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  1. [TW]Swag

    Level Design DieSector - Modify PathCost

    In DieSector, we used a property modifier to get the Zed to go different routes when the obstructions are active. However, if the community level designers try this same method, the map will end up getting unranked. We at TWI used the powa of code to make it okay for us. ;) If you want to modify...
  2. [TW]Swag

    Level Design Holdout Template

    The new map that we released earlier this year, The Descent, is a different style of map for Killing Floor 2. A grouping of arena styled fight spaces randomly selected as the player(s) progress through the waves. If you are interested in mapping one of your own, we have put together a wiki page...
  3. [TW]Swag

    Level Design KFVersusNoTakeoverVolume

    We recently added a new tool to the engine for Killing Floor 2 to assist level designers implementing versus survival maps. We already have the ability to flag KFSpawnVolumes, using the No Player bit in the properties, so that Human ZED will not spawn in the volumes; however, there is a take...
  4. [TW]Swag

    2015/16 Grindhouse Mapping Contest - Phase 1

    Hey everyone! We have a mapping contest that we are sponsoring in partnership with ModDB. A lot of people have entered the competition and we need your help. What I am looking to have happen is that members of our community to play the map, and vote on the map using the link below. If you are...
  5. [TW]Swag

    Level Design Drecks! This is for you!

    Drecks, Rename Kismet_A.txt to Kismet_A.roe. Inside you will find an update to your Kismet. You will have to relink the map actors but that's the suggested direction to inhibit your spawn protection errors. Regards, Keith
  6. [TW]Swag

    Level Design Updates to the new SDK - PART 1

    There are a number of updates to the SDK that need to be documented so that the level designers know how to react to the changes. Below you will find the things that have been updated: Classic Mode Roles With the introduction of Classic mode we had to come up with a means for the roles to...
  7. [TW]Swag

    Level Design Cooking Maps with Multiple Game Types

    ISSUE: If a community level designer makes a map with more than one game type (Territory, Countdown, Firefight) the cooked map content will make non-unique/duplicate supporting content packages per game type when published through editor. DESIRED OUTCOME: Publish all game type modes...
  8. [TW]Swag

    Level Design Tripwire provided SDK Sample Maps

    http://www.heroesofstalingrad.com/SDK/SDKMaps.zip Simply put these into ..\Documents\My Games\RedOrchestra2\ROGame\Unpublished\CookedPC\Maps The Kismet and what not is rather vanilla but these should get you off the ground. A little copy-paste into your map will get you functional actors and...
  9. [TW]Swag

    Do you find KF-Bedlam too difficult?

    Just as the subject suggests, do you find KF-Bedlam too hard?
  10. [TW]Swag

    Beta Map KF-MetroRoute update 1

    Updates Added subway area Adjusted ambient lighting to be more darker in the play space and lighter in the skybox Moved Trader locations to be more spread out Added additional pickup locations Alter the pathing on the ladder to lessen the Zed getting stuck (AI remounts ladder when player is...
  11. [TW]Swag

    Level Design Metro Route

    This is a map that I put together over the course of a week. It's inspired by the section of the public transit in London that runs between West India Quay Station and the Canary Wharf Station. That section was used, for those unaware, in 28 Weeks Later. The map features a small bank area, a...