OrmanManor
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OrmanManor
| Author | IrritAnt |
| Date of release | June 11, 2009 |
| .rom filename | KF-OrmanManor |
Description
A Killing Floor map set in a deserted and derelict manor house.
Additional info
Additional credits
N/A
Changelog
- Adjusted the position of the ammo drops so they don't appear to clip through the objects they're sitting on.
- Added some more detail to help with navigation outside the house.
- Changed half of the KFRandomAmmoSpawns to KFAmmoPickups.
- Fixed some minor texture misalignments.
- Moved a wooden beam jutting out into a corridor on the upper level.
- Moved the kitchen table to be directly underneath the hole from the room above.
- Removed several rooms from the cellar and reduced the size of another two. Minor static mesh and pathnode changes to match.
- Changed the room in the cellar that had a deeper floor than the others to be at the same height. The water volume was causing strange visual effects for the player, and the specimens couldn't navigate through chest-high water.
- Added location names to most of the zones.
- Added two brand new music tracks by jilljill - http://web.me.com/jill.jill/jilljill...ite/Start.html
- Added blocking volume at the top of the curved staircase, and added some proscribed paths to make the specimens behave themselves.
- More proscribed paths and static mesh changes in the kitchen and upstairs area.
- Added level summary preview textures.
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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.
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page revision: 6, last edited: 12 Jul 2009 10:38













Post preview:
Close previewThe door opposite the trader who is connected to the corrider next to the dining room opens a completely separate door when you attempt to open it.