With its narrow corridors mixed and a dark alien-inspired atmosphere, Spaceport Perdition will challenge your maze-navigating skills while blasting grappling zeds around every corner. A very challenging map with many chokepoints and a plethora of weldable doors to better control the onslaught.
#grindhouse
Version 1a Hotfix (February 24, 2016)
- Fixed two critical path errors that caused some zeds to get stuck in certain doorways (Thanks to NightAngel and co. for reporting!)
I wanted to work more on this map but time for the contest deadline is running out, so reluctantly I have had to wrap it up as it is. Ideally I wanted to add a few extra areas, a heap of additional decorations and do a lot more optimizations both to fps and splattermaps. I would also have liked to better balance the difficulty, as since the current version is very hard according to my solo mode testing. If there's any popularity around the map I might go back and do these things at a later point after the contest has ended.
It has a few free custom textures grabbed from www.textures.com and www.freeimages.com, but is otherwise constructed using the resources from TWI's official maps. Gameplay wise it is very straight-forward with no special features besides a couple of timed security doors that open (another feature I wanted to work more on if time had allowed it)
The whole map also has destructible lights and non-destructible ambient lights. This means after a while most lights will be smashed (especially by sirens), significantly darkening the map, but most areas still remain dimly lit so as not to blanket the whole spaceport in total blackness.
Really nice,vote up!
Thanks a lot Tisa! <3
There is some beautiful work put in. Great atmosphere.
Thanks swifty! I am learning from the best guys (you and the gang on the forums :D )
Awesome work. I like the little hole where you need to crawl through but get hurt by the fire. Feels very spaceship like, has a sci-fi feel and some props are great. The long corridors make it easy to run away from zeds, so less likelihood of getting stuck. One issue I had is getting to the 3rd (or 2nd) trader pod, there was some big door which was locked, I tried to unlock it but it took forever to open, meaning I missed out on restocking at the trader pod. Made it a lot harder that round. Although I do like that feature in the game (something different), it stuffed me up. I would suggest not having trader pods on that side, or at least not until the door is opened. Other than this, the rest of it is great and very impressive.
Thanks, I am glad you like it! The timed doors are there on purpose to keep players a bit on edge, but all of the rooms have at least 1 open access, so you can always get in/out while you wait for the doors to open. The problem is just the trader pod chooses the sealed door instead of the back entrance :p
Many players are going to have a hard time with this though. Even once you know how to get there, there is another matter of remembering to go and open the door before the wave ends. Adding to this, even though someone playing on normal difficulty may get away with it, anyone on the 3 harder levels will most likely die because of this.
In other words - it's hard enough as it is, we don't need this. Nice feature yes, but don't let it get in the way of getting to a trader which is critical. Thanks.
I didn't find any bug.
Enough good. So, up-voted by 7.
Thank you!
Love your stuff, very nice map.
Thank you very much =)
VERSION 1a HOTFIX (February 24, 2016)
- Fixed two critical path errors that caused some zeds to get stuck in certain doorways (Thanks to NightAngel and co. for reporting!)
I have deleted Night76's comment upon his request, to remove a sensitive link. He was pointing out a big spawn problem where zeds got stuck and could not get to the players which has now been fixed, so thanks for that!