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Beta Map KF-Lights_out_BurningParis

Sanguivore

Grizzled Veteran
Jan 5, 2011
272
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First off, I would like to apologize to all of those that were waiting for this to be released for how long it took me to get it to a point ready for testing. I had issues with assets importing correctly. Hopefully the updates should be in a more timely fashion.

This map is a "lights out" or "blackout" version of Burning Paris map. Most lighting that would be powered by a city's power grid have been removed. Any light that would come from an independent power source or backup generator has not been touched (car lamps, sub station, etc). Now the Commando has a reason to use the NV goggle perk.

The current stage of this map should be considered BETA and a working concept for what I have planned. More changes will likely happen in the future.

Noticeable changes in current build:

1) a fog volume and custom smoke emitters have been added to help give the impression that Paris really is burning. It always bothered me that for all the fires present in the level, there was no smoke present to hinder visibility.

2) major revision of present light sources. All destructible lighting left intact to make the map get darker as players progress through the waves.

3) some mesh changes were made due to the changes of various light sources.

Known issues :

1) my fog volume seems to have a slight glow which I can't seem to negate yet.

2) fog volume has transparency and alpha issues with certain materials.

3) The moon and world lighting is still to dang bright. No changes I make seem to have any impact. This is the number one issue that I want fixed for all future builds of this map.

All feedback is welcome for fine tuning or for anything else that I might have missed. Thanks in advance to all who give constructive feedback and opinions on the map.

Screenshot links:
http://www.mediafire.com/view/u25ufllsjb3y21w/LOBP_1.JPG#
http://www.mediafire.com/view/uwuqhz312sqdy48/LOBP_2.JPG#
http://www.mediafire.com/view/2942h4ccx34ar24/LOBP_3.JPG#
http://www.mediafire.com/view/mov0w0alkmm8v5c/LOBP_4.JPG#
http://www.mediafire.com/view/jayhmtgdbrerava/LOBP_5.JPG#
http://www.mediafire.com/view/hthq3um432hy5us/LOBP_6.JPG#

download link : removed until further notice.

All future updates will be reflected in this post.
 
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It was something that gained popularity with KF1 and am trying to bring it into KF2.

Its kinda funny, I used the "lights out" tag/name for the dark version of Biotics Lab because it seemed fitting for an indoor map, but due its popularity I just ended up using the same tag for all the maps even though for outdoor maps it would make more sense to call them "-night" or "-dark".

Now everyones using the "lights out" extension in their maps names to signify dark maps :rolleyes:

Not that it matters though, its not like I own the words, and Im not going to continue this "series" for KF2 anyway. Instead Im just going to use the destructable lights and make entirely new maps.
 
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HaTeMe.... those maps were incredible and some of my favorites from the KF1 days. I mean no disrespect in trying to continue what you started. If you want me to stop here, then I will not make any other "lights out" versions of other maps once this one hits final release (except those that I do for personal use only).

I'm happy to hear that you plan on making maps for KF2. Looking forward to seeing what you make.
 
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Its kinda funny, I used the "lights out" tag/name for the dark version of Biotics Lab because it seemed fitting for an indoor map, but due its popularity I just ended up using the same tag for all the maps even though for outdoor maps it would make more sense to call them "-night" or "-dark".

Now everyones using the "lights out" extension in their maps names to signify dark maps :rolleyes:

Not that it matters though, its not like I own the words, and Im not going to continue this "series" for KF2 anyway. Instead Im just going to use the destructable lights and make entirely new maps.

One of the maps I plan later on is a London map titled 'Lights out in London.'

UFO's a favorite band of mine, and once I get more experienced with the SDK I'll be looking at a London themed map.
 
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Wouldn't it be better to have the night be pitch black and require the city and indoor lights to navigate? Most of paris is already fought outside with little reason to go indoors unless it's trader time.

Good point. One of the things I want to do is make the skybox a lunar eclipse so that outside is very dark also, but I'm currently having issues making changes to the skybox that I'm happy with or actually seem to have a noticeable effect.

I agree that a lot of players seem to camp certain spots outside. I'm trying to test different ideas now about making that option less viable so players feel a need to go inside towards what few light sources remain.
 
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Why not just select all lights and the press delete?


That might be a little too much overkill. Plus, I have noticed that there are numerous meshes that still appear to be lit even without a visible light source that do not have a "unlit" variation. A prime example are the Horzine signs on the corner where the road that leads to the Eiffel Tower is blocked off.
 
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That might be a little too much overkill. Plus, I have noticed that there are numerous meshes that still appear to be lit even without a visible light source that do not have a "unlit" variation. A prime example are the Horzine signs on the corner where the road that leads to the Eiffel Tower is blocked off.
Make a Material Instance Constant and remove the emissive pass.
Also, it was a joke because you've done nothing but remove lights from the map. This is arguably worse than the box maps, effort and quality-wise.
 
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I respect you highly as an experienced mapmaker. I have thought about your statement and decided to remove the download link. I have gone back to the drawing board to reconsider the map design and layout. I will try to make the next version a more polished overhaul. Thank you for being blunt and honest.
 
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