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Old 02-20-2012, 04:58 AM
GrayveRose's Avatar
GrayveRose GrayveRose is offline
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Default KF-Test DungeonV1/Inspired from TestMap

Wasnt sure where to put this map, I consider it finished and don't want nor need to add things to it, but because it hasn't been play tested yet by the community I figured it best remain in here till it seems pretty agreeable that its final.

Map Name: KF-Test Dungeon
Beta Number: 1
Playable: Yes
Pictures:
http://cloud.steampowered.com/ugc/52...EBC5C6B2F5AD6/
http://cloud.steampowered.com/ugc/52...19AD63336EF50/
http://cloud.steampowered.com/ugc/52...F20116CB6DA3C/
http://cloud.steampowered.com/ugc/52...0CF80688DDE23/

Description of map: (More like a story)

{It all began when I just wanted to host KF-Testmap6p on my server to play with friends. Server kept freezing, noticed in the log that an endless loop of some kind of actor class or function was causing it to do this. Tried to fix testmap and put the fix on the server, but never was able to dissect what was causing the problem. I've been mapping for unreal engine 2.0 for about 7 years, and I was not able to figure out what was going on with this. In fact I'm not even sure how testmap was running on any server, and on other servers I've seen the same issue. I think it became a common misconception/rumor because of this error, that test map had to run seperate from everything else to work, but its simply a matter of something causing it to crash thats placeable in the map.
I've always wanted to make a more versatile version, that supports more gameplay and an active layout (terrain, lose line of sight, ramps). So I finally got around to acting upon it after not being able to host the classic on my server.}

Map is called Test Dungeon, (about 22mb, 10 or less compressed uz2). I've used my map KF-Ammonia as a base to work with, seeing how it is an arena style map that seems well balanced for all perks.

FEATURES:
It features terrain, 2 full traders equip with money spawns, zed immunity, and full set of spawners per trader; including a spawner that spawns 1 of each. Unlike testmap, the zeds have unique spawning locations, similar to how an actual map would treat a zed's location for gameplay. I wish i could randomly set these locations between all the zombie volumes sporting the requested zed to be spawned, but I dont think that can be done quite easily without coding. In other words, each type of zed has its own unique place to spawn, but individual zeds of the same kind will come from the same place every time.
Has plenty of z axis, depth, and unique locations to support different playing styles and balance perks.

FUNCTIONALITY:
Disabled waves for continuous testing and unlimited trader time. 5 bots (Fresh Meat), for a full simulation of a packed game. Kill bots by entering their room and shooting them; if you want to lower the amount of health large zeds have. Has no errors, and can be runned anytime from any map as if it was any other map; on any server. All the abilities that this map possesses allowing the waves to be disabled and for you to spawn enemies, is controlled with simple editor actor classes and simple trigger programming. I've also disallowed the zeds from being able to trigger the spawners, which was something that was easy for them to do in testmap. The spawners (Use Triggers) alongst the wall, are class blocked from all zed types, and that blocking volume also provides you safety while in the trader. They will not be able to cross into the trader room or into a triggerable distance of the spawners outside the doors.

NOTES:
I may make a version 2 in the future, but for what is provided in this version already, it's more than i set out to do, and it should function just fine without any need to patch or replace.
Should note that this map does not showcase all my skills with the editor, or creatively in level design; and that is not my intent. The base map Ammonia was made in a total of more ore less 3 days, with a bit of hours to optimize paths and frame rates. I made it for fun some time ago for me and my brother to play on LAN before he moved and didnt have his steam or computer anymore. I plan on releasing Ammonia publicly (officially) very soon; most likely renamed in its final version to be KF-Ascension. (If the name is not taken). I also have plans to release a mission map of a theme park, with workable rides and complex triggers, experimenting with the more advanced things the editor can do without needing external coding. (Unreal Script, C++).

There is one known issue, which is the zeds' perseverance in trying to find the "Fresh Meat" human placeholders. I tried numerous things to hide them from the AI, eventually settled with a blocking volume in front of their room that blocks paths/bullets (zero extent traces), but allows players and things through. Then added another volume around them which blocks paths and zeds and numerous things. If you want to kill a bot then you can walk in and do so, their position is locked so they cant move to escape the room and wonder. AI should be fine in finding you and pursuing you but you may notice them wandering around brainless like they cant decide where to go. It's to the best that I can do after trying many different things for hours, all my other options are exhausted.

What testing is wanted: Needs to be tested a bit and get feedback from enough people verifying the AI functions as intended. Once I get comfort on that, I will consider it a final version.

DOWNLOAD:
http://www.mediafire.com/?t0qy9zlz4cow13l(Roughly 7mb, uncompressed about 22)

Hope you all enjoy my rendition, and hope you add it to your servers. Let me know if there's any exploits or specific AI issues, and I'll do my best to update with a fix.

-Test On

Last edited by GrayveRose; 02-20-2012 at 07:49 AM.
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Old 07-09-2012, 02:02 AM
losgty losgty is offline
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seems like a cool idea. i'll be looking forward to this
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Old 07-09-2012, 07:57 PM
losgty losgty is offline
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For some reason i can't kill the Fresh Meats ( teammates). I tried shooting, knifing, etc... and it won't kill them
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Old 07-09-2012, 11:06 PM
ro_sauce ro_sauce is offline
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change friendlyfirescale to > .0
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