maps and Mods: Maps, Survival
Tiedostokoko
Julkaistu
163.093 MB
28.9.2024 klo 2.38
1 muutos ( näytä )

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KF-NewCastleWolfenstein

1 kokoelmassa, tekijä ARIFMOMETR
Last ARIFMOMETR's maps
4 luomusta
Kuvaus
Full tech remake
So i played this map on server and decided to remake it.
Stock map:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1171160129&searchtext=wolfenstein

What have I done:
1) Removed and remade 8000 static meshes, there are now only 6k in total vs old 14k count
2) Removed access to tower, it was so bad so I just deleted it
3) Made some corridors and door frames wider, added a lot of triggers to decrease zeds collusion size so they now can go freely in all narrow places
4) Added some objects to fill emptyness, some places were remade
5) Completely remade path nodes, so zeds now can finally move without problems, original map have tons of path errors
6) Completely remade entire lighting so map now is not orange mess
7) Completely remade spawners
8) Added traders, made simple spawn start for players in the middle of map (I hope you can run fast enough to traders)
9) Removed all dynamic objects (they now static), there were like around 200 of them and they all were setup incorrect
10) Removed all doors because they have the same problem
11) Added more ammo crates

Known problems:
No arrows to traders until you come closer like 70 meters (dont know how to fix it)
Maybe still some bugs
7 kommenttia
ARIFMOMETR  [tekijä] 9.11.2024 klo 0.19 
I understand that it's your first map, but at least you can made some lighting and built paths in all rooms
Yazza 2.11.2024 klo 0.26 
Anyone can edit my maps for any reason, I'm not restricting that.
Yazza 2.11.2024 klo 0.26 
Was more directing this comment at ARIFMOMETR, not you Rockmax.
RockMax 1.11.2024 klo 20.32 
I didn't mean to say something bad, I just said it's the engine fault for limiting pathnodes, that's why the trader arrows are not working.
Yazza 1.11.2024 klo 18.15 
I'm not saying you couldn't edit a map I made, but for some context, this was the first map I ever made in the Unreal Engine 3 SDK, I knew nothing about level design, I just enjoyed the process of making a map.

The only thing I regret is making the map way too big, and the mansion section could have been a different map.

Parts of the level design were based on Wolfenstein 2009 and Return to Castle Wolfenstein.

So I think you're being a little harsh for no reason. Not every modder has years of experience in the SDK, and you can't expect a custom map to be polished like an official map.
RockMax 9.10.2024 klo 8.37 
No arrows mean only one thing and that is the map has more than 1K pathnodes. I´ ll take a look
Nini 28.9.2024 klo 14.40 
Good job ! For the trader arrow, maybe check if you have DynamicAnchor on your path node, I got the same problem ~