Tripwire Interactive Forums

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

Reply
 
Thread Tools Display Modes
  #1  
Old 08-14-2009, 07:16 PM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default KF-RaccoonAirport FINAL

Hi guys,

I am getting round a final version of this map shortly, fixing all the current bugs and problems!

DOWNLOAD LINK: SINGLE PLAYER : http://www.moddb.com/games/killing-f...ccoonairportsp
DOWNLOAD LINK: MULTI-PLAYER-CO-OP : http://www.moddb.com/games/killing-f...ccoonairportmp
DOWNLOAD LINK: WAVE BASED MAP : http://www.moddb.com/games/killing-f...ccoonairportwb

PLEASE be-aware that there will be THREE versions of this map

SP: Single Player - Solo Play : http://www.moddb.com/games/killing-f...ccoonairportsp
MP: Multiplayer - CO-OP mode : http://www.moddb.com/games/killing-f...ccoonairportmp
WB: Wave Based - Normal KF Gamemode : http://www.moddb.com/games/killing-f...ccoonairportwb

If you could kindly remind me of some of the present bugs (other than the ones listed below) i would be very grateful!

PLEASE READ THE CHANGE LOG BEFORE POSTING

- Changelog -
- Fixed sticking bug at end of Gate 1 next to plane
- Fixed ALOT of lag using LOTS of Anti-portals
- Fixed "end of world" (skybox) at begining
- Fixed 2 typo errors one in Lobby room and other on IntroMatinee
- Brand new layout
__________________
Giggity Giggity Goooo!

Last edited by KiCk3R; 10-02-2009 at 11:30 AM.
Reply With Quote
  #2  
Old 08-14-2009, 07:27 PM
Turboz85[FIN]'s Avatar
Turboz85[FIN] Turboz85[FIN] is offline
Member
 
Join Date: Jul 2009
Location: Finland
Posts: 59
Default

can u post link here for your map download link when it is ready cant wait for test it
__________________



Last edited by Turboz85[FIN]; 08-14-2009 at 07:40 PM.
Reply With Quote
  #3  
Old 08-14-2009, 08:41 PM
Deniz's Avatar
Deniz Deniz is offline
Senior Member
 
Join Date: Jul 2009
Posts: 158
Default

I didn't like the single player version and the co-op multiplayer version...

However the map looked good despite having performance issues. I'd love to see how the wave based version works and performs. I hope it plays well and can make it to the next white list update or else, it will be forgotten for a long time.
Reply With Quote
  #4  
Old 08-15-2009, 06:22 AM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default

Could you explain to me why you didnt like the Single player version

As constructive feedback, i like to hear from the players so i can improve on gameplay.
__________________
Giggity Giggity Goooo!
Reply With Quote
  #5  
Old 08-15-2009, 07:40 AM
Deniz's Avatar
Deniz Deniz is offline
Senior Member
 
Join Date: Jul 2009
Posts: 158
Default

Quote:
Originally Posted by KiCk3R View Post
Could you explain to me why you didnt like the Single player version

As constructive feedback, i like to hear from the players so i can improve on gameplay.
It's not that I didn't like your map's single player in particular... I don't like any single player map for KF. There are tons of great FPS games with single player campaigns so I wouldn't waste my time with a single player map on KF. I'm only interested in the multiplayer part but only for wave based maps. So it's not about your map being bad and all, it looked very nice and I'm waiting for the wave based version
Reply With Quote
  #6  
Old 08-15-2009, 07:12 PM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default

Thank you,

We all have our own opinions to levels, and sharing them helps process this alot faster.

I am intrested to know why alot of people have not cottoned on to the Single Player gametype.
With heavy scripting, it can become a highly interesting gameplay.

This was what was attempted with KF-TheHive, and now Degeneration.
If people are not so interested into Single Player, i always have the capability to change the levels to wave based.

And this is precisely what is going ahead with Degeneration.
The only reason i have desided to go with this, is because of the lack of interest and lack of playtime of this map on a server.

Scared alone?
__________________
Giggity Giggity Goooo!
Reply With Quote
  #7  
Old 09-15-2009, 12:03 PM
Riveter Riveter is offline
Junior Member
 
Join Date: May 2009
Location: Canada
Posts: 13
Default

Very nice looking map and congrats on the Grindhouse results.

What version is the correct version for a dedicated MP server?
I have found KFS-DegenerationV2C .rar containing both KF-DegenerationSPV2C.rom and KFS-DegenerationV2C.rom and at moddb.com the file is KF-DegenerationMPV1.

Thanks
Reply With Quote
  #8  
Old 10-02-2009, 06:35 AM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default

Added FINAL Single Player
http://www.moddb.com/games/killing-f...ccoonairportsp

Wave based system comming in about an hour. Doing final checks.

ADDED Mutliplayer: http://www.moddb.com/games/killing-floor/addons/kf-raccoonairportmp
ADDED Wave Based: http://www.moddb.com/games/killing-f...ccoonairportwb
__________________
Giggity Giggity Goooo!

Last edited by KiCk3R; 10-02-2009 at 11:30 AM.
Reply With Quote
  #9  
Old 10-02-2009, 11:31 AM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default

Download and Enjoy

Please give constructive feedback
__________________
Giggity Giggity Goooo!
Reply With Quote
  #10  
Old 10-03-2009, 05:55 AM
arramus's Avatar
arramus arramus is offline
Senior Member
 
Join Date: May 2009
Location: Residing in Japan
Posts: 1,140
Default

Apart from a few early stutters in the entrance lobby, I had a very fun time throughout and found the SP experience cool.

__________________
Killing Floor Vehicle Mod at moddb
Reply With Quote
  #11  
Old 10-03-2009, 11:07 AM
Maksimus Maksimus is offline
Senior Member
 
Join Date: May 2009
Posts: 191
Default

MULTI-PLAYER-CO-OP
Failures in structures
Screens bag uploads 1 screen bad http://img136.imageshack.us/img136/1858/shot00006t.png
Onix Has got stuck on the container and could not move
p.s In comparison with the first version it is simply ideal thanks began to play interestingly

Last edited by Maksimus; 10-03-2009 at 11:13 AM.
Reply With Quote
  #12  
Old 10-05-2009, 02:38 PM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default

Dude im sorry. But i can not understand you
__________________
Giggity Giggity Goooo!
Reply With Quote
  #13  
Old 10-05-2009, 06:14 PM
THEDDLE's Avatar
THEDDLE THEDDLE is offline
Senior Member
 
Join Date: May 2009
Posts: 842
Default Hey

That would be the universal translator. LOL. He had good intent. Also you said above about an update on wave based. I assume that is the closest to existing KF. If so let me know. I will put it on my servers when you get it updated.
__________________

Recruiting fun and mature players.
www.twin-calibur-hitmen.com

Last edited by THEDDLE; 10-05-2009 at 06:16 PM.
Reply With Quote
  #14  
Old 10-14-2009, 05:39 PM
KiCk3R's Avatar
KiCk3R KiCk3R is offline
Senior Member
 
Join Date: Mar 2009
Location: Shropshire UK
Posts: 372
Default

So we have in total around 400 downloads in total of every KF-RaccoonInternationalAirport.

And there is very little feedback.

Im not sure if its a problem with the community, if it being they can't be bothered. Or just in general don't like playing any of my maps.

But i can't help but feel... after putting in lots of effort.
Im wasting my time...

Anyone care to shed some light on any problems with the map?
Or improvements in what you want to see in a new map?
__________________
Giggity Giggity Goooo!
Reply With Quote
  #15  
Old 10-15-2009, 03:01 AM
Maksimus Maksimus is offline
Senior Member
 
Join Date: May 2009
Posts: 191
Default

Quote:
Originally Posted by KiCk3R View Post
So we have in total around 400 downloads in total of every KF-RaccoonInternationalAirport.

And there is very little feedback.

Im not sure if its a problem with the community, if it being they can't be bothered. Or just in general don't like playing any of my maps.

But i can't help but feel... after putting in lots of effort.
Im wasting my time...

Anyone care to shed some light on any problems with the map?
Or improvements in what you want to see in a new map?
Problems with the maps is full but you do not understand me
Reply With Quote
  #16  
Old 10-15-2009, 07:14 AM
gusone's Avatar
gusone gusone is offline
Senior Member
 
Join Date: May 2009
Location: Sidcup
Posts: 1,512
Default

Probably just beta fatigue. So many maps get thrown up onto servers either incomplete or broken these days. All people want to do is just have a good game on a map that works.
__________________
I VISITED THIS FORUM AND ALL I GOT WAS THIS LOUSY SIGNATURE AND AN INFRACTION.

RO2 '[DSAS] 50 TE ONLY REALISM' SERVER IP 212.125.94.172; KILLING FLOOR 70% FF 'DSAS IS BACK' IP 217.163.28.179:7777
Reply With Quote
  #17  
Old 10-15-2009, 03:31 PM
dextronaut's Avatar
dextronaut dextronaut is offline
Senior Member
 
Join Date: Jun 2009
Location: Pacific Northwest
Posts: 2,448
Default

i played the wave based version of degeneration, you need to fix the level rules zombie spawning speed to like 1 or .5, you have the spawns but the level rules is keeping the action from getting intense
__________________
Reply With Quote
  #18  
Old 10-15-2009, 04:09 PM
[UIT] Akame's Avatar
[UIT] Akame [UIT] Akame is offline
Senior Member
 
Join Date: May 2009
Location: My own personal hell
Posts: 1,280
Default

There are quite a few maps that never get feedback (I beta'd KF-Downtown_Derelict by myself for a friend because no one else was). I had planned on testing all of the wave one and two maps and posting feedback, but some of the feedback I've given already was not well received and a large number of the wave one maps seemed like they were last minute works. I might do feedback for the second wave because it is looking like it would be more worthwhile.

But I degress...

I've played this a few times. I'll try to go through it and post any issues with it. It was surprisingly difficult the first time, but maps tend to be that way. Since all of the spawns are in the same place in the single player, replay-ability is low. I haven't tried the wave-based.

Last edited by [UIT] Akame; 10-15-2009 at 04:15 PM.
Reply With Quote
  #19  
Old 10-16-2009, 01:09 AM
dextronaut's Avatar
dextronaut dextronaut is offline
Senior Member
 
Join Date: Jun 2009
Location: Pacific Northwest
Posts: 2,448
Default

Quote:
Originally Posted by [UIT] Akame View Post
There are quite a few maps that never get feedback (I beta'd KF-Downtown_Derelict by myself for a friend because no one else was). I had planned on testing all of the wave one and two maps and posting feedback, but some of the feedback I've given already was not well received and a large number of the wave one maps seemed like they were last minute works. I might do feedback for the second wave because it is looking like it would be more worthwhile.

But I degress...

I've played this a few times. I'll try to go through it and post any issues with it. It was surprisingly difficult the first time, but maps tend to be that way. Since all of the spawns are in the same place in the single player, replay-ability is low. I haven't tried the wave-based.
your feedback is good, maul though had the best because he was so blunt and honest but that tended to make people cry...

wave based: kicker, i played this map with fel and a few others. we all felt the difficulty was very easy even though you have your spawns set up right. its the level rules that you need to change, like i said, to .5 or 1. also the metal detectors tended to slow the zombies down and caused alot of players to stand there mowing them down while they tried to get thru single file.
__________________
Reply With Quote
  #20  
Old 10-16-2009, 11:06 AM
[UIT] Akame's Avatar
[UIT] Akame [UIT] Akame is offline
Senior Member
 
Join Date: May 2009
Location: My own personal hell
Posts: 1,280
Default

Quote:
Originally Posted by Dextronaut
[UIT] Akame, I'm happy for you and I'm going to let you finish, but Maul had some of the best feedback of all time. OF ALL TIME.
Fixed

Anyway, I played through the map a few times and the most noticeable thing was that the map doesn't feel very intense. If there were more specs present it might actually have intensity after playing the first time.

Also the elevator opening isn't very obvious and looks like is an area that is usually blocked off. While the open door/portal area looks like you should be able to go through it but is blocked off.

There are other more minor issues but these are the most important ones that need to be fixed.
Reply With Quote
Reply

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 10:25 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC