lundi 13 juillet 2015

Kf2-doom2_map01

I wanted to put in a placeholder for the release of this map tomorrow.

It won't be released tonight as I had planned as I just found that the offer I made on a home was accepted after several previous home hunting disappointments, so I'm not doing any mapping tonight and am instead celebrating with my husband and our dear friend Tequila! Everyone have a shot, or toke (if finally legal in your area!) with/for me! :D


KF2-DOOM2, huh? Yep! Brought to you with all of the fantastic fish-in-a-barrel, shoot-em-up gameplay from KF1, mechanics of KF2 and design from the original DOOM2 MAP01 Entryway!

I've tried my best to include all original but re-mastered texture files and sounds; textures courtesy of the High Resolution DOOM Texture Project. SkyDome texture courtesy of Princess_Die's Sky Pack 1.

This is a map from the ground up, not simply a port from one of the many KF1 version of the map, so there is still some work being done on getting textures just right and geometry scaled correctly; largely this is done but I hate mis-aligned/scaled textures so I'm spending a bunch of time on them. And with a new engine, there are still some features being worked out and will be added in subsequent releases.

Things that work right now:

Everything except;

Trader room teleporters,
Weldable Blue-Room door*,
Persistent blood and gore splatters,
Correct indoor/outdoor lighting volumes*,
Destructible walls.

Things that are still being worked on:
Trader room teleporter so pawns can't get trapped and break zed spawns (game-ender, nothing spawns if you're stuck in a trader room)
Weldable BR door. *This appears to be a KF2 limitation right now. Destroyed doors do not re-spawn at the end of waves now, so this functionality is largely useless except for a single round. And the way doors work right now, if it is "broken", you only get a static model that doesn't let you use it. There is no destruction of the KFDoorActor. You just get stuck behind a broken door that zeds can walk through, but a player cannot.
Persistent blood splatters. This will come when the entire map is converted to static meshes which support persistent gore.
Indoor/Outdoor lighting volumes. TWIndoorLightingVolume/TWOutdoorLightingVolume still seem to have some work being done to them as an outdoor light (such as the simulated sun lighting) largely ignores indoor lighting volume markers and structures. It blows right through meshes and BSP and creates some ugly lighting artifacts.
Destructible walls. I intend for about half of the map to feature destructible surfaces to give the player a sense of destroying not only zed, but the environment around them while they battle. This is a fairly large undertaking so will take some time.

Screenshots! (Yes, this will be largely what you'd expect from a re-build of a known map)

Please keep an eye on this thread for the actual release. It's been pushed back one day just because of my excitement over house-buying success.

Attached Images
File Type: jpg 2015-07-13_00001.jpg (74.5 KB)
File Type: jpg 2015-07-13_00003.jpg (49.0 KB)
File Type: jpg 2015-07-13_00005.jpg (59.2 KB)
File Type: jpg 2015-07-13_00009.jpg (48.6 KB)
File Type: jpg 2015-07-13_00007.jpg (47.8 KB)


Kf2-doom2_map01

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