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Overall, great map! Thanks for making it!
- Replaced the missing tree stumps that were removed from the official map packages with the SWAT update. This means you should now once again be able to see the knocked over tree bridge by the rotating cogs and the corner wall section.
- Tweaked a few light and shadow settings that had unnecessarily high values.
@Forbearance Odd! I will have a look at it over the weekend and see if I can figure out what that's about, thanks.
I'm getting a "mess error", like when TW did the SWAT update, didn't you update this map? Or am I just getting a miss-match error uploading the wrong version of this map to our Bizzy Playhouse servers...
Thanks..
Hosted on HplssDmcrcy|Ranked|HOE|50+CustomMaps|32Players
IP: 23.24.240.133:7777
The missing trees are an issue that TWI introduced with the SWAT patch where they removed a model package from the game's resources. I will have them replaced with some working ones in the next update.
I will also close off the open room in the tower so the invisible wall is less weird :p
The giant hands are very upscaled and do look quite blocky up close, I fully agree. That's unfortunately an evil we have to settle for since I'm not really skilled enough to add custom models, and re-texturing it would still result in a bloated and low-res texture because the model itself is very small originally
But a couple minor things: The tower has a room you can't enter, but the door looks fully opened. Perhaps adding a piece of furniture like a desk or some debree or a fence to make it clearer at first sight?
And, the giant hand holding the train just, doesn't look really good. The one with the strings is fine but this one is so hugely resized that seeing such low res textures on it at close and it being so jagged doesn't work well. Perhaps replacing it for something else, or looking for a higher res model to put on it's place could work in it's favor?
Nothing to complain...
damn and i thought Tripwire was gonna get all tight with the game mods.
o
@DVNK DIVA
Criticism is very welcome and I will definitely look into the issue you are pointing out for the next update.
Now I finally have a reason to play kf2 even more
this map is gorgeous
Looks great.
@Atlaimond
Yes you can fall off the map in several places, which will kill you, so watch your step!
The random flames in the incinerator and the spinning blades in the basement cause damage over time, but are survivable long enough to run through them unless you are very low on health.
I didn’t find any bug.
Up-voted
P.S. I’m just curious, is it possible to fall dawn? I did bear try it.
- Tweaked colision elements on the broken wall section to hopefully improve movement and prevent players getting stuck.
- The Ferryman now has a lot more things to say! (randomized flavor text) Try visiting him from time to time.
- Fixed a collision bug in the incinerator rooms that caused players to be able to clip through the walls and fall to their death. This should no longer happen (thanks pwnstarr for discovering this)
- Minor tweaks to shadows and draw elements.
- Moved an invisible desk, floating in the sky, and put it where it belongs inside the mansion next to the side exit.
- Added a pillar beneath the broken floor section of the tower, next to the cogwheel. Just for consistency's sake.
- Added faint blood flow sound effects to the basement section.
- Added a blood spewing pipe on the lower portion of the outside of the mansion. Because blood!
Ah I see, Doom uses the same line for I think one of their levels? Or one of the music tracks, I forget.
Patch 1.1 coming soon to fix a few blocking issues that have been reported around the map.