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We'll see though! Thanks for the kind words :>
How exciting.
Remember that when they get to announce the map for the update. Be sure to mark this map as (Original). Since as always, Tripwire/Saber will make corrections and adjustments to your map.
[KF-FrightYard_Redux KFMapSummary]
MapName=KF-FrightYard_Redux
MapAssociation=0
ScreenshotPathName=KF-FrightYard_Redux.UI_MapPreview_FrightYard
bPlayableInSurvival=True
bPlayableInWeekly=True
bPlayableInVsSurvival=False
bPlayableInEndless=True
bPlayableInObjective=False
-----------------------
- Fixed more trees blocking bullets
- Altered the skybridge at the center of the map so that it can only spawn Trash
- Altered the rooftop spawn at the center of the map so that it can no longer spawn Larges
- Altered the back spawn on the west side of the map so that it can no longer spawn Larges
-------------------------
- Fixed a few trees blocking bullets
-------------------------
- Massive FPS improvements. Found a particle that was severely slowing down the engine and replaced it.
Please let me know if you experience better (or worse) FPS!
------------------------
- Removed all Christmas decorations
--------------------------
- Removed a lot of the blowing wind effects since it was causing FPS drops for most players
-----------------------
- Fixed bad splatters on some of the snow piles
- Fixed a visible seam on the outer face of one of the buildings
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1926427848
I suppose the game is so dead anyway that it doesn't really matter which one the 'new' version gets uploaded to. If anything, at least it'll be easier for server ops at this point.
To not break any server configs you could have kept this page as the primary version, so it wouldn't change steamid and filename. All servers would just get the new snowy primary version! Then if servers wanted the legacy map they could add it and its new filename.
This update is going to break a lot of servers configs for this map.
You can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1926427848
That version is officially designated as the primary version of Crash, as it is the way I have always envisioned the map to look. The reason this version still exists, is to serve as a Legacy version, for those who may prefer it over the new one, and for posterity really.
This version and the new version will be kept up to date simultaneously.
Small changelog as well:
- Added volumetric fog (thanks to Arnie for helping me with this)
- Fixed a few bad LODs
- Fixed some meshes having incorrect lighting
I've been looking over the official TWI implementation of Objective, and it doesn't look that hard to add in. The challenging part honestly will be getting past my personal distaste for the mode. I find it to be really uninspired/boring and flat out unplayable (coughNukedcough) in some cases. I'm considering it still though.
Pretty much the only reason I added all those jump spots was because I am a Support main, hehe
I've managed to use them to get out of some pretty hairy situations myself, so it's definitely useful sometimes, even if most people won't use them / won't understand what they're for.
Give Objective mode some dev time, really lacking maps there! A good survival map is a good endless map and vice versa.
The recoil force boost spots are a creative idea, but since only 2 classes would realistically use them I feel they will always be underutilized.
Been playing the map on HoE with friendly fire enabled, so the map is not too hard nor too easy. Hope this map gets picked up as an official community map at some point.
I'd argue that Lockdown is one of the best examples of why railings should be interactive, it has a ton of railings and dropdowns, they break up the map really well and make it feel very dense and varied. I think it's one of the most fun community maps there is.
Jumpable railings don't necessarily make the game easier, either- zeds can also jump over them. Players have more options, can also gain quick height advantages with railings (