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#1
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15:22 - Team Alpha has been sent into the depths of Horzine Industries' private territory to deal with some form of terrorist threat. 18:09 - After arriving at their location we received an S.O.S from Team Alpha's helicopter. 21:55 - Team Bravo arrives to investigate the crash site... Lock N' Load, gentlemen; this may get a bit rough!
Current Release Version: 6.1 (61.6mb uncompressed) Current Work in progress Version: 6.1 (61.6mb uncompressed) Playable: Yes (V6.1) Photo Gallery: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() This is my first map that i have made using UnrealED and i hope that everyone is going to enjoy it just as much as i do. Videos: YouTube - Defending Decontamination YouTube - Defending Lab Hall 01 YouTube - Defending Security YouTube - KF HiddenFacility YouTube - Quick tour of the hidden facility What i'm working on at the moment YouTube - Looping Issues Description: Hidden Facility is an excellent map to play and i've had endless hours of fun blasting specimens apart. Unfortunately there's nothing new in the way of music, textures or meshes. The current map is quite big (bigger than manor) but will be massive by the time its ready for a beta release. At the moment theres offices, a multi-story car park, roof top (wasn't originally planned but it works), a helicopter crash site, laboratory, subway, prison and a security sector. I will keep updating this post with progress and new photos as and when they are ready Current Trader Count: 7
My Team: Level Design: Thats me 100%, this map is awesome. Textures: just me using the KF's standard ones Music: just me using the KF's standard ones Mesh Design: just me using the KF's standard ones Release Date: Start Date: May 2009 Current V Date: Oct 2009 Final Beta Date: ? Beta Downloads: Beta 6.1 Last edited by avp2501; 10-31-2009 at 05:26 PM. |
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#2
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this map loads with no error for me in the editor but won't load in the game at all. It doesn't show up in my map list.
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#3
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I got stuck at one of the traders. There is a usable door in the back then there is a blocking volume and I am stuck right now can;t get out and zombies can;t get to me.
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#4
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Just played the 5.0 version of this yesterday and liked it. Until I got to the trader at least. So are the 5.0 trader issues fixed in the latest version? Here's what I'm talking about:
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#5
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Glad that you liked it. Actually that was fixed in version 5 for some reason Killing Floor mods ended up with an unfinished V5.
But anyway I'm having to reinstall the SDK because i had some issues with it and as soon as i've tweaked a few things 5.5 will be out (hopefully in a day or so) If there's anything that you could suggest to improve / fix the map just let us know. |
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#6
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I had that problem on my first map. I was learning how to do trader doors. I just had the base numbers backwards. Easy fix.
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#7
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This mistake is because its not a KFTraderDoor - its actually just a normal door i had copied and applied the trader skin.
Annoyingly enough it wasn't in v4.9 but somehow appeared in V5.0 We all make mistakes, i don't expect to be perfect but it is a little annoying that V5.5 is out with all the bug fixes and yet all the servers are still only using V5.0. Grrr i tell yar Grrr |
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#8
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#9
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Played 5.5 tonight. Looked great. Love the door action. I did however think the doors should be re skinned. They would fit better if they all did not say Biotics lab. Use some kind of stock metal texture if you do not want to make one. My opinion.
I did not make it long. I made it to wave 2 on my server. Hard Core. Right off the bat one of the rooms I went into I was blinded. Almost died. Thank god I was a level 5 medic. Room was defragmented. See screen below of which room. I did the best I could. I forgot to turn on my fraps for screen shots. Also I tried to get a screen shot of another door. You go up the big long red and black tunnel. There is a trader at the top and a cage with 2 doors. First wave went to the trader. I went to follow the trail on the second wave and thougt hey same one. Well it was not. You had to go through the door of the cage and go through the other door. For the life of me I could not get through pushing my use button. So while trying to do the old screen shot from the keyboard with photo shop I pretty much died. Did not get the screen. I think I pushed F12 in a hurry instead of Screen Shot. LOL. Before I did die I came back and saw a bunch of creatures around me. Plus the door I was trying to get through was open and specimens coming through to eat me. So I have no clue what happened. I tried to get another screen shot before final death. While trying to get the specimens off of me to get it I died. When dead I did not have a clear view of the door. LOL It is late for me so I will give it another go around later. Here are the screens. I hope it helps. Outside ![]() Inside the clearest spot in the room.
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#10
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Hey Theddle nice to see that you're always helping everyone out with their maps.
The sad truth is i load up the SDK as soon as i wake up and then turn it off at around 2am so theres HUGE updates every day. I'm Currently working on V5.7. The room you got blinded in has been fixed, typically enough it was one of those things i overlooked before sending it to you. The heavy duty door that you are referring too can ONLY be opened from the outside. Which means you either have to open it previously or wait until the zombies open it for you. I know this is unusual but allows for some great tactical play. It's also handy if you are struggling and a horde is comming from that direction because you can just close the doors and they can't get to you. Yes the doors are a bit out of place. I have no ideas how to reskin or make textures etc. The map is dying for more custom stuff but i'm only just learning how to do Static Meshes. At the moment i'm revamping the car park since its something i've always just put off. If you want to have a try of my latest build i'll send you a link to it. You won't believe how much has changed. |
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#11
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When I'm back to my home computer I'll post the screen shots I took last night when I was testing.
The second level above the helicopter (the third level from the starting point) has ledges that you can use to get to the other side by crouching. It looks like the monsters have pathing to get over there but it is impossible for them to do (except crawlers). The pathing into the helicopter is also broken for some reason. I could sit inside the helicopter and very few specs would enter and attack me. There are a few problem areas with blocking volumes. There is one area that is closed off with a no entrance sign. I would take a guess there is a spawn there. Try to make it a little more obvious that the player cannot get into the area. There are also a few areas where there are bent back railing that are blocked off by volumes with no object. No one likes invisible walls. A very large number of doors that really aren't doors make it difficult to distinguish where you can go. If you intentionally want those doors in the level, at least have the pop-up message "this door is locked" or whatever the default KF message for that is. Personally they are kind of a nuisance. The one room with water in it makes it near impossible to see crawlers. You cannot see them until they start jumping. The water surface is also broken on the edge of that room (a jagged line). One of the rooms contains four tables and some tubes with arcs of energy. The arcs disappear when the player gets too close (at least in my case). The table with the body is accessible by the object right next to it and the slanted body allows you to crouch and most specs cannot reach you. The Octo-door (the two sliding doors) is awesome. The moving walkway is odd. I still haven't figured out what the key is for. The map was fun to play and offers many choices for defense. I really liked it. Keep up the good work. |
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#12
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Thanks for checking my map out.
The crash site area is the most neglected - it needs some form of static mesh damage to give the feel of a crash, unfortunately i haven't got a clue how to get it the way i want it. So things like pathing in the area is a little sketchy since the whole area could change in a moments notice. Do point out any invisible walls that you dislike and i'll see what i can do. Problem is i got so many of them its gotten a bit hard to find them in the editor. The no entrance signs was from a very old build and i thought i had removed all these, yet again point out where it is. "bent back railing that are blocked off" is this in the prison area? I'll add that message to the doors, unlike some other maps ALL my doors get used, some are just for zombiespawning or zombie shortcuts. Cheers, Water showing through now fixed. I'll try playing around with the lighting in those rooms, lighting seems to be my weak point when it comes to mapping. Thanks for the exploit, i'll fix that. Trying to keep the arcs but can't see how i can keep them working, ah well we will see. "The moving walkway is odd" lol is this a good thing? or a bad thing? ![]() The key opens a door in the office area next to the mens toilets, rewards are inside ![]() I'm glad that you liked it, i've tried to make it varied with plenty of different ways of defending the same areas, this should stop it from going bland like in bioticslab where everyone only defends that one room. |
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#13
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inaccessable side for specs:
http://i838.photobucket.com/albums/z.../Shot00290.jpg glitch in room with one way access to prison area: http://i838.photobucket.com/albums/z.../Shot00287.jpg Invisable Wall 1 near water room: http://i838.photobucket.com/albums/z.../Shot00284.jpg Glitch/ broken pathing in lab area with lots of pipes: http://i838.photobucket.com/albums/z.../Shot00283.jpg http://i838.photobucket.com/albums/z.../Shot00282.jpg Semi-glitch area (you can see the specs and some can hit you, but you cannot hit them): http://i838.photobucket.com/albums/z.../Shot00278.jpg Invisable wall 2 in waterway to prison area: http://i838.photobucket.com/albums/z.../Shot00275.jpg Moving objects (other that specs or players) are something very irregular in KF. I spent about 3 minutes with god mode on and ghost to see if there was something I was missing about it. It draws attention to itself but as of yet I have not found any signifigance to it. If there is something I missed, let me know. If not I would suggest making it signifigant is some way. The crash looks good enough as is for being damaged. With a little bit of work (particularly details, the area walls are nondescript) that area could look awesome. The lighting is by far the biggest issue. Since I have almost no experience mapping I would direct you to someone else. If there is no page on these forum regarding that I have a friend who is a very experienced mapper who does wonders with lighting (I think the last two builds of his map focused almost exclusively on tweeking lighting). |
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#14
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AHHHH.....
Sorry to be a completely arrrrse. But judging from the photos you've been playing on quite an old version. I sent you a link in the PM for v5.9h. I'm guessing you downloaded the one from this page which is v5.7. This explains a few of the misunderstandings. I'll send you a link in the PM to v5.9i which is MILES different from 5.7 and i've integrated some of the suggestions you've noted. Theres a few moving things such as the odd swaying door or broken drawbridge. Ok the door isn't important but i've had a few good rounds jumping from bridge to bridge trying to escape the horde, of course if you miscalculate the broken bridge you go splat .ah yes titles on walls to say where you are etc. This is something i want to add but know nothing of photoshop or how to import files from photoshop. something for my to do list. Yes i think i will ask your friend for tips, lighting is definately my weak point as well as getting the right zone fog/lighting. not sure what to do with invisible wall 2, it is a zombie spawn area, i had the rails put in to show that you can't go there since its only a tiny space between the rails and theres noway zombies / players go squeeze through that without the collision off, so the area is just blocked. |
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#15
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Well, either you have been launching the maps directly out of the editor only, or something is seriously messed up with my KF files. KF-HiddenFacilityV4.9 was the file I have been playing. V5.7 and V5.9i are currently in my map folder but do not show up on the map list as a choice. If I launch the file directly from the map voting menu the map doesn't even load, and another random map is loaded. Under the map vote it says I played V5.9i once.
Edit: there is indeed something wrong with 5.9i and 5.7 they open and run from the editor but you cannot start a round except though the editor. The editor complained when I opened it say something about a NULL in the map. 4.9 doesn't have these problems. I'll have some updated picture and issues for you soon. Last edited by [UIT] Akame; 09-27-2009 at 11:20 PM. |
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#16
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yeah that would be great, my KF loads this up no problems so there must be a seperate file somewhere it needs.
grrrr i hate it when that happens and now i have no clue what it could be. I know theddle has been running v5.5 on his server for a while with no complaints. I've been going through my change log and can't see anything which would cause this. I've removed some things in the hope that its one of them, have a go and see what happens - Thanks again for all the help Last edited by avp2501; 09-28-2009 at 08:29 PM. |
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#17
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I will try to download it and test the newest version later. Right now I should be in bed. I start school again today. [LOL because its so late.] After about 16 years of no school. Just training at classes on the job. Should be fun. Actually I am looking forward to a new career. Anyways I will see if works on my servers.
I am just doing that one more build thing for the last 2 hours. Hey lets try this. WTH that messed that up. Better fix it or I will forget. Hey just one more build. Damn lighting did not build right. Gotta see what it looks like or I will not sleep. |
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#18
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Did the download. Something is wrong. Not sure what. You have lost something. Does not work on my servers either.
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#19
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ah typical. is there any messages anything to hint at what is missing.
theres been a hell of alot of changes since v5.5 current changelog: Beta 5.9 -Fixed an issue with prison trader shortcut -Fixed all the previously unusable doors in MS are now usable -Fixed some doors that would trap zombies -Fixed a door that got in the way of crawlers getting back into a vent -Tweaked a few pathnodes - hopefully they won't get stuck now -Given some zombies less options allowing them to be more efficient -Fixed a crazy error with the editor that stop you from rebuilding light -Lots more geometry issues fixed -testing and learning how to set up trader shortcut teleports -issues with the prison trader shortcut doors -extended a room that was for storage and made it more security conscious -adding more decorations to entrance -fixed an issue with kfed crashing again -changed lots of geometry around -removed unused doors -changed most of the zoneinfos -removed aload of old spares from other areas of the map -fixed the ultimate bug - took an entire day to find and delete that little pest -adding lots more zombiespawns + pathnodes for them -changed a few doors -Added new rooms in labs -portal fixes -removed old subway line - didn't end up using it so it might as well go -Fixed a portal issue (geometry -Moved skybox again - no idea why it does this -decorated securitymonitor room -Integrated a few different geometries - this has helped alot -Added sludge to the sewers -addeds tin sounds to roof top -KFed crashed and now for some reason i have my terrain back ??? -changed a flashing light near boss office -added and changed some lights in labs area -Decorated some more in new labs areas -Fixed some wonky textures -Re-arranged some lighting -Added some class & wave speciicific zombie spawns -Changed a door in labs to a double door - should make things more interesting -Trying out new teleporter system -Added more decorations in the depo -Decorated and tweaked the feel in labs autopsy room -Altered prison security room to see if i can make the area better -Changed all the textures around in prison area -Added more ambience throughout Beta 5.8 (crashed while saving - file broken) -Fixed an issue with prison trader shortcut -Fixed all the previously unusable doors in MS are now usable -Fixed some doors that would trap zombies Beta 5.7 -Changed lots of geometry to SM -Fixed tons of overlooked geometry issues -fixed skybox which somehow broke -Replaced a load of pillars with SM versions -Changed the helipad to a better version -completely remade zombie stairwell -intersected a ton of areas that had been left Beta 5.6 -Tweaked lights in office upstairs -Fixed portal issues -Made more changes to geometry in player and zombie stairwells -Removed an unused add bit from rooftop area -Found an evil exploit that stopped all zombies but sirens from getting you (very easy to do as well) FIXED -Converted banister2 into a static mesh to see if it increases performance in that area (v5.6a removed) -Converted banister1 into static mesh -Converted all the chairs in projector room into a single SM -Fixed a random issue that stopped you going down a corridor -Disabling collisions etc to try and enahance performance in office rear stairwell -Added 3 anti-portals to try and up the performance in that stairwell. -Added waterfall + emitters for it -Added playerstart spawn + playerrespawns for when players die - should help them get to any trader -Random decorations throughout -Created a few different static meshes -Converted helipad to static mesh -Changed how some doors move -Added animated helicoter intro and altered spawn aiscript -Added over 20 new playerspawns - this way players will start off at random rather than know where their team mates are -Moved a zombie only barricade that stopped zombies getting over it + a nohumanblocker over it -Added even more playerspawns -fixed players not respawning in the right place -fixed a zombienode that confused bots -Added zoneinfos to new spawn areas that didn't have any -Fixed a room that was created using an add then a cut - this caused problems, so now its just 4 adds -Fixed blocker over the stairs banister that players could jump onto + get caught on -Extended a wall on rooftop to give players an extra bit of space to battle in -Changed terrain to match up with new area on rooftop -Many changes such as stairs, player blockers, pathnodes etc to match with the extra space on rooftop -Merged all the seperate cells in prison into as few walls as possible -Remade ENTIRE prison block, hopefully this better geometry will make improvements -Added some water effects to the tank room + sewers -Adding black texture to all doors that have SM frames -Completely REMADE the MultiStory -Finally tarted up the rooftop trader -Completely REMADE player stairwell -Improved Car ramps - now look better -fixed rain effects for new roof layout -Added more player blockers to rooftop. To ensure no exploiting |
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#20
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Let me know the updated link. I will throw it on the servers. Hopefully it is working for you again. I would hate to see you have to go back to 5.5 just to get a running version. Sometimes you have to though. This is why I save a lot even after just a few changes.
Edit: On another note. Just tried to delete from my server. Would not let me just delete while servers are up and running. Normally only does that if the map is in play. So yea something really wrong. If anyone else has this problem they just have to stop the server completely. Delete the map and restart the server. Last edited by THEDDLE; 09-28-2009 at 12:48 PM. |
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