A bleak and uninviting refugee camp in a forest north of London, home to some two thousand displaced civilians, is about to be overrun by marauding specimens...
KF-Refuge Version 2
Filename: KF-Refugev2.rom
Version: 2
Date: 27 July 09
Author: Andrew "IrritAnt" Orman
E-mail: aorman@hotmail.com
Web page: Gamefront.com
Installation
Unzip the archive into your Killing Floor/Maps directory.
Outline
A refugee camp in forest north of London. Built to house three hundred, it has become home to more than two thousand.
But with the specimens closing in en masse an evacuation has been ordered.
But where is left to go?
Description
The play area is surrounded by a fence, encompassing the camp.
The camp is divided into three sections;
- the main compound with living quarters in the form of 8 large cabins;
- the ancillary compound, containing the camp's garage and motor pool, plus the clinic;
- the expanded part of the camp. As the number of people in the camp grew, it became necessary to expand it, building fences and shacks out of whatever materials were handy.
There is a fourth section... I'll leave you to discover it.
Suggested No. Players: 1-6
No. Item Pickups: 20
No. Ammo Pickups: 14
No. Trader Shops: 4
Custom Textures?: Yes
Custom Meshes?: Yes
Custom Classes?: No
External Packages?: No
NEW ASSETS
Snow texture by Genetica from Spiral Graphics
Spiralgraphics.biz
Shipping Container texture from Static Reality
Staticreality.planetunreal.gamespy.com
Author: parkar(parkar@home.se)
Some textures from Berneyboy's Map Design
Berneyboy.planetquake.gamespy.com
All other new textures by me.
PERMISSIONS
You may distribute the archive file as long as this text file is included and kept intact and unmodified.
You may NOT charge money for this archive or this map.
You may NOT use this map or any of its new assets as a basis for new work without my express written permission. Please e-mail me!
CHANGES FROM V1
- Added a lot more zombie spawn locations and pathnodes. Zombies now jump over the fence in a lot of locations around the map, particularly in the cemetery and expanded compound area.
- Added blocking volumes to various static meshes to stop them being exploited.
- Some terrain editing - thanks to Arramus for getting it started. Looks good :)
- Minor static mesh additions and changes.
- Fixed the trader containers having the wrong fog settings.
- Moved and resized the truck in the garage - the player can now fit underneath it without having to duck.
- Added LocationNames to the interior zones.
CHANGES FROM BETA
- COMPLETELY REMOVED the shipping container section for several reasons;
- There was a BSP error causing instant death to players. I was having a very hard time eliminating it. Thanks to Flammas for spotting it.
- The area was detracting from the overall look and feel of the map. The containers also didn't fit in with the map's back story very well.
- There were numerous pathing issues that could only have been fixed by a complete rethink and reconstruction of the area.
- Moved a wooden beam in the burned-out hut that would allow you to get up and onto the roof of the other huts. Thanks Arramus!
- Increased the width of the truck in the garage to it sits more appropriately over the work pit. Thanks Arramus!
- Modified the blocking volumes over the tents to more closely fit the shape of the tents. Players still can't walk over the top of the tents, though.
- Added blocking volumes to some of the cabins with bunks to ensure a smoother pathing experience for all. Thanks Arramus, good call.
- Added more zombievolumes, especially to the expanded part of the compound.
- Added a blocking volume around the red car that allowed players to jump up onto the roof of the hut next to it. Thanks shah3211.
- Doglegged some of the "corridors" to beak up line-of-sight.
- Added more crates just north of the garage to a) break up the area and b) allow the player to climb the crate stacks.
- Some minor terrain editing inside the compound to make the layout a bit more interesting and organic.
- Opened up some of the shacks to allow more movement through the area.
- Rearranged the outlying trees to match the new layout.
- Added lots of minor decorative meshes and details.
- Greatly increased the volume of the ambient sounds.
- Added preview images.
THANKS
Thanks to everyone from the Tripwire forums who gave me feedback. It was very useful, and I encourage you to give feedback to all mappers.
Thanks to my wife for putting up with me building this map. "I'll be down in a minute, sweetheart!"
Average
6.79 votes submitted.
Great job IrritAnt01, Your map looks, feels, and plays like a well considered final. I got great performance throughout even with an advancing horde. The new directory signs are a great touch that add landmarks for the memory banks.