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Beta Map KF-Hidden Facility

lol yet another map that has specimens in tanks.

kinda getting overused dontcha think?

i judge maps for originality and not a whole lot else.

Judging a map for reusing similar parts from other maps is bad form. While this map is not explosively original it has some content that makes it worth playing. It isn't the usual fare that I enjoy for a map, but it's far from terrible. Corner market was full of original content and built like many of my favorite levels, but it was riddled with issues and exploits. I was rather disappointed when I saw this win. The map was cool, but I thought it barely passed for a beta.

On a side note I should have the new build comments up tonight.
 
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For some odd reason my computer got really angry when I hopped into the elevator internal fps monitor showed a drop from about 60 to 10.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00296.jpg

...AND the elevator leads to nowhere... what?
http://i838.photobucket.com/albums/zz307/UIT666/Shot00297.jpg

A door that opens only one way.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00293.jpg

Still looks like you can go through this opening... invisible wall.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00299.jpg

Ok, I'm not quite sure what happened here. I tried to glitch using the objects here, but couldn't ... kind of. When I jump off of the lowest box under the sign I instantly gib any spec I hit, including FPs.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00301.jpg

Ramp allows some glitching with spec ai.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00303.jpg

Specs cannot jump down into this opening with you in the way. Most specs have ai issues (attacking and movement) with players that are on a different height than them.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00307.jpg

Invisible volumes with no collision.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00310.jpg

Corner by helicopter allows player down a few feet then gets stuck with no way out except ghosting. Specs also cannot reach player, not that it matters.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00312.jpg

Under the previous spot there is a place where you can get by crouching but specs have a hard time getting to while you have full view of their legs.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00315.jpg

Sewers leading to prison, two tubes that allow a player model through but nothing else (because of lack of space). FP, siren, and bloat only matter.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00319.jpg

Waterfall goes opaque.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00324.jpg

This area needs expanding. Doesn't fit very well with the rest of the level if only one room is different.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00327.jpg

Door frame, but no door.
http://i838.photobucket.com/albums/zz307/UIT666/Shot00328.jpg

This particular desk area had a blocking volume that allowed the player to enter is they were going sufficiently fast. To slow and the player would keep walking forward without going through. If fast enough player goes through but cannot get out without ghosting because they cannot move fast while inside (but it acts like a wall from the inside).
http://i838.photobucket.com/albums/zz307/UIT666/Shot00329.jpg
 
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Thanks again for the feedback - map is greatly improving because of input.

1) I've added an extra door to stop you going into the lift outside of trader time. I'll see what i can do about the FPS issue in the lift.

2) The lift takes you to the prison but other door is only open during trader time.

3) 1 way door is intended.

4) Extended wall but i can't get in there anyway.

5) May get rid of this and use something else (in progress)

6) Fixed - thanks

7) no signs that this is present in the editor

8) not sure where this is but i extended a bit of damage on the roof top because you could fall down it and be trapped.

9) added a blocker for now - this whole area will change eventually

10) Fixed - many thanks

11) a Custom waterfall is in the works

12) lol forever expanding - i originally added this room to give players an area where they could have a boss battle but you are right about it not really fitting in.

13) these come and go not really sure why - i've moved them forward hoping that they won't do it anymore

14) made a new blocker for this - a little odd but blockers can sometimes do that.

Thanks again for all the info - the map is so huge that alot of things gets left or forgotten about. One day it'll all be fixed though :)
 
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avp said:
3) 1 way door is intended.

4) Extended wall but i can't get in there anyway.

7) no signs that this is present in the editor

12) lol forever expanding - i originally added this room to give players an area where they could have a boss battle but you are right about it not really fitting in.

3) I didn't see any issues as far as glitching for this door, but many players hate doors that open one way. When they are trying to get some distance, the worst thing to happen is to run into a one way door.

4) I meant that they opening looks like you should be able to go through it, but you cannot, just like there earlier "no entrance" sign. Usually external spec spawns use ramps to show players that the area is not accessible, as I'm sure you have seen.

7) Possible graphics glitch maybe?

12) Well your map is already huge so I might just reskin the walls and call it good.
 
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Just played this map and i love it. Theres loads of different unique area's which all look great. A lot of effort has clearly gone in. I also loved the trader rooms, the car park one is awesome. Great use of props and there is a great atmosphere. Keep working on this map and it will turn out great.
 
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Hidden Facility has grown dramatically since I last played although the compactor doors still remain which I like a lot. There are so many routes to take that you could do a full few waves and still only have explored one section.

The production line in the heart of the map is a particularly nice touch and puts the facility in context.

hiddenfac.jpg
 
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V6.1 Fixes the exploits created by the latest update. in v6 you are able to seal yourself in and grenade launcher volley assault on everything.

I've also added a new area and made 1 section alot gorier.

I'll be focusing alot on Optimization for my next version so if theres any spots that you find really laggy for you please post or upload a picture.
 
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KF-Hidden Facility beta 6.1

KF-Hidden Facility beta 6.1

First impressions after quick solo play test session...

Feels like the author tried to cram everything possible into a single map, making it huge and very complex.

The whole map seems to have some kind of light softening overlay effect, making its colours very "soft" and dark even with flashlights. Made me change my gamma setting from 0.6 to 1.0. See screenshot #1 for comparison.


Bugs & issues:
- The room with two staircases and reception desk feels very out of place. Why is it there? See screenshot #2.
- Trader path got screwed twice. On both occasions, the path would've passed through the Decontamination Doors.
- There's an air duct grate with no collision, crawlers pass through it. See screenshot #3.
- On a couple of occasions, I spent minutes running around and/or waiting near trader without seeing a single specimen.
- Specimens get stuck on some doors.
- Some missing textures. See screenshot #4.
- Weird effect and trader path bug in the jail area. See screenshot #5.
- Low framerate in the jail top floor and some other spots.
 

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Thanks ie for checking the map out :).

Yeah the maps a big one, i wanted lots of variety so it doesn't get boring.

There's some limits with the pathnodes that i'm unable to get around:

1) In the prison its unable to get to the trader. Simply because there's nothing for the pathnode to sit on, i've tried tons of tricks and many of them worked but sadly it messed up the zombies.

2) I'm working on a script that will open those doors during trader time so it won't be a problem.

3) Sometimes zombies spawn miles away for no reason. i mean ok they got a mindistance to player attribute but no MAXdistance to player.

4) there are shortcuts that open up during trader time and the trader path work with them wonderfully unfortunately the bots thought they could use them so i've stopped that and now the path does not show you the shortcut.

As you can see lots of pathnode issues causing me trouble because they can't be fixed.

I don't get that missing textures thing at all. hopefully it won't happen for you again.

The weird water effect is something new in this version. I'm thinking of blocking off the lower levels and only letting specimens come up through it.

Thanks again for your imput :D The real question is. Did you enjoy playing it?

Eventually once this map is done i'm going to be releasing sections of it as smaller maps and i'll also be doing a progressive mission version aswell, hell its big enough for one.
 
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I gotta play your map with some friends next week to get a real feel of how it plays.
For me, solo play is just objective testing. Coop is the heart of KF. :)

It's a solid map and has many cool details. I'm already looking forward to the final version and smaller section maps. :D

The missing textures are persistent.
Here are higher quality rmode 5 screenshots of them:

Had to use third party image hosting as Tripwire's forum only permits <100 kB 1024x1024 images or smaller, and only 5 per post. :mad:


Also, found some more small stuff that could use fixing, see attached screenshots.
 

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yeah i host my images on photobucket, i find it easier.

ahhhhh :eek: dammit hes found out i'll just have to admit it....

I can't make my own models :p. Crawlers are ment to come out of those grates/air ducts but i can't make a broken grate SM (its on the to do list honest).

I'll make sure that texture issue is fixed for the next release along with as much optimization i can do (at least until the next time).

I'll fix that door now before i forget. Thanks for point out faults, best way to fix it and yeah i can't wait to get this map finished. Problem is if i'm not happy with something i just gotta change it :D
 
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Crawlers are ment to come out of those grates/air ducts but i can't make a broken grate SM (its on the to do list honest).


Hey Avp. Just keep those grates and turn off the Collision for now. So they can get through. If you are worried about players trying to get in then put up a blocking volume for the players. I doubt if they could however. It may look a little funny at first but it gets the job done for now.
 
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