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--Could do with a little (more) fog/smoke for depth. (Minor)
--The curtain near the piano? I see the rod but there's no curtain. Also, no curtains elsewhere on the map (second-level door by the trader). Is that a material or engine limitation? I suspect it may already be on your to-do list. (VERY minor)
--Ammo/weapon drops. Would be great in later waves (e.g. fleshpound and boss waves), especially in multiplayer games (I tested this solo.) (Major)
Otherwise, I really like how this came out.
Thank you for the feedback its much appreciated.
• The lower fog density was both a conscious decision as well as a necessary one. I intentionally made the fog less dense because I think it gives a more realistic effect of the fog rolling in off the lake, however it was also necessary because of the improper blending on other transparent surfaces (most notably the water, it looks very murky)
In order to compensate for the less dense fog I added a depth based blur to enhance the effect. (Which you may or may not have noticed depending on your current graphics settings)
• The lack of curtains was due to an exporting error from KF1, so I will likely be creating ones from scratch.
• I honestly completely forgot about the ammo and weapon drops, so those will be going in with the next update. (it’s funny, after almost 550 subscribers you’re the first one to point this out
But yeah, the lack of ammo/weapon drops is the only "real" concern I had.
Thanks and keep up the good work!
Sure, if you want you can drop a link to the clip on my profile. It would definitely help.
Bloat Loop
• Added ammo drops & weapon spawns.
• General collision improvements.
• Increased door trigger radius.
• Pathing tweaks on main floor & basement.
• Changed lighting in dining room.
• Performance improvements. Overall frame-rate remains the same, however the frame consistency has been drastically improved, and users should no longer get massive frame drops when confronting large swarms of zeds.
• Added cloth drapes to dining room & boathouse, also added plastic shower curtain around upstairs bath tub.
Again, I REALLY love this map and the treatment you gave it so that the KF2 engine and materials do it justice!
Anyways, bugs:
1. Patriarch gets stuck VERY often. Seems to happen everywhere, but I saw him get stuck in at least 6 or 7 different points outside and once or twice inside the manor. He wouldn't move until someone got close to him.
2. If someone is inside the trader room in the manor when trader time ends, they will get stuck in the room with the trader. Someone in my group got stuck in the trader room when we got to the Patriarch, heh.
Edit: Actually, his pathing altogether was pretty broken. Might've had to do with someone getting stuck in the trader room. He'd be attacking someone, then run off to nowhere, yell "Hide and seek, I love that game!" and we'd have to spend a couple minutes trying to find him (since he was stealthed).