Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Killing Floor Forums > Killing Floor Modifications > Level Design > KF Beta Map Releases

Reply
 
Thread Tools Display Modes
  #1  
Old 07-23-2009, 04:50 AM
Bej-Bej's Avatar
Bej-Bej Bej-Bej is offline
Senior Member
 
Join Date: May 2009
Location: The Hinterlands.
Posts: 140
Bej-Bej is on a distinguished road
Default kf-Downtown_Derelict_2-4 (previously kf-how)

NOTE: This map was previously called kf-how.
UPDATE: July 30, added new version. This will be the one that I submit for the contest. I will also get this version whitelisted.

Map Name: kf-Downtown_derelict_2-7.rom
Beta: 2.7
Playable: yes
Description: Tight hallways and barricades litter this abandoned office building. Each turn of the corner brings you face to face with another specimen.
Pictures:





Download: http://www.filefront.com/14160499/kf...relict_2-7.zip
http://www.moddb.com/games/killing-f...wn-derelictrom
http://killingfloormods.com/index.ph...8&packageId=65


Things that I would appreciate if you did:
-Tell me area's in the map where I might be lacking in detail.
-Tell me your approximate frame rates (push "~" and type "stat fps") and system specs. My computer is overkill for this game and I don't have a more modest computer with which to test this map.
-How are the levels of lighting? (I don't trust my monitor's calibration) The map should be dark with pockets of light scattered throughout.
-You aren't supposed to be able to climb on most of the file cabinets, boxes, etc... if they are stacked on top of each other. Tell me of any that you can climb on.
-I've noticed that the specimens rarely will bunch up and get stuck right below the door to the basement during tests. Comment if you also see this happening.

Changes to beta 2.7
-doors don't hurt you
-added music
-6 ran away because 7 ate 9

Changes to beta 2.5
-added various blocking meshes to boxes, desks, and file cabinets that I had previously missed
-tweaked some rendering optimizations

Change2 to beta 2.4
-Changed the name to Downtown Derelict
-added various blocking meshes to boxes, desks, and file cabinets that I had previously missed
-added detail to the other side of the overpass zombie spawn
-Zoned rooms and hallways more thoroughly
-finked with the collision of static meshes that were unreacheable or inside of blocking volumes.
-removed player collision on posters and paintings on the walls
-added zombie spawn volumes inside the building only for the patriarch

Last edited by Bej-Bej; 08-01-2009 at 01:03 PM. Reason: new version of the map
Reply With Quote
  #2  
Old 07-23-2009, 03:09 PM
[UIT] Akame's Avatar
[UIT] Akame [UIT] Akame is offline
Senior Member
 
Join Date: May 2009
Location: My own personal hell
Posts: 923
[UIT] Akame is on a distinguished road
Default

Ok. The cabinets in front of the doors (stacked two high) are accessible from the stairs and block specs. Most of the other places I noted are odd spots for the player models, but do not block specs. A particular garbage pile traps the player model. A desk in the desk-cade is still accessible although without broken possiblilies. The papers on the floor flicker.

Lighting is good for me, but I have my gamma up high. Details are fine. Medic and zerkers are no more broken on this map than on biotics lab. More crawler ceiling spawns would make the map closer to officials, but I don't like that. There are more than enough already in my opinion.

(Pics I promised are too big to upload. I'm not going to take the time to resize them soon. Might post them eventually if people don't understand the areas I'm talking about)
Reply With Quote
  #3  
Old 07-27-2009, 03:07 PM
Bej-Bej's Avatar
Bej-Bej Bej-Bej is offline
Senior Member
 
Join Date: May 2009
Location: The Hinterlands.
Posts: 140
Bej-Bej is on a distinguished road
Default

updated the first post for the most recent version of this map
Reply With Quote
  #4  
Old 07-27-2009, 08:26 PM
[UIT] Akame's Avatar
[UIT] Akame [UIT] Akame is offline
Senior Member
 
Join Date: May 2009
Location: My own personal hell
Posts: 923
[UIT] Akame is on a distinguished road
Default

Much improved since the first beta. Nice job.

The couch under the stairs is impossible to get out of expect walking on the arms. The garbage needs to be fixed so it doesn't prevent the player from getting off.

Needs good music, but otherwise one of the better maps I've played.
Reply With Quote
  #5  
Old 07-28-2009, 06:32 PM
[UIT] Akame's Avatar
[UIT] Akame [UIT] Akame is offline
Senior Member
 
Join Date: May 2009
Location: My own personal hell
Posts: 923
[UIT] Akame is on a distinguished road
Default

If you back up to the barricade while crouching you can sort of get behind a filing cabinet and both clots and gorefasts have issues trying to get to you.

The stacked filing cabinets in the office across from the angled ramp cabinet allows the player to climb.
Reply With Quote
  #6  
Old 07-30-2009, 08:00 PM
Bej-Bej's Avatar
Bej-Bej Bej-Bej is offline
Senior Member
 
Join Date: May 2009
Location: The Hinterlands.
Posts: 140
Bej-Bej is on a distinguished road
Default

New version, updated first post. It would be cool if people posted some comments.
__________________
KF-Downtown Derelict: http://forums.tripwireinteractive.co...ad.php?t=34873
Reply With Quote
  #7  
Old 02-25-2010, 09:46 PM
vealck's Avatar
vealck vealck is offline
Senior Member
 
Join Date: Aug 2009
Posts: 319
vealck is on a distinguished road
Default

Well, a good map has some idea behind it. Good map mimics the looks of a real place, while maintaining playable layout.

That map surely doesn't.

It's just a random maze constructed without much thought. Nearly all places look the same, it's hard to navigate and there are no routes to outmaneuver specimen. Staircases don't even aspire to look like a real thing, and overall height of floors is claustrophobic (it's ok in basement level, but only there).

My advice would be:

1) Try going to some actual building, make a photo of fire escape plan, make it into a map.
2) Place barricades and spawn points thinking of gameplay.
3) Put details last, try not to be so repetitive with it (file cabinets usually don't fill 90% of space in real bureaus)
__________________
Drive me closer! I want to hit them with my sword!
Reply With Quote
  #8  
Old 02-26-2010, 12:06 AM
YoYoBatty's Avatar
YoYoBatty YoYoBatty is offline
Senior Member
 
Join Date: Dec 2009
Location: Ontario Canada
Posts: 1,225
YoYoBatty is on a distinguished road
Default

Quote:
Originally Posted by Bej-Bej View Post
6 ran away because 7 ate 9
lol?
__________________
Quote:
Originally Posted by CandleJack View Post
A good example of an anti-materiel rifle is the Barrett M82A1 12.72x99mm NATO firing sniper rifle. It has racked up kills at over 2km away. That's like 6000 miles or something.
Reply With Quote
  #9  
Old 02-26-2010, 09:37 AM
driftwood driftwood is offline
Senior Member
 
Join Date: Jun 2009
Location: Gold Coast, Qld, Australia
Posts: 561
driftwood is on a distinguished road
Default

And this weeks Thread from the Dead award goes to...vealck!
Reply With Quote
  #10  
Old 02-27-2010, 03:30 AM
[UIT] Akame's Avatar
[UIT] Akame [UIT] Akame is offline
Senior Member
 
Join Date: May 2009
Location: My own personal hell
Posts: 923
[UIT] Akame is on a distinguished road
Default

Quote:
Originally Posted by vealck View Post
it's hard to navigate and there are no routes to outmaneuver specimen. Staircases don't even aspire to look like a real thing, and overall height of floors is claustrophobic (it's ok in basement level, but only there).

My advice would be:

1) Try going to some actual building, make a photo of fire escape plan, make it into a map.
2) Place barricades and spawn points thinking of gameplay.
3) Put details last, try not to be so repetitive with it (file cabinets usually don't fill 90% of space in real bureaus)
This was originally a kf mod map in progress that was finished up for the mapping contest. There are some issue since it was designed for archaic gameplay. The modeling itself comes from floor plans of an actual building that I have been to. It's not an impressive map but one of the few error free ones (if only because it's simple).
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 01:20 PM.


Powered by vBulletin®
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2009, Tripwire Interactive, LLC