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Final Map KF-Duke3dM1

ro_sauce

Grizzled Veteran
Sep 26, 2007
3,134
329
bwhgaming.com
Map Name: Duke Nukem 3D Level 1

on map end, causes "soft crash" and server starts default map
Download Links:

!!! NEED THIS FILE IN SYSTEM DIR !!!
clientmaterialtrigger.u
Map: Filefront KF-Duke3dM1v05
Map size: 24mb
Music: Filefront KF-Duke3dm1music
Music Extracted Size: 45mb
Music Download Size: 46mb (odd, but i guess thats how it goes, i use 7z ultra compression)
I made the music separate just in case you don't want it.

Map Description:
First level from Duke Nukem 3D, but "killingfloorized", so its not sunny and cheery.
There are a few secrets in it, some from the original dukenukem level, and a few i made myself, just so you have something to do other than kill zombies.

If your offended by porn (cartoonish breasts) then don't play/run this level on your server.

This is my first Unrealed map, ever. We've had it running on Bob's Whorehouse for quite some time, so got most of the kinks out, yes zombies get stuck on the jumppads sometimes, but there's not much i can do to fix it.

v05 Changes:
added blocking volumes around all the exploits, played with distance fogs and zones, hopefully everything works OK.
i'll submit this version to be whitelisted and see what else crops up.

Screenshots:
1.jpg

10.jpg

2.jpg

3.jpg

4.jpg

5.jpg

6.jpg

7.jpg

8.jpg

9.jpg
 
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All is well done! server crashes
Editor opens fine
p.s And in general no longer care maps delete

I think ...
Map end garbage collecting error.

Code:
Log: STEAMAUTH : Sending updated server details - KF Map Test Server 1 | 6
Log: PlayAnim: Sequence 'DeathB' not found for mesh 'British_Soldier1'
ScriptLog: ProcessServerTravel: kf-departed
ScriptLog: PreClientTravel
Log: Server switch level: kf-departed
Log: Browse: kf-departed?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Sex=M?game=KFMod.KFGameType?VACSecured=true?MaxPlayers=6?mutator=?Name=Z-MAN
NetComeGo: Close TcpipConnection 192.168.0.10:1723 12/22/09 11:49:52
Exit: Socket shut down
Log: Collecting garbage
Log: Purging garbage
Critical: UObject::GetPathName
Critical: UObject::GetPathName
Critical: UObject::GetPathName
Critical: UObject::GetFullName
Critical: DispatchDestroy
Critical: UObject::GetPathName
Critical: UObject::GetPathName
Critical: UObject::GetPathName
Critical: UObject::GetFullName
Critical: DispatchDestroys
Critical: UObject::PurgeGarbage
Critical: UObject::CollectGarbage
Critical: Cleanup
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: Level KF-Departed
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Log: FileManager: Reading 0 GByte 562 MByte 814 KByte 137 Bytes from HD took 15.636520 seconds (15.494520 reading, 0.142000 seeking).
Log: FileManager: 1.376000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/22/09 11:49:55
I checked 400-500 map.
Other map garbage collection error.
KF-Antigone
KF-Antigone_beta1
KF-Cellar
KF-CubicleLab
KF-DegenerationMultiplayerV1
KF-DegenerationWBV1
KF-DammageV1
KF-DammageV2
KF-DammageV2b
KF-DammageV2c
KF-DammageV3
KF-DammageV3b
KF-FogFieldBeta5
KF-KalendraBeta
KF-KingOfTheHill
KF-NorthSeaV1
KF-NorthSea
KF-PandorasBox_v2
KF-RaccoonInternationalAirportMP
KF-RaccoonInternationalAirportWB
KF-Harbour
KF-HarbourV2
KF-HarbourV3
KF-SawnOfTheDead1-2
KF-Duke3dE1M01v001
KF-Duke3dE1M01v004
KF-Duke3dE1M01v005b
KF-Duke3dM1v01
KF-BarzakhV1
 
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I've seen "KF-Duke3dM1v04.rom" on some servers. I was wondering if there's a newer version of this map or if someone modified the map that is posted here. This is a great map btw. Thanks.

yeah i've got a v04 floating around, i just havent bothered updating this thread cause i'm still working on getting the exploits removed for whitelisting.

i might as well update it now with v05.

hopefully kf.e.p.t. doesnt want me to remove the money and guns and stuff.
 
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We're gonna see if there's too much stuff and the respawn time.

I'll change the respawn time on the money and ammo, probably throw in some more random item/gun spawns around the map. I'm not too concerned about it getting whitelisted, but it would help people want to play on it more. Besides, I still need to hurry and finish level 2. I'm just lazy about it for some reason.
 
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I'll change the respawn time on the money and ammo, probably throw in some more random item/gun spawns around the map. I'm not too concerned about it getting whitelisted, but it would help people want to play on it more. Besides, I still need to hurry and finish level 2. I'm just lazy about it for some reason.

:O I hope they let you keep items/guns esp the rooms. That's one of the things that makes the duke map special. Great job on the map. :D
 
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:O I hope they let you keep items/guns esp the rooms. That's one of the things that makes the duke map special. Great job on the map. :D

The rooms with the weapons are fine. Because you have to search for the keys. But for example, finding a LAW and body armor next to a trader is not appropriate. The money can also be an issue depending on the respawn time. With the version i saw, the money respawn time for the money was pretty quick and it could be considered as not suitable for whitelisting for this.

EDIT: Forget a ''t''
 
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The rooms with the weapons are fine. Because you have to search for the keys. But for example, finding a LAW and body armor next to a trader is not appropriate. The money can also be an issue depending on the respawn time. With the version i saw, the money respawn time for the money was pretty quick and i could be considered as not suitable for whitelisting for this.

As long as the rooms stay, I'm happy. :D
 
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ok i set the money spawn at 90 seconds, and low money count (maybe 35-75 bucks each) and added some random item/ammo spawns.
Also, I think you should figure out how to get to the money/ammo before cheating with the sdk, it's not easy to get to, that's why I put so much of it there, to make it worth the risk of taking the time to get it open.
 
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Alright so the newest version didn't pass the whitelist, they didn't like all the weapon spawns and stuff. I'm not gonna work on this map anymore to try to get it whitelisted, mostly any new versions will be visuals and more secret rooms, just for fun and trying out new mapping techniques. I don't think my soon-to-be-released levels 2&3 will pass whitelist either, so I'll try to make them as fun as possible.
 
Upvote 0
Alright so the newest version didn't pass the whitelist, they didn't like all the weapon spawns and stuff. I'm not gonna work on this map anymore to try to get it whitelisted, mostly any new versions will be visuals and more secret rooms, just for fun and trying out new mapping techniques. I don't think my soon-to-be-released levels 2&3 will pass whitelist either, so I'll try to make them as fun as possible.

Well 1200$ each 90 seconds was bad =/
Maybe like if the keys wouldn't always be at the same place. Or only one weapon instead of all of them. But you did a good job fixing everything man =)
 
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Alright so the newest version didn't pass the whitelist, they didn't like all the weapon spawns and stuff. I'm not gonna work on this map anymore to try to get it whitelisted, mostly any new versions will be visuals and more secret rooms, just for fun and trying out new mapping techniques. I don't think my soon-to-be-released levels 2&3 will pass whitelist either, so I'll try to make them as fun as possible.

hey man,imo this is one of the best maps made for kf,it looks just like part from duke nukem,its not easy and most important its very fun to play
didn't even know about the keys till someone showed up on the server and showed us where they are :) ,love the video game room :D
so just want to thank you for the time and effort you put into making this map and bringing up the memories from duke nukem :D
the only thing that i'd like to ask for, is, if the "soft crash" of the server would be able to fix
looking forward for other releases and thanks again
 
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Well, it seems to crash if you have lateral emitters (the fog in my maps, the water fx from murphy's dammage map) so when the server changes maps, it tries to dump off the previous maps information, glitches, then testes the map list. Oddly enough, this only happens in KF; versus ut2k4, ro, etc.
And thanks for the feedback, nice to hear that.
Hopefully lvls 2&3 are as fun, when I finish them up.
 
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