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 [Beta] [KF] KF-Fabulous

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Murphy

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Join date : 2008-10-18
Age : 30

PostSubject: [Beta] [KF] KF-Fabulous   Mon Jul 19, 2010 10:43 pm

Hi,
I'm currently working on a map for Killing Floor that is hopefully going to capture the style of the original Fable on the original xbox. Say what you want about the game, the art style is amazing. I heard it was a patchy job with people working too independently without clear enough goals and a lot of resources were wasted that way, but looking at the result I couldn't care less, to be honest. The game looks amazing.

One thing that bothered me about it at first is the linearity of the levels and how even places like forests were more or less just corridors for you to walk through, strictly limited by low walls, fences and whatnot. Exactly this aspect makes it seem perfect for a Killing Floor map though as huge open levels have difficulties concentrating enough specimens on the players when they're all spread out in the open so this limitedness and this linearity can really be a virtue in this case.

Anyway, I'm still working on making the map but I'm doing the terrain last. I'll post screenshots of what I have already later and when you see them you'll understand why I'm holding off on the terrain. The ways through the map are strictly defined by Fable-like limitations (fences, low walls...) so the terrain isn't really necessary to define them. It is of course necessary as it provides ground to walk on and the visuals would suffer heavily if it was missing in the final ( Razz ) but so far I can do without. I already have all the textures I'm going to need for it here, imported and ready to go.

As I said, pics will follow, as soon as I get on my other PC.

One other thing: I expect to release this map! I can't say how soon and it's still a good while off, but I am going to release it. This won't go the way of my Mirror's Edge map since this isn't just a goof map but I hope it's going to play well. We'll see about that ( Embarassed ) but this is still made for a release, that much is already certain. Smile


Last edited by Murphy on Thu Sep 09, 2010 12:25 am; edited 2 times in total
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Murphy

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PostSubject: Re: [Beta] [KF] KF-Fabulous   Tue Jul 27, 2010 7:33 pm

Very WIP shots. Still missing the interiors of the buildings, flowers and grass on the terrain and the old fantasy staple of glowing mushrooms for contrasting highlights. Also the environment as it is isn't quite done everywhere either. But here are some screenshots anyway:





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Murphy

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PostSubject: Re: [Beta] [KF] KF-Fabulous   Mon Aug 23, 2010 2:30 pm

New screenshots showcasing the new lighting:





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PostSubject: Re: [Beta] [KF] KF-Fabulous   Tue Aug 31, 2010 5:05 am

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PostSubject: Re: [Beta] [KF] KF-Fabulous   Thu Sep 02, 2010 8:41 pm

v3 released!

Download:
newest version below

Change-log:
- fixed exploit that allowed players to climb on rock near windmill
- fixed exploit that allowed players to climb on rock near house
- fixed exploit that allowed players to climb on other rock near house
- fixed exploit that allowed players to get between the house and cliffs behind the graves
- fixed exploits that allowed players to climb onto treasure-chests
- widened the bridge at the waterfall by 25% to prevent ZEDs from getting stuck
- made chests easier to open
- doors other than the door to the trader now open a little slower
- added visual barrier for invisible wall at the arch near the round bank
- added vegetation on top of a cliff near one of the chests to make it look more natural
- fixed some minor projector issues
- adjusted texture on stairs into buildings so they look more plausible


Last edited by Murphy on Thu Sep 09, 2010 12:35 am; edited 1 time in total
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PostSubject: Re: [Beta] [KF] KF-Fabulous   Thu Sep 09, 2010 12:34 am

v4 released!

Download:
new version below

Change-log:
- fixed exploit by walling off table in wine depot
- fixed possible exploit by walling off round bench
- fixed possible exploit by walling off rock in mini-cave with treasure chest
- fixed possible exploit by walling off both tree-stumps
- fixed possible exploits by walling off every table, couch or anything else that can be jumped on in the house...
(before anyone complains about this: I hate having to do this! What do we even have a jump-button for if we can't be allowed to jump on anything? The sad fact is, the zombies are in every sense brain-dead and jumping onto things or slipping in between things makes players almost completely unreachable. And even if you as a lone player can still be reached there, once a platform like a table is filled up with players zombies can't get up anymore. It's just stupid that they can't just reach up and either drag you down or just plain hit you, but that's how it is and to get the map on the whitelist I have to get rid of exploits like these. As stupid as they are. So there. If you want to get onto tables again, make TWI improve the zombies so they can handle a player on a table right in front of them...)
- adjusted rock in underground corridor to make collision more comfortable
- made culling of coal-torch-holder-thingies slightly less obvious


Last edited by Murphy on Thu Sep 16, 2010 3:57 pm; edited 1 time in total
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PostSubject: Re: [Beta] [KF] KF-Fabulous   Thu Sep 16, 2010 3:57 pm

v5 released!

THIS RELEASE IS WHITELISTED!

Download:
FileFront.com

Change-log:
fixed an exploitable spot in front of the trader by giving ZEDs an additional way to get to players there
fixed parts of the windmill being invisible from the back
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PostSubject: Re: [Beta] [KF] KF-Fabulous   Mon Sep 20, 2010 2:18 am

Video showcasing the map on youtube:
http://www.youtube.com/watch?v=iHfo-A6_NZM

(make sure to turn up the volume a little. The track is pretty quiet at first.)
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