Post by [}{]cenzored on Dec 18, 2013 19:09:03 GMT 10
This is the beginning of a compilation and ongoing process of altering/removing maps as necessary due to errors and/or bad playability caused by design or glitches.
This post is not for suggestions or opinions but certified issues on maps, for voicing a problem see an admin or talk to another! Posts only to be made by members please.
*PLEASE NOTE DATE OF POST AS OLDER MESSAGES MAY CONTAIN OLD MAPS, BUGS ETC AND MAY NO LONGER BE RELEVANT ON THE LIVE SERVER*
Maps for removal due to design;
Boink (Super-highlighted map and is incredibly difficult to see and a little nauseating to play on).
Dynamic Maze (For those that haven't played it - You have to look vertically up to see a representation of the map which also displays the zeds to find your way around the ever changing cube concept maze map. The rows and columns move around and the only way to get to other people etc is to always be looking vertically up often. This map also ends up locking zeds accidentally in rooms away from players for long periods of time).
Harbor (Currently not campable or kitable anywhere, needs serious spawn fixing to be salvaged).
Maps for alteration due to design;
Roman-Arena (Background music becomes overwhelming and irritating in a full played game from start to finish. Sound removal preferred if possible).
Wintervillage (Commonly and very loudly plays both the KF theme + it's own piece which overrides KF music sound despite being set at 0)
Maps for alteration due to spawn issues;
Reconstruct (Mobs will get stuck on the motion-detector style bridges that aren't triggered by mobs, and just get stuck going back and forth at the edges)
Backalley (Spawns that are behind the barred area beside the bottom floor trader don't work their way around to hop over. Not sure whether they spawn there or fall off from the spawn on the topfloor, either way needs fixing).
Departed (With a large group, zeds will spawn only around the majority group and given the new expanded area of the map, it can easily leave a few players with absolutely nothing to kill. More of a general spawn setting for that map, no idea how that can be fixed).
Grimpen (Identical issue to Departed, except the map is probably 3 times bigger so the issue is extrapolated absurdly).
Happyhour (Not enough or not enough close spawns to give this map any fun playability, very slow pace given the expanse of the space between players and current spawn locations at either ends of the map).
This post is not for suggestions or opinions but certified issues on maps, for voicing a problem see an admin or talk to another! Posts only to be made by members please.
*PLEASE NOTE DATE OF POST AS OLDER MESSAGES MAY CONTAIN OLD MAPS, BUGS ETC AND MAY NO LONGER BE RELEVANT ON THE LIVE SERVER*
Maps for removal due to design;
Boink (Super-highlighted map and is incredibly difficult to see and a little nauseating to play on).
Dynamic Maze (For those that haven't played it - You have to look vertically up to see a representation of the map which also displays the zeds to find your way around the ever changing cube concept maze map. The rows and columns move around and the only way to get to other people etc is to always be looking vertically up often. This map also ends up locking zeds accidentally in rooms away from players for long periods of time).
Harbor (Currently not campable or kitable anywhere, needs serious spawn fixing to be salvaged).
Maps for alteration due to design;
Roman-Arena (Background music becomes overwhelming and irritating in a full played game from start to finish. Sound removal preferred if possible).
Wintervillage (Commonly and very loudly plays both the KF theme + it's own piece which overrides KF music sound despite being set at 0)
Maps for alteration due to spawn issues;
Reconstruct (Mobs will get stuck on the motion-detector style bridges that aren't triggered by mobs, and just get stuck going back and forth at the edges)
Backalley (Spawns that are behind the barred area beside the bottom floor trader don't work their way around to hop over. Not sure whether they spawn there or fall off from the spawn on the topfloor, either way needs fixing).
Departed (With a large group, zeds will spawn only around the majority group and given the new expanded area of the map, it can easily leave a few players with absolutely nothing to kill. More of a general spawn setting for that map, no idea how that can be fixed).
Grimpen (Identical issue to Departed, except the map is probably 3 times bigger so the issue is extrapolated absurdly).
Happyhour (Not enough or not enough close spawns to give this map any fun playability, very slow pace given the expanse of the space between players and current spawn locations at either ends of the map).