Download KF-PUSH-Outpost0715 here -->
http://ift.tt/1IyXcmo
After much trial and error, error, error, I have 90% completed (the modification of TWI's original content of KF-Outpost) to create KF-PUSH-Outpost0715 (KF-PUSH-Outpost as of 07/2015)
KF-PUSH-Outpost0715 is a modification of the original KF-Outpost map.
It removes many points of entry/egress, essentially turning the map into one long looping tunnel. This means that movement to and from Trader locations, during combat, is typically required in order to get to the next trader location.
All weapons drops have been replaced with ammo box drops, to reward moving around the map, or to provide sufficient ammo for classes with highly important weapons to reload (Such as Support w/ AA12).
Enemy spawn-able areas are increased to allow Zed's who have spawned on a part of the map that does not allow them to quickly catch up with the Players, to teleport to a better spawn, and give chase. This is generally balanced out by the Zed's limited angles of approach (remember, map is essentially a long, looping tunnel, which generally means two points of Zed attack in each area).
There is no (intended) one "perfect spot" on the map that the players can run from and return to during the trader wave, as most "wider" spots (SNOW CAT and COURTYARD areas, specifically) have been tightened up, and quickly running to a Trader and back to the "perfect spot" simply isn't possible with time required to go to and from trader locations.
Pictures
Please try it and let me know what you think.
If anyone out there knows something I'm missing or forgot to do, please let me know. This is the first thing I've ever done with a UT3 editor, and am bound to have done a few (dozen) of things incorrectly.
Thanks.
http://ift.tt/1IyXcmo
After much trial and error, error, error, I have 90% completed (the modification of TWI's original content of KF-Outpost) to create KF-PUSH-Outpost0715 (KF-PUSH-Outpost as of 07/2015)
KF-PUSH-Outpost0715 is a modification of the original KF-Outpost map.
It removes many points of entry/egress, essentially turning the map into one long looping tunnel. This means that movement to and from Trader locations, during combat, is typically required in order to get to the next trader location.
All weapons drops have been replaced with ammo box drops, to reward moving around the map, or to provide sufficient ammo for classes with highly important weapons to reload (Such as Support w/ AA12).
Enemy spawn-able areas are increased to allow Zed's who have spawned on a part of the map that does not allow them to quickly catch up with the Players, to teleport to a better spawn, and give chase. This is generally balanced out by the Zed's limited angles of approach (remember, map is essentially a long, looping tunnel, which generally means two points of Zed attack in each area).
There is no (intended) one "perfect spot" on the map that the players can run from and return to during the trader wave, as most "wider" spots (SNOW CAT and COURTYARD areas, specifically) have been tightened up, and quickly running to a Trader and back to the "perfect spot" simply isn't possible with time required to go to and from trader locations.
Pictures
Spoiler!
Please try it and let me know what you think.
If anyone out there knows something I'm missing or forgot to do, please let me know. This is the first thing I've ever done with a UT3 editor, and am bound to have done a few (dozen) of things incorrectly.
Thanks.
KF-PUSH-Outpost0715
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