dimanche 23 août 2015

KF-CarringtonVilla

Hello everyone.

For the past week or so I've been working hard on a map loosely based on my favorite stage from Perfect Dark; The Carrington Villa. It's far enough along now that I'd like to share my progress with the community and get some visual feedback and suggestions from you all.

Upon making this map I decided that, while I would take the basic layout of the Carrington Villa, I would make changes to areas that wouldn't work very well in Killing Floor. I also changed the setting slightly from Carrington's Villa to an Illegal Gun Trader's Villa. Lots of weapon and ammo crates can be found around the Villa, but don't expect to get free weapons from them unless a pickup spawns there.

Currently the map has several sections that are untouched in the hope that the next update with Catacombs and Evacuation will provide parts I need to complete them.

For this walk-through of my map, I'll include screenshots from PD as well just to show you the original as well.

First we have the Interior Garden. A very small section with a statue of the AK12, M4, and Pulverizer standing proudly in the middle. 4 Hallways surround the garden on the same level as well as an above walkway. These Hallways connect to the Library, Kitchen, Bedroom Hallway, and the main Stairwell.
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...and the interior garden from Perfect Dark.
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Next is the Library. Currently the Library is missing all its books as well as some interior decorating in the far corner. It does, however, include a fireplace with secret passage way that connects to the Wine Cellar below the house. From its main doorway, it connects to the Hallways surrounding the Interior Garden. Because it only includes 2 means of escape, it is possible to become cornered in the Library while ZEDs drop in from the sky windows, but due to its size, it's also possible to make a stand here.

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The Library was NOT included in Perfect Dark. Instead it was a small dead end computer room.

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Next is the Kitchen. Adjacent to the Interior Garden and the Docks while also providing a very narrow stairway down to the Wine Cellar, much like the Library. The Kitchen provides some room to maneuver and lots of possible routes to take to prevent from being cornered. I'm still not done decorating the Kitchen.

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The Kitchen remained similar to its Perfect Dark counterpart mostly. With some obvious changes in decoration.

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Next is the Exterior Garden. The Exterior garden connects to several open spaces such as the Entry Hallway and the Exterior Entry area that connects to the Caves and Docking areas. This area presumably gives you lots of options, but it's easier than it looks to get trapped here.

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In Perfect Dark, this area was just a dead end that had no entry points into the house. This is it seen from where the hedgeway arch would be.

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Next is the Pool. This is a pretty simple area, and there isn't a lot more I can think of to make it look nicer honestly. It's a simple interior pool but as you can see, the wall has collapsed letting the water leak into an adjacent room. The Power Control room to be more precise. There are about 6 ways you can enter this room, but only 2 to leave. You can jump in through the windows above (1 on each side), the normal doorway, or the collapsed wall.

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In Perfect Dark, the Pool was simply a dead end... and quite shallow.

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Next is the Exterior Entryway which uses the same layout and fountain around the hotel in Burning Paris... except this one has Palm Trees and a brick pattern. There is some junk in the background close to the walls I haven't removed yet due to my using them as templates for interactive foliage. You can also see the abrupt end to some of the cliffs further down the stairs at the far end. This area connects to the Exterior Garden, the caves, docks, and Helipad (Player start location).

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In Perfect Dark, this area was rather bland.

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Next up is the Helipad. This is the player start location and quite honestly, I don't think you wanna come back here. Much like the helipad in Outpost, once you leave, don't look back. I'm still trying to figure out how to make my own Palm Tree Facade so I can give the illusion of more distant trees without using 1 million meshes, but I can't seem to get the alpha channel to save correctly and give me working transparency. Anyway... this area is a dead end, though I might include a trader here in the future. This area connects to the Caves and the Exterior Entryway.

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In Perfect Dark, the Helipad was grounded and not over a jungle. I was originally going to do it similarly, but the only Helipads I could find were the ones from Outpost, which are suspended, so I was forced to get a little more creative.

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I'll include more as it becomes ready.


KF-CarringtonVilla

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