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Beta Map [WiP] KF-Dystopia 2029

Seanchaoz

Grizzled Veteran
Feb 29, 2016
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Denmarkia
www.synchaoz.com
An early gameplay preview of the next release (most likely)

Dystopia 2029


Futuristic cyberpunk inspired downtown city map with custom destructibles, explosive cars, hotel with playable interior and other goodies.
Coming "when it's done"

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Cheers guys! I'm really happy with the direction of the map so far.

A few recent visual updates (a valiant attempt at photoshopping) in the form of custom adds around the city has really added to the dystopian atmosphere I feel.
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In addition, the play area is being expanded by opening up the courtyard section next to the "park", which in the video I mention was just a zed spawn area. It will also connect to a small waterfront closer to the water, running underneath the raised bridge and connecting to the loading area outside of the winchester pub. It's a good ~10% added play space if not more. I'm considering opening up another indoor section from this new waterfront, running underneath the roads (but this is a big maybe).
 
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Yo peeps, just posting an update on the map's progress.

It's becoming a very big project, so a public beta release is still a ways off but I'll post a playable version here first before anywhere else. Can't say when, as there are still some important basic things that needs doing (certain areas still lack geometry like floors and walls).

I've listened to some of the feedback given so far and have expanded the map by adding 3 new playable areas:

1. The lower courtyard behind the "park" which was originally just a zed spawning area with backdrop buildings is now an actual playable area. The old backdrop apartments got torn down and replaced with more detailed ones, and the whole section is now highly detailed with world clutter, lighting and whatnot, including a morally questionable nightclub (currently not planned to be playable).
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2. The new courtyard area now also connects to a waterfront section running below the drawbridge (which has also been modified with more detail and now acts as a zed spawn area). A stairway at the mid point connects directly to the main street above, and another stairway connecting to the pub loading area at the far end. The waterfront will have an additional playable indoors area, which is as of yet unfinished.
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3. A back alley underground tunnel hugging the Heat Hotel has opened up. This area is still being planned out.
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The Heat Hotel itself still needs massive work to be even screenshot ready. I've focused heavily on the outside section of the city and the smaller indoor areas first. Plans are still to make the hotel pretty big, which is why I'm concentrating on other areas first, so I can focus fully on the hotel by the time the rest of the map is close to completion.

Here's a few more random shots to finish off on.
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Quick little update on map status;

#AlwaysSomethingToDo

Work on the city is neeeeeeeeeearly complete. So much so that I'm planning a public beta release here on the forum on Saturday, to those interested in giving a hand with thoughts, suggestions and any feedback you might have. I'd really appreciate it!

For the beta I will be blocking off most of the hotel interior as that is now the only area that is still very incomplete - all the rest of the city is fully playable and almost fully detailed. Like I'm at the stage now where I'm having trouble finding things to do (ignoring the hotel), which is a great place to be!
 
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This is a TWI forum only public beta release - it is not on Steam workshop or any other map site. I am releasing this build in hopes of getting some feedback on the current state of the map, and because a few people have been impatiently poking me to do so ;D Any and all feedback is highly welcome!

Beta notes:

- The hotel is largely unfinished. The lobby is playable but lacking a lot of detail, textures and lighting. All of the back rooms are blocked off by barricaded doors. These will be opened in later versions. This also means that right now, the hotel trader pod is on an awkward location, and that the upstairs area is currently a dead end with no spawns, making it an easily exploitable area to hold off the zeds.

- Ambient audio is only half-done at this point, it is still being worked on.


Feedback I am particularly interested in:

- Difficulty; Is it too easy, too hard, just right? The main street is a semi-open location which naturally makes for easier survivability. This is intended as I know many people (myself included) enjoy maps with freedom of movement. To counter it being too easy, there are multiple obstacles to break mobility a bit, as well as explosive cars to be wary of (can be detonated by Zeds that fire projectiles, like Husks and bosses). There are also very few ammo and weapon spawns on the main street, forcing players out into the more narrow and restrictive alleys and buildings to scrounge for resources.

- Performance; I have a fairly beefy PC making performance gauging a bit difficult sometimes. I've been using Burning Paris for FPS comparison and so far the map is running at equal or higher frames with still a bit of final optimization to be done. One of the reasons I believe is the dark lighting and dense fog, which has allowed me to set some fairly aggressive draw distances without sacrificing too much overly noticeable visual quality. But again, what works fine on my PC might not do so on others.

- Zed Spawning; I have purposely tried to avoid putting spawns close to corners as I dislike it when Zeds spawn right around the wall you are trying to flee to. Many Zeds will spawn on roof tops and come plopping down into the streets. From my solo testing I'm quite happy with it but I haven't tried it out with multiple people in the map.

- Lighting; The map is dark. That's a big part of the theme, it's night time in a smoggy city. But is it too dark? I've been tweaking lighting across the map a lot, and it is marginally brighter now than the earlier versions, but still very much on the dark side *mechanical breathing*. Most of the bright light sources are destructible, however many of them are located in spots where they are not likely to ever take damage unless you literally aim for them, while the ones that are in exposed areas (such as the modular street bulbs) have a fairly high health setting and immunity to many forms of damage to avoid them breaking too easily. Many soft ambient lights were added to dispel some of the extremely dark areas while still retaining the gloomy atmos.

- Map size; For solo play I feel that the map is very adequately sized, but I'd love to hear how it feels in a 6-man group (or larger).

- Trader Pods; The map has 5 pods currently, spaced out nicely across the world corners, so to speak. I'm considering a 6th, though until the map is fully built I feel that 5 is a good number. The hotel pod is temporary and might be moved as development of that area moves forward.

- Pathing; Any critical pathing issues you find I'd like to hear about. Zeds or players getting stuck or moving into places where it's obviously not intended. I realize the truck mounting the burning car is climbable, it has path nodes for zeds but it's a precarious spot that the AI might not be able to handle and players can exploit. I'll probably restrict it at some point.


TO-DO LIST:

* More overall detailing, world clutter and probably some more light tweaking.

* Finish the hotel lobby and then ideally add numerous back areas and halls, and possibly a few accessible hotel rooms. This is kind of a "maybe" thing though as I'm not sure it's worth the effort since the map gameplay primarily takes place out in the streets probably)

* Possibly expand the indoor area on the waterfront (below the pub)

* Maybe look into adding some random dynamic events. Nothing final yet.

* Add more ambient audio and emitters.
 
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