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Kf-Dreamhouse-Beta
| Author | Driftwood |
| Date of release | Beta 5th October 2009 |
| .rom filename | KF-Dreamhouse.rom |
Description
Map Name: KF-Dreamhouse
Final: Yes
Trader Rooms: 3
Inspiration:
I once asked my girlfriend what her ideal home would be like. She must have thought I was going to buy it for her because she took the trouble of sketching out the blueprints… Not one to dissappoint, I did the best I could - map it in unrealed and fill her "Dreamhouse" with zombies!
Description of map:
A small map consisting of a single large, high-set timber home. Design aims to encourage the player to keep moving, with all areas of the map been roughly equal in terms of danger level. Another feature I concentrated on is having the zombies spawn entirely in "logical, zombie only areas" - but at the same time they can get to the player quickly to keep the gameplay intense.
Trader Rooms - 3
Additional info
N/A
Additional credits
Testers: Frostbite, THEDDLE, Akame, and Mearpy
Special thanks to: Murphy for the awesome fish tank in the main hallway (originally from KF-Northsea)
Changelog
Beta3
-ZombieWaveSpawn variable lowered to 2.0 to help make this map possible to complete on suicidal.
-Various lighting, texture, geometry, spawning, pathing, blocking volume improvements
-Added an alternative entrance/escape to the basement, connecting to the SE side of the house which was previously a dead end/trap itself. Running around this map should now feel very smooth, you never have to backtrack, always another way out of a room.
Beta4
-added lots more light to the basement
-fixed various exploits
Final
-A few lighting and pathing changes
Feedback
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
















I like the direction this map is going, so I tested it for a round on solo. The main few issues are that you can stand on the chair on the deck to the left of the primary image and everything has trouble getting to you, and you can also jump onto the patio table set and then onto the railing to get out of the map boundaries. I also noticed if I took a good running jump as a berserker, I could get on top of the pool's volume where nothing can touch me other than ranged monsters like sirens and a couple of leaping crawlers, and also jump through the window after it. Also, one of the sets of double doors spazzes out when you open them and fly all over the place, but that wasn't a big issue.
Otherwise, I like this map, so keep up the good work and fix those exploits!
Thanks for the thorough testing, I had no idea I had those exploits. So releasing a beta DOES pay off
Hey, that's what I do. I've always found nearly every single bug in every game I've ever played. I'm like a magnet, and there's probably a couple others I'll find when my buddies play with me so I'll keep you updated.