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(plus the first game is more difficult, the 2nd is a cake-walk by comparison, but they did decide to open the 2nd game to the consoles as well.. when things go for wider appeal, they usually get markedly easier, kf2 is no different).
Anyhow, I look forward to watching your progress on this map. :)
Fixed the exploit, I've added an invisible wall there. Thanks for the help!
So far, in terms of functionality, it's been relatively bug free.
https://steamuserimages-a.akamaihd.net/ugc/885379384023540607/575936AE50735B88589103070A51AC96612AC265/
https://imgur.com/a/SvW9k
I'm quite sure this map uses static meshes, not BSP. Can you post evidence of brushes?
You can open the map in KF SDK, select all the BSP, copy, put into new map and export. Then you can rescale it with some toolthing to the size you want, import in KF2 SDK, build geometry and done.
I know it seems a bit narrower, but a bit too late to update that now. I'm not using any BSP from KF1. I was quite sure there was no BSP, looked to just be static meshes on the original KF1 map.
That's to do with players being present in both spawn points for the boss, which is unlikely on 6 player server.
I can try update the map with more boss spawns.
When I made this little spot:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=864879222
I upscaled the BSP to 1.75x.
MixMakMax claimed it should be around 1.5625x, wich seems quite accurate, so you may wanna try that.
I think anything less than 50 MB compressed is a good target for a map size. But I understand where you're coming from.
What I was thinking of importing were cars, some signage, payphones and ticket machines. Would actually look like it's set in the UK and not France.
R