samedi 17 janvier 2015

KF Nightmare Forest Drive KFVM

Nightmare Forest Drive

Beta V00

Playable - Yes



Screenshots

http://ift.tt/1DPps0D

http://ift.tt/14QgdOw

http://ift.tt/1DPpqWv

http://ift.tt/14QgbWM



More screens without HUD on Workshop page in rotation and can be enlarged.

http://ift.tt/14QgbWS







Vehicle map based off my Nightmare Forest Map. Map modified with multilayer roadways, repathed and respawned. Map spawns are much better than the original and will be updating that one soon for better spawning. Large jump with low gravity zone to extend air time, in cars it seems they can drive though many static meshes. Typically you would want to remove collision and use blocking volumes to compensate, but I took advantage of this "soft" collision aspect to make the car pathing easier.. and finding out wheels do not work on a blocking volume would make for some difficult fixes anyway. Much more simple to just let the cars pass though things.. and really fun as the large arm "trees" can actually throw a car from the ground up to the second level roadway in some places. Pathed the roadways with a single line to keep the zeds lined up for driving into. A number of jumpers allows the zeds to track around pretty well considering the size of the map. On road as well as off road <and under road> fun. Signs posted for exit areas and bumps where its best to slow a little in the mini if you want to stay on top of the roadway after a bump. The forklift can even take the jump if you go backwards <not very satisfying though>.. low clearance area where the truck cannot pass, lots of different signs. Put gas can spawns in back of trader that gets blown open by the giant Banjo hitting the helicopter stuck in the trees and causing an explosion. Gas cans also random spawn but most often cars blow up before they need gas anyway. Text message on screen when trader gets opened by explosion. Spread out player spawns so multiplayers will have an easier time of finding their own car.

Testing-

Pathing I think was the biggest issue on the map, I had to make sure the zeds would not track over places they would get stuck. In some places I literally placed a path node or two then built paths to check their connections before I moved on.

In the end there are two paths between pathnodes I had to block with meshes during the build then drop the meshes for the save. This broke the pathnode connections over areas that the zeds would likely get hung up on like a high track edge. I think I was careful enough to path it right and I even tested it by placing the first couple of spawns in the the furthest reaches of the map, places I pathed just in case they got knocked back behind things etc. and they all found me so they pathed out ok as far as I could tell.

I did the best I could to reinforce the track with blocking volumes or build parts between meshes, the big jump and the back straightaway where it meets the banked turn were the biggest trouble. Some areas the mini or the bouncing truck fly up and if they dont hit the track wheels first they tend to fall though. Any reinforcing of the lower tracks blocked the cars from being able to pass under the tracks there so I opted to leave them be and put in the bump signs as a warning to slow down in those vehicles.



DL Link http://ift.tt/14QgbWW



13.5 megs




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